★ Exclusive Cards
Cards played most by this investigator compared to all others.

Vincent Lee deck only. : Fight. You get +2 for this attack. If this attack is successful, you may take 1 damage to deal +1 damage for this attack. : Heal 5 damage from an investigator at your location. Test (4). If you fail, that investigator suffers 1 physical trauma. (Max once per game.)

Limit 1 On the Mend in your hand. Commit only to a test you are performing. Forced - When On the Mend would be discarded from anywhere: Set it aside, out of play, instead.

Place 1 of your clues on your location. Then, heal 3 damage from an investigator or Ally asset at your location.

Limit 1 per deck. As an additional cost to play this card, you must search your bonded cards for 3 copies of Bloodlust and shuffle them into your deck. : Fight. You get +1 for this attack for each attached copy of Bloodlust. This attack deals +1 damage. If this attack defeats an enemy, place 1 resource on this card (from the token bank), as an offering.

Uses (4 supplies). When one of your card effects heals damage from an investigator, spend 1 supply: Either that effect heals 1 additional damage, or you draw 1 card and heal 1 horror. : Heal 3 damage from an investigator or Ally asset at your location.

Vincent Lee deck only. : Fight. You get +2 for this attack. If this attack is successful, you may take 1 damage to deal +1 damage for this attack. : Heal 5 damage from an investigator at your location. Test (4). If you fail, that investigator suffers 1 physical trauma. (Max once per game.)

Limit 1 On the Mend in your hand. Commit only to a test you are performing. Forced - When On the Mend would be discarded from anywhere: Set it aside, out of play, instead.

Uses (3 supplies). If Bandages has no supplies, discard it. After an investigator or Ally asset at your location takes 1 or more damage, spend 1 supply: Heal 1 damage from that card.

If this skill test is successful while investigating a location, discover 1 additional clue at that location.

Place 1 of your clues on your location. Then, heal 3 damage from an investigator or Ally asset at your location.

Limit 1 per deck. When you play a copy of Soothing Melody: Either change each "2" on it to a "3," or shuffle it into your deck instead of discarding it. Forced - After Hallowed Mirror enters play: Search your bonded cards for 3 copies of Soothing Melody. Add 1 to your hand and shuffle the other 2 into your deck.

Permanent. Limit 1 per deck. Purchase at deck creation. When you purchase In the Thick of It, suffer 2 total physical and/or mental trauma. Then, earn 3 experience.

If this skill test is successful during an attack, that attack deals +1 damage.

Fast. Play after an investigator discovers the last remaining clue at your location. Investigators at that location gain a total of X resources, distributed as you wish. X is that location's shroud value.

Max 1 committed per skill test. If this test is successful, draw 1 card.

After Backpack enters play: Search the top 6 cards of your deck for up to 3 non-weakness Item or Supply cards, and attach them facedown to Backpack. Shuffle your deck. Cards attached to Backpack may be played as if they were in your hand. If there are no cards attached to Backpack, discard it.

If this skill test is successful, choose a [survivor] card not named Resourceful in your discard pile. Add the chosen card to your hand.

Fast. You get +1 while investigating.

Fast. Play when you would fail a skill test. Get +2 to your skill value for that test.

Gain 3 resources.

Uses (4 secrets). Spend 1 secret: Investigate. You get +2 for this investigation. If you succeed by 2 or more, you may draw 1 card.

Fast. Play only during your turn. Choose an investigator at your location. Move that investigator to a connecting location.

Max 1 committed per skill test.

You get +1 . After you successfully investigate: Gain 1 resource.

Uses (3 supplies). Exhaust Fingerprint Kit and spend 1 supply: Investigate. You get +1 for this investigation. If you succeed, you discover 1 additional clue at your location.

You get +1 . The first investigate action you perform each turn does not provoke attacks of opportunity. After you discover a clue, exhaust Alice Luxley: Deal 1 damage to an enemy at your location. Card design inspired by the Council in Exile 2022.

Uses (5 secrets). If Schoffner's Catalogue has no secrets, discard it. You may spend secrets on Schoffner's Catalogue as resources to pay for Item assets played by any investigator at your location.

Customizable. Limit 1 per investigator. Forced - At the start of the round: Choose one of the following criteria for this round - You fail a test by 2 or more. - You succeed at a test by 3 or more. When the chosen criteria is met, you may exhaust Empirical Hypothesis to add 1 evidence to it. Spend 1 evidence: Draw 1 card.

: Search your bonded cards for Essence of the Dream and add it to your hand. After you succeed by 3 or more during a skill test to which Essence of the Dream is committed: Record in your Campaign Log that "you have interpreted the dreams."

Uses (3 supplies). If First Aid has no supplies, discard it. Spend 1 supply: Heal 1 damage or horror from an investigator at your location.

As an additional cost to play Thorough Inquiry, spend an action. Investigators at your location draw a combined total of 5 cards (you decide how many cards each investigator draws).

Permanent. Limit 1 per deck. Purchase at deck creation. Forced - When your first turn of the game begins: One at a time, play any number of Item assets from your hand, reducing the cost of each by 1. During this turn, you have 3 fewer actions to take.

Max 1 committed per skill test. If this test is successful, draw 1 card.

You may commit Contemplative to an investigation or skill test during a parley attempt at your location or a connecting location. If this test is successful, the performing investigator discovers 1 clue at their location.

You get +1 . Jessica Hyde enters play with 2 damage on her. After your turn ends: Heal 1 damage from Jessica Hyde.

: Fight. You get +1 for this attack. If the attacked enemy is the only enemy engaged with you, this attack deals +1 damage.

Max 1 committed per skill test. If this test is successful, draw 1 card.

Max 2 Dilemma per round. Revelation - Choose an investigator and decide (choose one): - The chosen investigator must immediately take an action as if it were their turn, then discards 1 card at random from their hand. - The chosen investigator loses 1 action during their next turn, then draws 3 cards.

Max 1 committed per skill test. You may commit Take Heart to any type of test. If this test fails, the performing investigator draws 2 cards and gains 2 resources.

If this skill test is successful, ready an Ally asset at your location and heal 1 damage and 1 horror from it.

