Declining
Cards that were popular early but have lost traction over time.

Gain 3 resources.

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

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

Max 1 committed per skill test.

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

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

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

Fast. You get +1 while investigating.

You may take an additional action during your turn.

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

Uses (4 charges). Spend 1 charge: Fight. This attack uses instead of and deals +1 damage. If a , , , , or symbol is revealed during this attack, take 1 horror.

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

You get +1 .

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

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

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

Limit 1 Footwear per investigator. You get +1 . After you move, but before enemies at your new location engage you, exhaust Track Shoes: Test (3). If you succeed, move to a connecting location.

Limit 1 per investigator. When your turn begins, if there are no other investigators at your location: Gain 1 resource.

Draw the top card of the encounter deck. Then, discover 2 clues at your location.

After you evade an enemy, exhaust Pickpocketing: Draw 1 card.

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

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

If this skill test is successful, heal 1 horror.

In player order, each investigator draws 1 card from the top of the encounter deck. Then, add Delve Too Deep to the victory display.

Uses (3 charges). Spend 1 charge: Investigate. Investigate using instead of . If you succeed, discover 1 additional clue at this location. If a , , , , or symbol is revealed during this test, after this test resolves lose all remaining actions and immediately end your turn.

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.

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.


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

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

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

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

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

You get +1 , +1 , and -2 sanity. When you would be defeated by horror, discard St. Hubert's Key: Immediately heal 2 horror.

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

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

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.

Commit only to a skill test you are performing. If you succeed by 3 or more, return Opportunist to your hand after this test instead of discarding it.

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.

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.

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.

You get +1 during evasion attempts.

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 .

You get +1 . After a skill test at your location begins, exhaust Crystal Pendulum: Name a number. If this test succeeds by that number or fails by that number, draw 1 card.

Fast. : Fight. If you succeed by 2 or more, this attack deals +1 damage.

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.

Limit 1 per investigator. Exhaust Well Connected: You get +1 skill value for this skill test for every 5 resources you have.

Fast. Play only during your turn. Remove all doom from a non-Elite card at your location.

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.

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.

: Fight. You get -1 and deal +1 damage for this attack. : Fight. You get +2 and deal +2 damage for this attack.

Before revealing chaos tokens for this test, choose one of the following symbols: (, , , or ). Ignore the effects of the chosen symbol during this test (including its modifier).

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

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

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

Parley. Search the encounter deck and discard pile for a non-Elite enemy and spawn it exhausted and engaged with you. Draw cards equal to that enemy's combined damage and horror values.

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

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.

Fight. Add your value to your skill value for this attack. If you succeed by 1 or more, automatically evade the attacked enemy. If you succeed by 3 or more, return Cheap Shot to your hand at the end of your turn.

Choose an asset controlled by an investigator at your location. Double the number of ammo or supply tokens on that asset.

Fast. Play when an enemy attacks an investigator at your location. Cancel that attack. Then, reveal a random token from the chaos bag. If it has a , , , , or symbol, deal the attacking enemy's damage to itself.

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.

: Fight. This attack uses instead of . If a , , , or symbol is revealed during this attack, the attacked enemy gets -1 fight and -1 evade for the remainder of the turn (to a minimum of 1).

Choose an exhausted non-Elite enemy at your location and test (X), where X is that enemy's evade value. If you succeed, defeat that enemy.

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

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.

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

Uses (3 charges). Exhaust Alchemical Transmutation, spend 1 charge: Test (1). For each point you succeed by, gain 1 resource (to a maximum of 3). If a , , , , or symbol is revealed during this test, take 1 damage.

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.

Fast. Play when you initiate a skill test. Instead of the skill type indicated for this test (, , , or ), this is a resource skill test. Your base skill value for this test is equal to half the number of resources in your resource pool (rounded down).

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

Exhaust Stealth: Evade. The chosen enemy gets -2 evade for this evasion attempt. If you successfully evade the enemy, disengage with it but do not exhaust it. Until the end of your turn, that enemy cannot engage you.

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.