Choose an investigator at your location. Heal 2 damage from that investigator or from an Ally asset he or she controls.

Fast. Play when an enemy attacks an investigator at your location. Cancel that attack.

When an enemy attack deals damage to Guard Dog: Deal 1 damage to the attacking enemy.

After Medical Student enters play: Heal 1 damage and 1 horror from an investigator or Ally asset at your location.

You may play Winging It from your discard pile. If you do, shuffle it into your deck after resolving its effects. Investigate. Your location gets -1 shroud for this investigation. (If you played Winging It from your discard pile, discover 1 additional clue if you succeed.)

Only the first copy of each card in your hand counts toward your maximum hand size. After you draw a copy of a card that is already in your hand, reveal both copies and exhaust Dream-Enhancing Serum: Draw 1 card.

Permanent. Limit 1 per deck. Anytime you upgrade a card with the (Unidentified) or (Untranslated) subtitle, you may upgrade a second copy of that card at no experience cost. If you do, the two upgraded versions are chosen at random from among the eligible options. (You must still meet all deckbuilding restrictions.)

Fast. Play only during your turn. Attach to an Ally asset you control. Attached asset gets +1 health and +1 sanity.

One at a time, play up to 3 assets from your hand, reducing the resource cost of each by 1.

While Pelt Shipment is in your hand, your maximum hand size is reduced by 3. When the game ends or you resign, if Pelt Shipment is in your hand: Reduce the experience cost of the next new card you purchase before the next scenario by 1.

If this skill test is successful, the investigator performing this test searches the top 3 cards of his or her deck for a card, draws it, and shuffles his or her deck.

Fast. Play after you fail a skill test by 2 or less while investigating. Discover 2 clues in your location.

Test (4). If you succeed, discard Strange Solution and draw 2 cards. Record in your Campaign Log that "you have identified the solution."

Choose another investigator at your location. Both you and that investigator gain 2 resources.

Choose an investigator at your location. That investigator search the top 9 cards of their deck for a Weapon asset, adds it to their hand or plays it (paying its resource cost), and shuffles their deck.

Fast. Play only during your turn. Discover 1 clue at your location.

After an enemy at your location is defeated: Place 1 resource (from the token pool) on this card, as evidence. While Dissection Tools has... - ... 1 or more evidence, you get +1 . - ... 2 or more evidence, you get +1 . - ... 3 or more evidence, you get +1 sanity.

Max 1 committed per skill test. While Sharp Vision is committed during a basic investigate action, it gains and the text: "If this test is successful by 2 or more, discover 1 additional clue at this location."

Your maximum hand size is increased by 1. You have 1 additional hand slot, which can only be used to hold a Tome asset.

Uses (3 supplies). Spend 1 supply, exhaust Smoking Pipe, and take 1 damage: Heal 1 horror.

Commit only to a skill test during an attack or evasion attempt against an enemy. That enemy gains retaliate and alert for the duration of this skill test. After this test ends, draw 1 card.

Uses (4 secrets). Spend 1 secret: Choose any non-weakness treachery not attached to an Elite enemy. Until the end of the round, treat that card's printed text box as if it were blank (except for Traits).

Fast. Play after you defeat an enemy. Discover 1 clue at your location.

For each clue you have (to a maximum of 3), either heal 2 horror from an investigator at your location or discard a Terror card at your location.

After you commit a card to a skill test, exhaust Grisly Totem: That card gains another instance of one of its skill icons of your choice.

Fast. Play after you successfully attack a non-Elite enemy using a Melee asset. Attach Grievous Wound to the attacked enemy. Forced - At the end of the round: Deal 1 damage to attached enemy.

You may commit Helping Hand to any type of test. Max 1 committed per test. While Helping Hand is committed to a skill test, double the skill icons of each other card committed to that test.

After Research Librarian enters play: Search your deck for a Tome asset and add it to your hand. Shuffle your deck.

Tetsuo Mori may be assigned damage and/or horror dealt to other investigators at your location. When Tetsuo Mori is defeated: Choose an investigator at your location. That investigator searches either their discard pile or the top 9 cards of their deck for an Item asset and adds it to their hand. Shuffle their deck if it is searched.

Limit 1 per deck. As an additional cost to play this card, you must search your bonded cards for 3 copies of Bloodlust and shuffle them into your deck. : Fight. You get +1 for this attack for each attached copy of Bloodlust. This attack deals +1 damage. If this attack defeats an enemy, place 1 resource on this card (from the token bank), as an offering.

Uses (3 supplies). Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation.

After you successfully investigate by 2 or more, exhaust Scavenging: Choose an Item card in your discard pile and add it to your hand.

Play only as your first action. Heal 2 damage (3 damage instead if you drew a treachery this round). Draw 1 card.

Parley. Choose an investigator at your location. That investigator may play an Ally asset from their hand, reducing its cost by 3.

Limit 1 per deck. When you play a copy of Blood-Rite: Either change each "2" on it to a "3," or shuffle it into your deck instead of discarding it. Forced - After Occult Lexicon enters play: Search your bonded cards for 3 copies of Blood-Rite. Add 1 to your hand and shuffle the other 2 into your deck.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you reveal a location or put a new location into play. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

Uses (3 charges). : Fight. You get +1 for this attack. As an additional cost to initiate this ability, you may spend 1 charge to empower the blade. If you do, you get +1 and deal +1 damage for this attack.

As an additional cost to play Act of Desperation, choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Fight. You get +X and deal +1 damage for this attack, where X is the chosen asset's printed resource cost. If you succeed and that asset was in your play area, gain X resources.

You get +1 . When the game begins, if Ace of Swords is in your opening hand: Put it into play.

: Fight. You get +2 for this attack. Discard Gravedigger's Shovel: Discover 1 clue at your location.

Fast. Play during a skill test at your location. Search the top 9 cards of your deck for a Practiced skill and commit it to this skill test, if able. Shuffle the remaining cards back into your deck. After this test ends, if it was successful, add that skill to your hand instead of discarding it.