You get +1 and +1 . When an investigator at your location would fail a skill test, exhaust Granny Orne: That investigator either gets +1 skill value or -1 skill value for that test.

Uses (4 secrets). After a skill test at your location begins, exhaust Scrying Mirror and spend 1 secret: Perform the "reveal chaos token" step of the test now (before committing cards), instead of after committing cards.

Choose an unengaged enemy at your location. Test (X), where X is the evade value of the chosen enemy. If you succeed, discover 2 clues at your location.

You get +1 and +1 . You cannot play or commit Moonstone from your hand. After you discard Moonstone from your hand: Play it (paying its cost).

You get +1 while fighting. After you defeat an enemy, exhaust Boxing Gloves: Search the top 6 cards of your deck for a Spirit event and add it to your hand. Shuffle your deck.

Fast. Play when an enemy makes an attack of opportunity against you. Cancel that attack. You get +2 skill value for the next skill test you perform this turn.

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

Seal (up to 5 ). If Rite of Sanctification has no tokens sealed on it, discard it. When an investigator at your location plays a card, exhaust Rite of Sanctification and release a chaos token sealed on it: Reduce the cost of that card by 2.

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.

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

Fast. Play after an enemy attacks you, even if that attack was canceled. Fight. This attack targets the attacking enemy.

Stella Clark deck only. If this skill test fails, cancel all effects of the failed test.

Bob Jenkins deck only. Reduce the cost of each Item asset you play by 1. When you play an Item asset: Play it under the control of any investigator at your location.

Diana Stanley deck only. Fast. Play when an investigator at your location draws an encounter card or a weakness. Cancel all of that card's effects and shuffle it back into its deck. (Do not draw a new card to replace it.)

Diana Stanley deck only. : Fight. You may use instead of for this attack. You may play or commit events and skills beneath Diana Stanley as if they were in your hand. As an additional cost to play or commit a card in this way, exhaust Twilight Blade. You cannot trigger Diana Stanley's ability while playing or committing a card in this way.

Mandy Thompson deck only. Shuffle Occult Evidence into your deck. When you search your deck and Occult Evidence is among the searched cards, reveal it: Draw it and discover 1 clue at your location. (Max one Research ability per search.)

Mark Harrigan deck only. Sophie cannot leave play. Take 1 direct damage: You get +2 to your skill value for this skill test. Forced - If Mark Harrigan has 5 or more damage on him: Flip Sophie.

Fast. Monterey Jack deck only. : Fight. This attack uses instead of . If this attack succeeds, you may exhaust Trusty Bullwhip to either automatically evade the attacked enemy or deal +1 damage for this attack.

Patrice Hathaway deck only. Choose and discard 1 card from your hand and exhaust Patrice's Violin: Choose an investigator at your location to either gain 1 resource or draw 1 card.

Permanent. Preston Fairmont deck only. : Move all resources from this card to your resource pool. Forced - When your turn begins: Place 4 resources (from the token pool) on this card. Resources on this card may be spent as if they were in your resource pool. Discard all resources from this card at the end of your turn.

Sister Mary deck only. Guardian Angel may be assigned damage dealt to other investigators at your location and connecting locations. When any amount of damage is assigned to Guardian Angel: Add that many tokens to the chaos bag.

William Yorick deck only. Fast. Play after a non-Elite enemy at your location is defeated. Add that enemy (and this card) to the victory display.

Kymani Jones deck only. Actions performed using Grappling Hook do not provoke attacks of opportunity. Exhaust Grappling Hook: Take up to 3 different basic actions from the following list, in any order (engage, evade, investigate, or move). If you investigate, use your instead of your .

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.

Daisy Walker deck only. You have 2 additional hand slots, which can only be used to hold Tome assets.

Mark Harrigan deck only. If this skill test is successful during an attack, move 1 damage from Mark Harrigan to the attacked enemy.

Fast. Attach Hiding Spot to any location. Each non-Elite enemy at attached location gains aloof. Forced - At the end of the enemy phase, if a ready enemy is at attached location: Discard Hiding Spot.

Fast. Play when you would succeed at a skill test. You get +2 skill value for this test.

Akachi Onyele deck only. Exhaust Spirit-Speaker: Choose an asset you control with "uses (charges)." Either return that asset to your hand, or move all charges from that asset to your resource pool (as resources) and discard that asset.

Sefina Rousseau deck only. Cannot be placed beneath Sefina Rousseau. Play The Painted World as an exact copy of a non-exceptional event that is beneath Sefina Rousseau. Remove The Painted World from the game instead of discarding it.

Roland Banks deck only. Uses (4 ammo). Spend 1 ammo: Fight. You get +1 for this attack (if there are 1 or more clues on your location, you get +3 , instead). This attack deals +1 damage.

While you have 4 or more cards in hand, Curiosity gains (while you have 7 or more cards in hand, Curiosity gains , instead).

Michael McGlen deck only. You have 2 additional hand slots, which can only be used to hold Firearm assets. After you play "Viola" Case: Search the top 9 cards of your deck for a Firearm asset and add it to your hand. Shuffle your deck.

Fast. Play when an investigator at your location draws a non-weakness treachery card. Reveal 5 random chaos tokens from the chaos bag. If a or token is revealed, cancel that treachery card's revelation effect.

Myriad. Fast. Up to 3 Uncanny Specimen cards take up 1 arcane slot. When a , , , or symbol is revealed during a skill test at your location, discard Uncanny Specimen: Cancel that chaos token, return it to the chaos bag, and reveal a new one. If this test is successful, draw 1 card.

Jacqueline Fine deck only. When you use Jacqueline Fine's ability, exhaust Arbiter of Fates: This use of her ability does not count towards its limit.

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.

Norman Withers deck only. Exhaust Livre d'Eibon: Swap the top card of your deck with a card in your hand. Exhaust Livre d'Eibon: Commit the top card of your deck to an eligible skill test performed by an investigator at your location.

Gain 10 resources.

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.

Discard Mysterious Raven and take 1 horror: Discover 1 clue at your location.

Move. Move to any revealed location and reveal a random token from the chaos bag. If you reveal a , , , , or symbol, you must discard an Item or Ally asset you control (if you cannot, take 1 damage).

Tommy Muldoon deck only. Uses (2 ammo). Each resource gained from Tommy Muldoon's ability may instead be placed on Becky, as ammo. Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack.

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

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.

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

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.

Deal 1 damage to a non-Elite enemy at your location. When you play Small Favor, increase its cost by 2: Change "Deal 1 damage" to "Deal 2 damage." When you play Small Favor, increase its cost by 2: Change "at your location" to "at a location up to 2 connections away."

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.

Play only if there is a scenario card with a 'resign' ability in play. Resign. You get the hell out of here.

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

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

Investigate. Choose a [seeker] asset in your hand. The difficulty of this skill test is equal to the chosen asset's printed cost. If you succeed, instead of discovering clues, put the chosen asset into play. If that asset has the Relic trait, draw 1 card.

Uses (2 ammo). Exhaust Luger P08 and spend 1 ammo: Fight. You get +1 for this attack. Spend 1 resource: Replenish all ammo on Luger P08 and ready it.

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.

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.

Evade. Automatically evade a non-Elite enemy at your location. When you play Decoy, increase its cost by 2: Change "a non-Elite enemy" to "up to 2 non-Elite enemies." When you play Decoy, increase its cost by 2: Change "at your location" to "at a location up to 2 connections away."

Shuffle your discard pile into your deck and draw 1 card. Remove Quantum Flux from the game.

If this skill test is successful, add Intrepid to your play area as an asset with the text: "You get +1 , +1 , and +1 . Forced - At the end of the round: Discard Intrepid."

You get +1 . After you succeed at a test on a treachery, exhaust Holy Rosary: Add 2 tokens to the chaos bag.

Permanent. Exceptional. Exhaust Sin-Eater: Move 1 doom from an asset you control to Sin-Eater. Then, either ready that asset or place 1 charge on it. : Remove all doom from Sin-Eater.

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.