Permanent. Limit 1 Covenant per deck. When an investigator at your location reveals a token during a skill test, exhaust Blasphemous Covenant: Treat that token's modifier as +1 instead of its normal modifier. After this test ends, return that token to the chaos bag.

If there are more than tokens in the chaos bag, remove 1 token from the chaos bag and exhaust The Key of Solomon: Heal up to 2 damage and/or horror from an investigator or Ally asset at your location. If there are more than tokens in the chaos bag, remove 1 token from the chaos bag and exhaust The Key of Solomon: Gain 2 resources.

Uses (4 supplies). When one of your card effects heals damage from an investigator, spend 1 supply: Either that effect heals 1 additional damage, or you draw 1 card and heal 1 horror. : Heal 3 damage from an investigator or Ally asset at your location.

Fast. Play after you defeat a Monster enemy. Each investigator at your location heals horror equal to that enemy's horror value.

Choose a level 0 card in your discard pile. Add the chosen card to your hand.

Customizable. When you purchase The Raven Quill, name a Tome or Spell asset and record that name on its upgrade sheet. Attach to a named asset you control. When you resign or the game ends: Either mark a checkbox on The Raven Quill's upgrade sheet, or reduce the experience cost to upgrade the attached asset before the next scenario by 1.

Max 1 committed per skill test. While Brute Force is committed during a basic fight action, it gains and the text: "If this test is successful by 2 or more, this attack deals +2 damage."

Uses (3 supplies). If Matchbox has no supplies, discard it. During any investigator's turn, exhaust Matchbox and spend 1 supply: Your location gets -1 shroud until the end of this turn.

Discard a card with at least 1 skill icon from your hand: Place 1 resource on Archaic Glyphs from the token pool, as a secret. Forced - After the third secret is placed on Archaic Glyphs: Discard Archaic Glyphs and gain 5 resources. Record in your Campaign Log that "you have translated the glyphs."

Choose an investigator at your location and test (2). If you succeed, heal 1 damage from that investigator. If you fail, deal 1 damage to that investigator.

Choose an Ally asset you control and return it to your hand. Then, search the top 9 cards of your deck for an Ally asset and play it, reducing its cost by X. X is the cost of the Ally asset returned to your hand. Shuffle your deck.

Permanent. Exceptional. For every point of damage and/or horror you heal in excess of an investigator's current damage/horror, place 1 resource on Soul Sanctification, as an offering. This still counts as healing. Spend 1 offering: You get +2 skill value for this test. (Limit twice per test.)

After revealing a chaos token for this skill test, you may place 1 of your clues on your location to cancel that chaos token, return it to the chaos bag, and reveal a new one. (You may do this any number of times.)

Myriad. A Glimmer of Hope can only be played from your discard pile. Add all copies of A Glimmer of Hope in your discard pile to your hand (including this copy).

As an additional cost to play Deep Knowledge, add 2 tokens to the chaos bag. Investigators at your location draw a combined total of 3 cards (you decide how many cards each investigator draws).

Girish Kadakia may be assigned damage and/or horror dealt to other investigators at your location. During a skill test being performed by an investigator at your location, exhaust Girish Kadakia: That investigator gets +2 skill value for this test. If this test is successful, heal 1 damage or horror from Girish Kadakia.

Myriad. Astounding Revelation cannot be played. When you search your deck and Astounding Revelation is among the searched cards, discard it: Either gain 2 resources or place 1 secret on an asset you control. (Max one Research ability per search.)

Uses (4 charges). Spend 1 charge: Heal 2 damage from among investigators at your location.

While you have 5 or more cards in your hand, Higher Education gains: " Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test."

Uses (3 secrets). Exhaust Scroll of Secrets and spend 1 secret: Look at the bottom card of any investigator's deck or the encounter deck. Then, either discard that card, add it to its owner's hand, place it on the bottom of its deck, or place it on the top of its deck.

Uses (0 secrets). Secrets on Ariadne's Twine can be spent as if they were on any asset controlled by an investigator at your location. Exhaust Ariadne's Twine: Move 1 secret from an asset you control to your resource pool, as a resource, or vice versa.

Customizable. Uses (3 supplies). Spend 1 supply: Choose an investigator at your location and test (1). If you succeed, that investigator performs one of the following options - - Draw 2 cards. - Gain 2 resources.

Uses (3 supplies). Supplies on Cleaning Kit may be spent as if they were supplies or ammo on assets you control.

Exhaust Spirit of Humanity and take 1 damage and 1 horror: Add 2 tokens to the chaos bag. Exhaust Spirit of Humanity and add 2 tokens to the chaos bag: Heal 1 damage and 1 horror.

You get +1 . At the start of your turn, add 1 token to the chaos bag: Draw 1 card.

Permanent. Limit 1 per deck. You have 1 additional hand, accessory, or arcane slot, which can only be used to hold a Blessed or Cursed asset.

Commit to a skill test only if there is a clue at your location.

After you move to a location, if that location has at least 1 clue on it, exhaust Fieldwork: You get +2 skill value for the next skill test you perform this phase.

Uses (2 supplies). Exhaust Tennessee Sour Mash and spend 1 supply: You get +2 for a skill test on a treachery card. Discard Tennessee Sour Mash: Fight. You get +3 for this attack.

Exhaust Crowbar: Investigate. This investigation attempt uses instead of . Exhaust Crowbar: Fight. You get +2 for this attack.

: Fight. If you have no resources in your resource pool, this attack deals +1 damage. During an attack using Fire Axe, spend 1 resource: You get +2 for this skill test. (Limit three times per attack.)

Either (choose one): - Fight. You get +3 and deal +2 damage for this attack. Exile Flare. - Search the top 9 cards of any investigator's deck for an Ally asset and put it into play under your control. Then, exile Flare. Shuffle the searched deck.

After you commit a card to a skill test, exhaust Grisly Totem: That card gains another instance of one of its skill icons of your choice. If that skill test is successful, the performing investigator draws 1 card.

Uses (4 secrets). Spend 1 secret: Heal 1 horror from an investigator at your location. Add 2 tokens to the chaos bag.

You may commit Long Shot to a fight or evasion test against an enemy at your location or a connecting location. If this test is successful, deal 1 damage to that enemy.


Investigate. When this action begins, gain 2 resources.

Fight. This attack deals +1 damage and is automatically successful. As an additional cost to perform this attack, the chosen enemy makes an attack against you.

You get +1 . Brother Xavier may be assigned damage and/or horror dealt to other investigators at your location. When Brother Xavier is defeated: Deal 2 damage to an enemy at your location.

Exhaust Chemistry Set: Investigate. If you... - ...fail by exactly 2, discard Chemistry Set. - ...succeed by exactly 0, gain 2 resources. - ...succeed by exactly 2, draw 1 card. - ...succeed by exactly 4, discover 1 additional clue at your location.

Fast. Play during any investigator's turn. Play only if you have 5 or more remaining sanity. Choose a non-Elite enemy at your location. Until the end of the active investigator's turn, that enemy gets -2 fight and -2 evade.

: Fight. You get +1 for this attack. Discard Knife: Fight. You get +2 for this attack. This attack deals +1 damage.

Fast. Play after another investigator draws a non-peril encounter card, but before resolving that card's effects. You are considered to have drawn that encounter card, instead. You get +2 to each of your skills while resolving that card's revelation effect.

Uses (3 secrets). Exhaust Mr. "Rook" and spend 1 secret: Search the top 3, 6, or 9 cards of your deck for any card and draw it. If at least 1 weakness is among the searched cards, draw 1 of them, as well. Shuffle your deck.

Play only if there is a clue on your location. Draw 3 cards.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you engage an enemy. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

Play only as your first action. Discover 1 clue at your location (2 clues instead if there is an enemy at that location). This action does not provoke attacks of opportunity.

Customizable. Uses (4 charges). Replenish 1 of these charges at the start of each round. : Fight. You get +1 for this attack. Before this attack, you may spend any number of charges to imbue the axe with that many different inscriptions - - Accuracy - You get an additional +2 for this attack. - Power - This attack deals +1 damage.

You have 1 additional hand slot, which can only be used to hold a Tool asset. After you successfully investigate by exactly 1 or 3, exhaust Dr. Charles West III: Deal 1 damage to an enemy at your location.

After another investigator moves from your location to a connecting location, exhaust Safeguard: Move to that location.

Exhaust Mariner's Compass: Investigate. If you fail, ready Mariner's Compass. If you succeed and have no resources in your resource pool, discover 1 additional clue at your location. During an investigation using Mariner's Compass, spend 1 resource: You get +1 for this skill test. (Limit three times per investigation.)

You get +1 . When the game begins, if Death • XIII is in your opening hand: Put it into play.

: Fight. You get +1 for this attack. After an enemy attack deals damage to you during the enemy phase, exhaust Survival Knife: Fight. This attack targets the attacking enemy. You get +2 and deal +1 damage for this attack.

Investigate. If you succeed, instead of discovering a clue at your location, discover a clue at a connecting location.

Uses (3 durability). Attach to an Item asset controlled by an investigator at your location. During a skill test on attached asset, spend 1 durability: You get +2 skill value for this test.

You have two additional hand slots, which can only be used to hold Weapon assets. While you have Weapon assets held in 2 or more hand slots, you get +1 .

Limit 1 per investigator. When you would succeed at a skill test, exhaust Steady-Handed: You either succeed by 1 more or 1 less. If you succeeded by exactly 2, heal 1 horror.

: Fight. You get +2 for this test. If you succeed by exactly 2, you may exhaust Katana to deal +2 damage for this attack. Exhaust Katana: Fight. Use instead of for this attack.

Fight. This attack uses . You deal +1 damage for this attack for each clue you have (max +3 damage).

Exhaust Pocket Telescope: Look at the revealed side of a connecting unrevealed location. : Investigate. Investigate a revealed connecting location as if you were there.

Something Worth Fighting For may be assigned horror dealt to other investigators at your location.

Uses (4 supplies). Spend 1 supply: Investigate. For this investigation, you may use instead of , and you get +1 skill value. If you succeed and there is an exhausted enemy at your location, heal 1 horror.

Max 1 committed per skill test. Hardboiled gains for each successful attack you performed this round.

Uses (3 supplies). Spend 1 supply, exhaust Thermos: Heal 1 damage from an investigator at your location (2 damage instead if he or she has 2 or more physical trauma). Spend 1 supply, exhaust Thermos: Heal 1 horror from an investigator at your location (2 horror instead if he or she has 2 or more mental trauma).

Permanent. Exceptional. Your deck must include at least 10 skills. Your deck size is increased by 5. Before drawing your opening hand: Attach 5 random non-weakness skills from your deck facedown to this card. Exhaust Ancestral Knowledge: Draw 1 attached skill.

Fast. During a skill test while fighting or investigating, exhaust Ice Pick: You get +1 skill value for this test.

Uses (3 supplies). Spend 1 supply, exhaust Painkillers, and take 1 horror: Heal 1 damage.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you take 1 or more damage and/or horror. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

Limit 1 per investigator. Uses (1 inspiration). Exhaust Artistic Inspiration and discard 1 card from your hand: Replenish 1 inspiration on this card. After revealing chaos tokens for a skill test you are performing, spend 1 inspiration: You get +1 or -1 skill value for this skill test.

Fast. Play only during your turn. Until the end of the round, you may use your in place of your and .

You get +1 . After your turn ends: Heal 1 horror from Peter Sylvestre.

Each attached asset takes up no slots and its text box is treated as if it were blank (except for Traits). Exhaust Tool Belt: Choose one - attach a Tool asset in your play area to Tool Belt, switch a Tool asset in your play area with an attached asset, or detach an attached asset.

While you control a Tome or Relic asset, you get +1 . After you reveal a location or put a new location into play, exhaust Whitton Greene: Search the top 6 cards of your deck for a Tome or Relic asset and draw it. Shuffle your deck.

Uses (3 secrets). Spend 1 secret: Investigate. Investigate any revealed location in play as if you were at that location.

After you fail a skill test, exhaust Rabbit's Foot: Draw 1 card.

If this skill test is successful during an attack, automatically evade the attacked enemy.