Joe Diamond deck only. Uses (4 ammo). Up to 2 Tool assets you control do not take up hand slots. Spend 1 ammo: Fight. You get +1 and deal +1 damage for this attack. If this attack defeats an enemy, you may move an Insight event from your discard pile to the bottom of your hunch deck.

Choose another investigator card from your collection. Until the end of the game, treat the front of your investigator card as if it were the front of the chosen card, instead (including your skill values, traits, abilities, and elder sign effect). Max once per game.

Place 3 ammo tokens on a Firearm asset controlled by an investigator at your location.

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.

As an additional cost to play Unconventional Method, choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Investigate. You get +X for this investigation, where X is the chosen asset's printed resource cost. If you succeed and that asset was in your play area, discover 1 additional clue at your location.

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.

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.)

Marie Lambeau deck only. Fast. Play when the agenda would advance by reaching its doom threshold. Until the end of the phase, the agenda cannot advance by reaching its doom threshold. Remove Mystifying Song from the game.

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.

You get +1 health and +1 sanity. When the game begins, if Five of Pentacles is in your opening hand: Put it into play.

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.

Commit only to a skill test from an ability printed on a Firearm or Ranged asset you control.

Daniela Reyes deck only. Exhaust Mechanic's Wrench: Choose an enemy at your location. That enemy attacks you. : Fight. Use this ability only against an enemy that has attacked you since the end of your last turn. You get +2 for this attack and deal +1 damage for this attack.

Carolyn Fern deck only. Exhaust Hypnotic Therapy: Test (2). If you succeed, heal 1 horror from an investigator at your location. Then, that investigator may draw 1 card. After one of your other card effects heals horror from an investigator, exhaust Hypnotic Therapy: That effect heals 1 additional horror.

Fast. Play after you fail a skill test by 2 or less during an evasion attempt against a non-Elite enemy. Place that enemy on top of the encounter deck.

Look at another investigator's hand. You may play a non-weakness card in that investigator's hand, under your control. If you do, you and that investigator each draw 1 card.

Fast. Uses (3 charges). When an enemy makes an attack of opportunity against you, spend 1 charge: Cancel that attack.

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.

Play only as your first action. Play a Firearm asset from your hand, reducing its cost by 2. Then, you may play an Upgrade event from your hand, attaching it to that asset if able.

Before you play Explosive Ward, you may discard any number of cards from your arcane slots. Deal X damage to a non-Elite enemy engaged with you. X cannot be greater than the number of empty arcane slots you have. This action does not provoke attacks of opportunity.

Play only if there is a clue on your location.
Place 2 secrets on an asset you control.

Commit only to a skill test (of any type) being performed by another investigator at your location. If this test fails, you must resolve all effects from the failed test, instead of the performing investigator. Then, either you draw 2 cards, or the performing investigator draws 2 cards.

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.)

As an additional cost to play Summoned Hound, you must search your bonded cards for 1 copy of Unbound Beast and shuffle it into your deck. During your turn, except during an action, exhaust Summoned Hound: Fight/Investigate. Either attack with a base skill of 5, or investigate with a base skill of 5.

: Fight. Either use your or get +1 for this attack. When you initiate this ability, choose one - - Exhaust Ceremonial Sickle and place 1 doom on it to get +1 skill value and deal +1 damage for this attack. - If this attack defeats an enemy, remove 1 doom from Ceremonial Sickle.

Uses (0 supplies). Limit 10 supplies on Investments. Exhaust Investments: Place 1 supply on it. Exhaust and discard Investments: Move all supplies from it to your resource pool, as resources.

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

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.

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.

While Leadership is committed to a skill test being performed by another investigator, Leadership gains . If this test is successful, gain 2 resources. If Leadership is committed to a skill test being performed by another investigator, that investigator also gains 2 resources.

Parley. Choose a non-weakness Humanoid enemy at your location and test (3). This test gets +X difficulty, where X is that enemy's horror value. If you succeed, shuffle the chosen enemy into the encounter deck. If the chosen enemy is Elite, automatically evade it instead.

Fast. Play only during your turn. Put an Ally asset from your hand into play. At the end of your turn, if that asset is still in play, return it to your hand.

Myriad. Fast. Play only during your turn. Attach to your location. Group limit 3 in play. Investigators may move between any two locations with an attached Open Gate as if the locations were connected.

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."

Fast. Seal (up to 3 ). If there are no tokens sealed on Favor of the Moon, discard it. When you would reveal a chaos token from the chaos bag, exhaust Favor of the Moon: Resolve a token sealed here instead, as if it were just revealed from the chaos bag. Then, gain 1 resource.

Spend 3 resources and exhaust High Roller: You get +2 skill value for this skill test. If you succeed, gain 3 resources.

You get +1 and +1 . Exhaust Delilah O'Rourke and spend X resources: Choose an enemy at your location. Deal 1 damage to the chosen enemy (2 damage instead if that enemy is exhausted). X is the chosen enemy's evade value.

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.

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).

If this skill test is successful, reduce the difficulty of the next skill test you perform this phase by X, where X is the amount this skill test succeeded by (to a maximum of 3).

After you commit Daredevil to a skill test, discard cards from the top of your deck until you discard a [rogue] skill you can commit to this test. Commit it. Shuffle each weakness that was discarded by this effect back into your deck.

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.

Gain 1 resource for each action you performed this turn (including this one). If it is your turn, end your turn.

Each asset you control with health gets +1 health. Each asset you control with sanity gets +1 sanity. When the game begins, if The Star • XVII is in your opening hand: Put it into play.

Exceptional. Fast. : If the Skeleton Key is in your play area, attach it to your location. If it is already attached to your location, detach it and return it to your play area instead. Set the attached location's shroud value to 1.

Choose "even" or "odd". Each investigator reveals each non-weakness card in their hand with a cost matching the chosen option. In player order, each investigator may choose to either draw 1 card from their deck, or play 1 card they revealed from their hand (paying its cost).

You get +1 . Exhaust Cat Burglar: Disengage from each enemy engaged with you and move to a connecting location. This action does not provoke attacks of opportunity.

: Add 1 token to the chaos bag. If there are 10 tokens in the chaos bag, discard Cryptic Grimoire: Record in your Campaign Log that "you have translated the grimoire." Replace 5 tokens in the chaos bag with 5 tokens.

After you succeed at a skill test, exhaust Antikythera: If you succeeded by... -...exactly 1 or 3, discover 1 clue at your location. -...exactly 2 or 4, draw 1 card and gain 1 resource. -...exactly 5, you may take an additional action during your next turn.

: Fight. You get +2 and deal +1 damage for this attack. When you initiate this ability, you may release a token sealed on Holy Spear. Search the chaos bag for 2 tokens and seal them on Holy Spear: Fight. You get +4 and deal +2 damage for this attack.

Myriad. Limit 1 Empower Self (Stamina) per deck. Up to 3 Empower Self cards take up a single arcane slot. Anytime a card effect requires you to use instead of , you may ignore that aspect of the effect. Exhaust Empower Self: You get +2 for this test.

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.)

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 for this attack. This attack deals +1 damage. Forced - At the end of the round, if you triggered Colt Vest Pocket's "" ability: Discard it.

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

Permanent. Limit 1 per deck. Your Firearm assets with "Uses (ammo)" enter play with 1 additional ammo on them.

Uses (0 resources). Resources on Mortar and Pestle may be spent to pay for Spell cards. After you discover 1 or more clues, exhaust Mortar and Pestle: Place 1 resource on it (from the token pool).

Discard a [mystic] asset you control. Then, draw 3 cards or gain 3 resources, or any combination thereof.

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.

When you draw a Hazard treachery, deal 1 damage and 1 horror to Protective Gear: Cancel that card's revelation effect.

Anytime you reveal a , , or symbol during a skill test, you may choose to use the following effects instead of that symbol's normal effects: : -1. The Black Cat takes 1 direct damage. : -1. The Black Cat takes 1 direct horror. : +5. Heal all damage and horror from The Black Cat.

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.)

Fast. Attach to an enemy at your location. Limit 1 per enemy. Investigators get +1 while fighting this enemy. When damage is dealt to attached enemy, discard Hunter's Mark: Deal 1 additional damage to that enemy. Any investigator may trigger this ability.