Uses (2 resources). Replenish these resources at the start of each round. Resources on Crafty may be spent to pay for Insight, Tool, or Trick cards. During a skill test on a Insight, Tool, or Trick card, spend 1 resource from Crafty: You get +1 skill value for this test.

Investigate. Add your or to your skill value for this investigation. If you succeed, instead of discovering clues at this location, attach Map the Area to it. Limit 1 per location. Reduce the difficulty of all skill tests at attached location by 1.

Permanent. You have 1 additional ally slot.

Max 2 Dilemma per round. Revelation - If there are no enemies in play, draw 1 card. Otherwise, you must decide (choose one): - Each unengaged non-Elite enemy moves once toward the nearest investigator. - Each investigator disengages from each enemy engaged with them and moves once away from the nearest enemy.

You get +1 . Discard Beat Cop: Deal 1 damage to an enemy at your location.

Fast. Play during your turn only if the final agenda is in play. Draw 1 card, gain 1 resource, and gain 1 additional action. Remove End of the Road from the game.

Limit 1 Footwear per investigator. You get +1 . After the last clue is discovered from your location, exhaust Hiking Boots: Move to a connecting location with at least 1 clue, or to a connecting unrevealed location.

Uses (6 ammo). Spend 1 ammo: Fight. You deal +1 damage for this attack.

Fast. Play after you discover the last clue at your location. Discover 2 clues at a location with a lower printed shroud value than your location.

Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test.

Max 1 committed per skill test. If this test is successful, draw 1 card.

During your turn, if you are not engaged with any enemies, exhaust Pathfinder: Move to a connecting location.

You get +1 . After you defeat an enemy, exhaust Grete Wagner and deal 1 damage to her: Discover 1 clue at your location.

Permanent. You get +5 Deck Size. Your investigator's Deckbuilding Options gain: "one other level 0 card from any class ([guardian], [seeker], [rogue], [mystic], or [survivor])."

As an additional cost to play Occult Invocation, discard up to 2 cards from your hand. Fight. This attack uses instead of . You get +1 and deal +1 damage for this attack for each card discarded as part of this card's cost.

Fast. Play only during your turn. Attach to an Item asset you control. Limit 1 per asset. After attached asset is discarded: Return it to its owner's hand, along with each other Upgrade attachment that was attached to it.

Fast. Play when you draw a non-weakness treachery card. Cancel that card's revelation effect. Then, take 1 horror.

As an additional cost to play Testing Sprint, spend an action. Investigate. One at a time, investigate your location and each connecting location once each in ascending order of shroud, until you either fail to investigate or successfully investigate each eligible location.

Fast. Limit 1 Composure in play. You get +1 and +1 . Non-direct damage/horror must be assigned to Scientific Theory before it can be assigned to your investigator card. Spend 1 resource: You get +1 or +1 for this skill test.

: Choose a card at your location and test (1). For each point you succeed by, choose one - - The next time that card would be healed this round, heal +1 damage/horror (to a maximum of +3). - The next time that card would be dealt damage this round, deal +1 damage (to a maximum of +3).

Choose either your location or a connecting location. Deal 3 damage to each enemy and to each investigator at the chosen location.

Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test.

Choose an investigator at your location. That investigator searches the top 6 cards of his or her deck for a card, draws it, and shuffles his or her deck.

Permanent. Limit 1 per deck. Purchase at deck creation. Forced - When your first turn of the game begins: Discard the top 10 cards of your deck.

After a skill test ends in which 1 or more or tokens were revealed, exhaust Token of Faith: Add that many tokens to the chaos bag.

You get +1 . After Jeremiah Kirby enters play, choose "even" or "odd:" Reveal the top 5 cards of your deck. Draw each card with a cost that matches the chosen option. Shuffle the remaining cards into your deck.

Fight. When this action begins, gain 2 resources.

After an enemy at your location is successfully evaded or defeated, exhaust Microscope: Place 1 resource on Microscope, as evidence. : Investigate. You get +1 for this investigation for each evidence on Microscope (max +3 ). If you succeed, you may spend up to 2 evidence to discover that many additional clues at your location.

Max 2 Dilemma per round. Revelation - Reveal the top 3 cards of the encounter deck. Choose an investigator to draw 1 of the revealed cards and discard the rest. Then, choose an investigator to discover 1 clue at any revealed location.

Fast. Play only during your turn. Attach to an Item asset you control. While resolving a triggered ability on attached asset, you get +1 to each of your skills.

As an additional cost to play Elaborate Distraction, spend an action. Playing Elaborate Distraction does not provoke attacks of opportunity. For each enemy at your location and at each connecting location (choose one): - Automatically evade that enemy if it is non-Elite. - Deal 1 damage to that enemy.

For each of your arcane slots that is filled, either heal 1 damage or 1 horror.

Max 1 committed per skill test. Commit to a skill test only if you have 3 or fewer remaining sanity.

You may include up to 4 copies of Sled Dog in your deck. Up to 2 Sled Dog cards take up a single ally slot. Exhaust X Sled Dogs: Move. Move X times. Exhaust X Sled Dogs: Fight. You get +X for this attack. Instead of its standard damage, this attack deals X damage.

You get +1 during evasion attempts.

: Choose an investigator at your location and either (choose one) - - Exhaust Hallowed Chalice and place 1 doom on it to heal 2 damage or 2 horror from that investigator. - Heal 1 damage or 1 horror from that investigator. If you heal the last damage or horror from that investigator, remove 1 doom from Hallowed Chalice.

After you defeat an enemy, exhaust Ancestral Token: Add tokens to the chaos bag equal to that enemy's printed health (max 5).

After a player card ability places 1 or more of your clues on your location: Place that many resources on Research Notes, as evidence. : Test (0). For each point you succeed by, you may spend 1 evidence to discover 1 clue at your location.

Uses (3 supplies). Spend 1 supply and exhaust Venturer: Place 1 supply or ammo on an asset controlled by an investigator at your location.

Permanent. Limit 1 per deck. Purchase at deck creation. Increase your deck size by 15. During each upkeep phase, instead of drawing 1 card, draw 2 cards and discard 1 of them.