Permanent. During or before your first action of each of your turns, each skill test you perform gets +1 difficulty. During or after your third action of each of your turns, each skill test you perform gets -1 difficulty.

While your current location is connected to at least 2 other locations, you get +1 and +1 . While your current location is connected to at least 4 other locations, you get an additional +1 and +1 .

Attach to your location. Uses (3 offerings). Attached location gains: " Draw the top card of the encounter deck, exhaust Shrine of the Moirai, and spend 1 offering: Return up to 2 cards with a total combined level of 5 or less from your discard pile to your hand. Any investigator at this location may trigger this ability." Card design by the Moirai at Arkham Nights 2019.

Play only as your first action. Deal 2 damage to an enemy engaged with you. This action does not provoke attacks of opportunity.

Uses (2 ammo). Spend 1 ammo: Fight. You get +3 for this attack. Instead of its standard damage, this attack deals 1 damage for each point you succeed by (to a minimum of 1, to a maximum of 5). If you fail and would damage another investigator, this attack deals 1 damage for each point you fail by (to a minimum of 1, to a maximum of 5).

Max 1 committed per skill test. You may commit Predestined to any type of test. If this test fails, either add 2 tokens to the chaos bag or remove 2 tokens from the chaos bag.

You have 1 additional arcane slot. Your arcane slots can be used to hold cards that take up accessory slots, and vice versa. When the game begins, if The Hierophant • V is in your opening hand: Put it into play.

Myriad. Fast. Play after the investigation phase begins. Group limit 1 in play. Put Good Weather into play next to the agenda deck and choose a skill. While this card is in play, each investigator gets +2 to the chosen skill. Forced - When the investigation phase begins: Discard Good Weather.

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

Max 2 Dilemma per round. Revelation - Choose two skills (, , , or ). Until the end of the investigation phase, each investigator gets +1 to each of the chosen skills, and -1 to each other skill.

Uses (4 ammo). Spend 1 ammo: Fight. The enemy chosen for this attack must be the enemy engaged with you with the highest fight. You get +4 for this attack. If this attack is successful, instead of its standard damage, you may assign up to 4 damage among enemies engaged with you (any additional damage adds to this total).

Uses (3 ammo). Spend 1 ammo: Fight. You get +5 for this attack. This attack deals +2 damage.

Fast. Play immediately after an investigator at your location finishes resolving an action during his or her turn. Undo that action (return the game state to exactly the way it was before that action was performed, except for the playing of Time Warp and its costs).

Miskatonic, Scholar deck only. Limit 1 per deck. During your turn, if there is no asset attached to Library Pass, spend 1 resource: Attach a Tome asset from your hand to this card. Attached asset takes up no slots. Limit 1 attached asset. Forced - When your turn ends: Place attached asset on the bottom of your deck.

Do not reveal chaos tokens from the chaos bag for this test. Treat the chaos token revealed for this test as an . When this test ends, remove Seal of the Elder Sign from the game.

During your turn, if you have 8 or more cards in your hand, exhaust Farsight: Play an event from your hand (paying its cost).

Uses (3 charges). If Suggestion has no charges, discard it. Exhaust Suggestion: Evade. Add your value to your skill value for this evasion attempt. If you do not succeed by at least 2, remove 1 charge from Suggestion.

Place 2 charges on an asset you control. After you draw Winds of Power during your turn: Play it.

Seal (+1 or ). You get +1 , +1 , +1 , and +1 .

Permanent. Exceptional. When you purchase this card, choose a non-signature Spell asset in your deck and record [spell's name] was branded in your campaign log. This is your branded spell. Your deck cannot include more than 1 copy of your branded spell. Before you draw your opening hand: Search your deck for your branded spell and play it (paying its cost).

Uses (2 ammo). Playing Lupara does not provoke attacks of opportunity. Spend 1 ammo: Fight. You get +1 and deal +1 damage for this attack. If Lupara entered play this turn, you get an additional +1 and deal an additional +1 damage for this attack.