Search the top 6 cards of your deck. You may place up to 3 of your clues on your location. For each clue placed in this way, choose and add 2 of the searched cards to your hand. Shuffle your deck.

Fast. Play only during your turn. Play Talisman of Protection under the control of any investigator at your location. When you assign damage and/or horror that would defeat you, discard Talisman of Protection: Cancel up to 2 of that damage and/or horror.

Uses (2 ammo). Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you fail, place 1 ammo on .18 Derringer.

When any investigator draws an encounter card from the encounter deck, exhaust Dr. William T. Maleson and place 1 of your clues on your location: That investigator draws another card from the top of the encounter deck, chooses one of those 2 cards to resolve, and cancels and discards the other.

Fast. Play after you reveal a chaos token during a skill test. Reveal an additional chaos token, switching its "-" to a "+". If that chaos token is a token, you automatically fail.

If this skill test is during or before the first action of this turn, Plan of Action gains . If this skill test is between the first and third actions of this turn, draw 1 card if it succeeds. If this skill test is during or after the third action of this turn, Plan of Action gains .

If Timeworn Brand is ready: Fight. You get +2 and deal +1 damage for this attack. Exhaust Timeworn Brand: Fight. Add your to your skill value for this attack. This attack deals +3 damage. If this attack defeats an Elite enemy, draw 3 cards. (Max once per game.)

Fast. Play after a skill test you failed ends (after resolving all effects from the failed test). Attempt that test again. You get +2 skill value for this test.

: Fight. You get +1 for this attack (+2 instead if you have 3 or fewer remaining sanity). If this attack defeats an enemy, you may heal 1 horror. As an additional cost to initiate this ability, you may take 1 horror to have this attack deal +1 damage.

Fast. Play only during your turn. Attach Tinker to a Tool asset in your play area. Limit 1 per asset. Attached asset takes up 1 fewer hand or accessory slot.

Uses (4 charges). : Investigate. For this investigation, you may use instead of , and you get +1 skill value. If you succeed, spend 1 or 2 charges. Instead of discovering a clue at your location, discover 1 clue at your location for each charge spent. If you succeed by 0, choose and discard a card from your hand.

Uses (3 secrets). During your turn, exhaust Eon Chart and spend 1 secret: Choose and take two different actions of the following, in any order (move, evade, or investigate).

Permanent. Limit 1 per deck. During the upkeep phase, you may choose to not gain resources. While you have no resources in your resource pool, you get +1 , +1 , +1 , and +1 .

Uses (4 ammo). Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage.

Uses (3 keys). If there are no keys on Old Keyring, discard it. : Investigate. Your location gets -2 shroud for this investigation. If you succeed, remove 1 key from Old Keyring, and if this test's difficulty is 0, you discover 1 additional clue.

Commit only to a skill test during an attack or evasion attempt. You can commit this skill to an investigator's test at any location.

Commit only to a skill test you are performing.
Take the Initiative loses for each action that has been completed by any investigator this phase.

Uses (3 secrets). Exhaust Cryptographic Cipher and spend 1 secret: Investigate. Your location gets +1 shroud for this investigation. Exhaust Cryptographic Cipher and spend 1 secret: Investigate. Your location gets -2 shroud for this investigation.

You get +1 and +1 while resolving an ability on a treachery card. After you succeed at a skill test while resolving an ability on a treachery card, exhaust Tooth of Eztli: Draw 1 card.

Evade. You may use instead of for this evasion attempt. If you succeed and the enemy is non-Elite, attach Transmogrify to it. Attached enemy gains: "Massive. Cannot move. After you evade this enemy: Discover 1 clue at its location. (Limit once per round.)"

While you control a Science or Tool asset, Well-Funded gains (while you control 3 or more Science and/or Tool assets, Well-Funded gains , instead).

After Art Student enters play: Discover 1 clue at your location.

While Dauntless Spirit is in your hand or committed to a skill test, it gains icons equal to your , and icons equal to your .

Uses (2 resources). Replenish these resources at the start of each round. Resources on Sleuth may be spent to pay for Charm, Tactic, or Tome cards. During a skill test on a Charm, Tactic, or Tome card, spend 1 resource from Sleuth: You get +1 skill value for this test.

If you have no cards in your hand, exhaust Madame Labranche: Draw 1 card. If you have no resources, exhaust Madame Labranche: Gain 1 resource.

As an additional cost to play Task Force, spend an action. One at a time, in any order, choose an investigator at your location to... - ...resolve an ability on an asset they control without paying its cost. - ...move to a connecting location. - ...discover 1 clue at their location.

Fast. Play only during your turn. Discard the top card of your deck. If that card is a weakness, shuffle it back into your deck. Otherwise, for the remainder of your turn, while that card is in your discard pile, commit it to each eligible skill test you perform.

Limit 1 per deck. As an additional cost to play this asset, place 1 resource on 4 different locations, as leylines. After you successfully investigate a location with a leyline, exhaust this asset: Move that leyline onto this asset. Then, if there are 4 leylines on it, discard it, take its leylines as resources, and record in your Campaign Log that "you have identified the gateway."

: Fight. You get +2 for this attack. This attack deals +1 damage. If a or symbol is revealed during this attack, discard Baseball Bat after the attack resolves.

After the last clue is discovered from your location: Place 1 resource (from the token pool) on this card, as evidence. (Limit once per game at each location.) While Hawk-Eye Folding Camera has ... - ... 1 or more evidence, you get +1 . - ... 2 or more evidence, you get +1 . - ... 3 or more evidence, you get +1 sanity.

As an additional cost to play Refine, spend an action. Immediately mark a checkbox on an upgrade sheet for a customizable card you own, even if it is not in play. Max once per game for each investigator.

Choose another investigator at your location who has yet to take their turn this round. During their turn this round, the chosen investigator gets +1 to each of their skills, and may take an additional action. Playing Guidance does not provoke attacks of opportunity.

Fight. This attack deals +1 damage.

If this skill test is successful during an evasion attempt, the evading investigator may immediately disengage from each other enemy engaged with him or her, and may move to a connecting location.