Uses (3 charges). : Fight. You get +2 for this attack. If you succeed, you may spend 1 charge to empower the blade, dealing +1 damage for this attack. If the blade is empowered and this attack defeats an enemy, draw 1 card and heal 1 horror.

Exceptional. When a phase begins, remove The Gold Pocket Watch from the game: Skip this phase. After a phase ends, remove The Gold Pocket Watch from the game: Repeat that phase.

Play only if there are no enemies at your location. Heal 3 horror and draw 1 card.

Uses (0 ammo). While playing an event, treat Old Shotgun's uses value as 2. Spend 1 ammo: Fight. You get +3 for this attack. Instead of its standard damage, this attack's damage is equal to the amount you succeed by, or fail by if you fail and would damage another investigator (to a minimum of 1, to a maximum of 3).

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.

Uses (4 charges). During a skill test performed by an investigator at your location or a connecting location, spend 1 charge: Commit a non-weakness card from your hand to that skill test, treating all of its skill icons as .

Uses (3 charges). While an investigator is taking his or her turn, spend 1 charge: Your location gets -2 shroud until the end of this turn. (Limit once per turn.)

As an additional cost to play A Watchful Peace, search the chaos bag and/or cards in play for a total of 5 tokens and return them to the token pool. Fast. Play when the "draw encounter cards" step of the mythos phase would begin. Skip this step of the mythos phase.

Jim Culver deck only. Permanent. Each attached spirit loses all printed traits and gains the Geist trait. When damage/horror would be placed on an attached spirit, it must be placed on Jim Culver, instead. Forced – When your turn begins: Attach the top card of the spirit deck to The Beyond, as a spirit. If 4 or more spirits are attached, flip this card and resolve its text.

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

If a token is revealed during this skill test, you may return Fey to your hand when this test ends.

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

Exhaust Henry Wan: One at a time, reveal random tokens from the chaos bag until you choose to stop, or until you reveal a , , , , or symbol. - If you chose to stop, for each token revealed via this effect, you may either draw 1 card or gain 1 resource. - If you revealed a , , , , or symbol, do nothing.

Uses (4 secrets). During a skill test at your location: The performing investigator may search the top 3 cards of their deck for a card that can be committed to this test. You may spend 1 secret to commit that card. Shuffle the performing investigator's deck. (Limit once per test.)

Engage. Choose an enemy up to 2 locations away. Move (one location at a time) to that enemy's location, engage it, and add tokens to the chaos bag equal to that enemy's horror value.

When you draw a non-weakness card from the top of your deck, before resolving any of its effects, exhaust Katja Eastbank: Place that card facedown beneath her (limit 5 cards beneath her). Draw a new card to replace it. : Draw any card beneath Katja Eastbank.

Uses (0 evidence). After you seal, cancel, or ignore a chaos token, exhaust Oculus Mortuum: Place 1 evidence on it. When an enemy attacks an investigator at your location, spend 1 evidence and exhaust Oculus Mortuum: Discover 1 clue at your location. If that enemy has the Geist trait, deal 1 damage to it.

If you have fewer than 5 resources, gain resources until you have 5 resources. If you have fewer than 5 cards in your hand, draw cards until you have 5 cards in your hand. Remove Nothing Left to Lose from the game.

Fast. Play only during your turn. Choose a Firearm asset you control with fewer ammo tokens than its uses (X) value. Place ammo on that asset until it has ammo equal to its uses (X) value.

: Parley. Choose an enemy at your location. Until the end of the round, each investigator gets +1 skill value while fighting, evading, or parleying with the chosen enemy. Place 1 resource on Eyes of Valusia, as a charge. : Search your bonded cards for Blade of Yoth and swap it with Eyes of Valusia, moving all charges from Eyes of Valusia to Blade of Yoth.

When you would succeed at a skill test: You get +1 skill value for this test. You may discard Knight of Swords to get +3 instead. When the game begins, if Knight of Swords is in your opening hand: Put it into play.

When you draw a non-weakness encounter card, exhaust Nine of Rods: Cancel all of that card's effects and shuffle it into the encounter deck. Then, draw another card from the top of the encounter deck. When the game begins, if Nine of Rods is in your opening hand: Put it into play.