True Grit may be assigned damage dealt to other investigators at your location.

Fast. Play when you would be defeated. Disengage from each enemy engaged with you, discard all cards in your threat area, heal 2 horror and 2 damage, and move to any revealed location with no enemies. If it is your turn, end your turn. Remove Cheat Death from the game.

Exhaust Encyclopedia: Choose an investigator at your location. That investigator gets +2 to a skill of your choice until the end of the phase.

Fast. Play only during your turn. Until the end of the round, you get +X and +X , where X is the amount of horror on you.

You may play Improvised Weapon from your discard pile. If you do, shuffle it into your deck after resolving its effects. Fight. The attacked enemy gets -1 fight for this attack. (If you played Improvised Weapon from your discard pile, this attack deals +1 damage.)

Fast. Play during any player window. Choose an enemy at your location. Test (X), where X is that enemy's fight value. If you succeed, treat that enemy's fight value as if it were 0 for the next attack performed against it this phase. Draw 1 card.

Uses (2 resources). Replenish these resources at the start of each round. Resources on Antiquary may be spent to pay for Favor, Relic or Ritual cards. During a skill test on a Favor, Relic or Ritual card, spend 1 resource from Antiquary: You get +1 skill value for this test.

When an enemy attacks you, exhaust Aquinnah and deal 1 horror to her: Deal that enemy's damage to another enemy at your location, instead. (You still take horror dealt by the attack.)

As an additional cost to play Blood Eclipse, take 2 damage. Fight. This attack uses instead of . You get +2 and deal +2 damage for this attack.

Test (1). If you succeed, attach Breach the Door to your location with 1 resource on it for each point you succeeded by, as leads. Reduce attached location's shroud by 1 for each lead on Breach the Door.

After Dr. Elli Horowitz enters play: Search the top 9 cards of your deck for a Relic asset and attach it to her. Shuffle your deck. Each Relic asset attached to Dr. Elli Horowitz does not take up any slots (it is still considered to be in play and under your control).

When you initiate a skill test, exhaust Drawing Thin: Increase the difficulty of this skill test by 2. Gain 2 resources or draw 1 card.


Place 1 of your clues on your location and exhaust Quick Study: You get +3 skill value for this skill test.

Fast. Play during any window. Until the end of the phase, whenever an enemy would attack another investigator at your location, it attacks you instead, then engages you. Cancel 1 horror dealt by each attack made in this way.

Customizable. Attach to a Firearm asset you control. Limit 1 per asset. When you reveal a non- chaos token attacking with attached asset, exhaust Custom Modifications: Cancel that chaos token, return it to the chaos bag, and reveal a new one.

When a non-Elite enemy spawns at your location, discard Disc of Itzamna: Discard that enemy.

Reduce the difficulty of skill tests you perform during 'parley' actions by 2.

Uses (4 charges). When you are dealt damage and/or horror from an enemy attack, exhaust Flesh Ward and spend 1 charge: Cancel 1 damage or horror just dealt from that attack.

Fight. For each different class among cards you control, you get +1 and deal +1 damage for this attack.

Spend 1 resource: You get +1 for this skill test. Spend 1 resource: You get +1 for this skill test.

Evade. Attempt to evade using instead of . If you succeed and the enemy is non-Elite, attach Bolas to it. Attached enemy gets -1 evade value. Forced - After attached enemy moves: Exhaust it.

Uses (3 secrets). Exhaust Feed the Mind and spend 1 secret: Test (1). For each point you succeed by (to a maximum of 3), draw 1 card.

Max 2 Dilemma per round. Revelation - You must decide (choose one): - Place 1 doom on the current agenda. Each investigator heals 3 damage and 3 horror. - Remove 1 doom from the current agenda. Each investigator takes 1 direct damage and 1 direct horror. Remove Fickle Fortune from the game.

Discard Stray Cat: Automatically evade a non-Elite enemy at your location.

Fast. Play when a chaos token with a symbol is revealed during a skill test at your location (before resolving its effects). You or the performing investigator may either commit a card to this skill test, or return a card they committed to this test to their hand.

Uses (4 charges). : Test (1). For each point you succeed by, you may spend 1 charge to heal 1 damage or 1 horror from an investigator at your location. If you succeed by 0, lose 1 resource.

Attach to a Tool or Science asset you control. Limit 1 per asset. After attached asset exhausts, exhaust Fine Tuning: Ready attached asset.

After you reveal a non- symbol on a chaos token during a skill test you are perfoming, deal 1 damage to Heavy Furs: Cancel that chaos token and return it to the bag. Reveal a new chaos token.

Fast. Play only during your turn. Choose a Tome or Spell asset you control, or reveal a Tome or Spell asset from your hand. Resolve an or ability on that asset, ignoring all costs (including its cost, if any). Then, if that asset was in your hand, you may discard it to draw 1 card.

You get +1 . Exhaust Lonnie Ritter and spend 1 resource: Choose an Item asset controlled by an investigator at your location. Heal 1 damage from that asset and 1 horror from Lonnie Ritter.

Customizable. Fast. Play only during your turn. Attach to a non-Elite enemy at your location. If attached enemy is at your location: Parley. Give it a command (limit once per round per command) - - "Go." This enemy moves once in a direction of your choice. - "Cower." This enemy exhausts.

After you spend 1 or more clues or place 1 or more clues on your location, exhaust Press Pass: You may take an additional action during this turn (or your next turn if it is not currently your turn).

Permanent. You have 1 additional accessory slot.

While Strong-Armed is committed to an attack using a Melee or Ranged asset, this attack deals +1 damage. After revealing chaos token(s) for this skill test, you may take 1 damage to cancel that chaos token, return it to the chaos bag, and reveal a new one. (You may do this any number of times.)

Investigators at your location may give or trade any number of Item assets, Ally assets, or resources among one another.

Fast. Play during any window. Add 3 tokens to the chaos bag. Then, add 3 tokens to the chaos bag and draw 1 card.

Choose an Ally asset with printed resource cost X in any player's discard pile. Put that asset into play under your control.

One at a time, in any order, if you control a... - [rogue] card, you may move to a connecting location. - [guardian] card, deal 1 damage to an enemy at your location. - [seeker] card, discover 1 clue at your location. - [mystic] card, heal 1 horror from any card. - [survivor] card, heal 1 damage from any card.

Gain 3 resources (4 resources instead if you have 10 or more other cards in hand). After you draw Cryptic Writings during your turn: Play it.

Myriad. X is the number of other copies of Fortuitous Discovery in your discard pile. Investigate. You get +X for this investigation. If you succeed, discover X additional clues at your location.

Draw 1 card. Shuffle any number of non-weakness cards from your hand into your deck. Then, draw that many cards.

Max 1 committed per skill test. You may commit Gumption to any type of skill test. While Gumption is committed to a skill test, that test gets -2 difficulty.

Your maximum hand size is increased by 2. After Laboratory Assistant enters play: Draw 2 cards.

: Investigate. Your location gets -1 shroud for this investigation. Discard Lantern: Deal 1 damage to an enemy at your location. This action does not provoke attacks of opportunity.

Exhaust Old Book of Lore: Choose an investigator at your location. That investigator searches the top 3 cards of his or her deck for a card, draws it, and shuffles the remaining cards into his or her deck.

Fast. Play when you would draw an encounter card during the mythos phase. Instead, search the encounter deck for an enemy, spawn it engaged with you (instead of its normal spawn location), attach On the Hunt to it, and shuffle the encounter deck. When you defeat attached enemy: Gain 3 resources.

Customizable. Limit 1 per investigator. During a skill test you are performing, exhaust Pocket Multi Tool: You get +1 skill value for this test.

Uses (3 secrets). When you successfully investigate, exhaust Professor William Webb and spend 1 secret: Choose an Item card in your discard pile and add it to your hand. Instead of discovering a clue at your location, you may discover a clue at a connecting location.

Myriad. Fast. If you have 3 copies of Segment of Onyx in play: Set them aside, out of play. Search your bonded cards for Pendant of the Queen and put it into play.

While you have 5 or more total remaining health and sanity, Steadfast gains (while you have 10 or more total remaining health and sanity, Steadfast gains , instead).

Strength in Numbers gains a icon for each different class among cards you control.

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack.

Commit to a skill test only if you are engaged with an enemy. For each enemy engaged with you, "Not without a fight!" gains .

Evade. Automatically evade all enemies at your location.

Uses (4 secrets). Spend 1 secret: Choose a revealed location up to 3 connections away from your location. Move to that location.

Fast. Play before revealing a chaos token during an attack or evasion attempt you are performing, and only if the difficulty of this test is currently 0. This test automatically succeeds. Instead of this test's normal effects, discard the attacked or evaded enemy (if it is Elite, automatically evade it and deal it 3 damage instead).

: Fight. You get +1 and deal +1 damage for this attack. Discard Fire Extinguisher: Evade. Automatically evade all enemies engaged with you. You may exile Fire Extinguisher instead of discarding it to discard each non-Elite enemy evaded by this effect.

Fast. Play when the "draw encounter cards" step of the mythos phase would begin. Instead of resolving that step, look at the top X cards of the encounter deck, where X is the number of investigators. Deal those cards among the investigators as you wish, dealing no more than 1 card to each investigator other than yourself. Then, one at a time, each investigator draws the card(s) dealt to them.

Uses (5 secrets). Exhaust Forbidden Tome and spend 1 secret: Draw 1 card. Then, if you have 10 or more cards in your hand and there are no secrets on Forbidden Tome, you may discard it to record in your Campaign Log that "you have translated the tome."

Fast. Play after you defeat an enemy. Draw 2 cards.

Customizable. When you purchase Grizzled, choose and record two Traits on its upgrade sheet. If this is a skill test on or against an encounter card (including fighting, evading, or parleying), Grizzled gains for each of the chosen traits that encounter card possesses.

Fast. Play when an enemy attacks an investigator at your location. Cancel that attack. Then, add tokens to the chaos bag equal to the attacking enemy's total combined damage and horror values.

Customizable.

Customizable. Uses (4 aether). If Hyperphysical Shotcaster has no aether, discard it. Spend 1 aether: Resolve the Manifest ability of the Hyperphysical Shotcaster's current form. Exhaust Hyperphysical Shotcaster: Change its form (to one you have unlocked on its upgrade sheet).

Fast. Play only during your turn. Reduce the cost of this card by 1 for each different class among cards you control. Move to any revealed location.

Spend 2 resources: You get +1 until the end of the phase. Spend 2 resources: You get +1 until the end of the phase.

After Library Docent enters play, return a Tome asset you control to its owner's hand: Play a different Tome asset (by title) from your hand, reducing its cost by 2.

Max 1 committed per skill test. If this test is successful, draw 1 card (2 cards instead if it succeeds by 2 or more).

Fight. You may use instead of for this attack. When you initiate this attack, search the chaos bag for up to 3 tokens, and seal them here. For each token sealed on Radiant Smite, you get +1 skill value and deal +1 damage for this attack. If this attack defeats the attacked enemy, return the sealed tokens to the token pool. Otherwise, release them.

Fast. Play before revealing a chaos token during an investigation you are performing, and only if the difficulty of this test is currently 0. This test automatically succeeds. You discover 1 additional clue at this location and 1 additional clue at any location.

Myriad. Fast. Play Solemn Vow under the control of another investigator at your location. If the owner of Solemn Vow is at your location, exhaust Solemn Vow: Move 1 damage or horror from a card you control to a card that investigator controls.

Permanent. You begin each game with 1 additional card in your opening hand.

Fast. Play only during your turn. Until the end of your turn, set the base value of each of your skills to 5, or the base value of one of your skills to 7.

Commit only to a skill test from an ability printed on a scenario card.
If this skill test is successful, discover 1 clue at your location.

Max 1 committed per test. After you commit Unrelenting to a skill test, search the chaos bag for up to 3 non- chaos tokens of your choice, and seal them on Unrelenting. If all 3 tokens sealed on Unrelenting are "+1,", "0," , and/or tokens, draw 2 cards. Release all tokens sealed here after this test ends.