Fast. Play when you activate the Fight ability on a Firearm or Ranged asset. This attack can target an enemy at a connecting location. Ignore the aloof and retaliate keywords for this attack. If this attack succeeds against an enemy not engaged with you, the attack deals +1 damage.

Choose an Item asset in your discard pile. Either (choose one): - Remove that asset from the game and gain resources equal to its cost. - Play that asset (paying its cost).

Fast. Play after an Ally asset at your location is discarded by a card effect or is defeated. Either return that asset to its owner's hand, or its owner draws 3 cards.

Fast. Play after a skill test at your location ends in which at least 2 tokens or 2 tokens were revealed. If 2 tokens were revealed, search your bonded cards for 1 copy of Servant of Brass and put it into play. If 2 tokens were revealed, search your bonded cards for Keeper of the Key and put it into play. If 2 tokens and 2 tokens were revealed, do both instead. Remove Seal of the Elders from the game.

After you commit Copycat to a skill test, search the discard pile of another investigator for a skill you can commit to this test, and commit it. After this test ends, place that card on the bottom of its owner's deck.

Jacob Morrison does not ready during the upkeep phase. When you would fail a skill test, exhaust Jacob Morrison: You get +2 skill value for that test. After a token is revealed from the chaos bag during a skill test you are performing: Ready Jacob Morrison.

When a second token is revealed during a single skill test at your location, exhaust Curse of Aeons: Cancel that token and treat it as if it were a token instead. You may choose to remove both of those tokens from the chaos bag after the test ends.

Fast. Play after an enemy attacks you. Max 1 per attack. Damage/horror from this attack cannot be assigned to Ally assets. For each point of damage and/or horror you took from this attack, draw 1 card.

Fast. Play when the "draw encounter cards" step of the mythos phase would begin. You draw each encounter card that would normally be drawn this mythos phase. Cards drawn during this mythos phase cannot be cancelled, and the first card drawn gains surge. Skip the "draw encounter cards" step of the next mythos phase. Max twice per game.

Attach to your location. Limit 1 per location. After you activate an or ability on a Spell or Ritual asset: Perform that ability again at attached location as if you were there, ignoring that asset's cost, if any. (You may trigger this ability from any location.) Return Spiritual Echo to your hand.

During the next fight action you perform this turn using a Ranged or Firearm asset, treat each , , , , or token you reveal as a "0" token. This action does not provoke attacks of opportunity.

Either (choose one): - Add X tokens to the chaos bag to add X tokens to the chaos bag. - Remove X and X tokens from the chaos bag to heal X total horror from among cards at your location.

After Trigger Man enters play: Attach an Illicit asset from your hand to Trigger Man (it is considered to be in play and under your control). Exhaust Trigger Man and spend 1 resource: Resolve an ability on attached asset, without paying its cost. Resolve that ability with a base skill value of 4.

Permanent. In between two scenarios of a campaign, reduce the experience cost to repurchase up to 3 cards that you exiled during the last scenario by 1 each.

You get +1 . Forced - At the end of the upkeep phase: You must either pay 1 resource or discard Hired Muscle.

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.

Limit 1 per deck. Forced - After Nightmare Bauble enters play: Search your bonded cards for 3 copies of Dream Parasite and attach them to Nightmare Bauble. When Nightmare Bauble leaves play, set each attached Dream Parasite aside, out of play. When you reveal an chaos token, shuffle an attached Dream Parasite into your deck: Cancel that token.

Agency, Police, Veteran deck only. Cancel the first attack of opportunity made against you each round.

Fast. Play only during your turn. For each exhausted non-swarm enemy at your location, choose a different option: - Gain 2 resources. - Deal 2 damage to that enemy. - Discover 1 clue at your location. - Draw 1 card.

When you would pay the cost of a Spell card, exhaust Shining Trapezohedron: Instead, test (X), where X is the card's resource cost. If you succeed, its resource cost is considered paid. If you fail, cancel the playing of that card without paying any of its costs (including its action cost). For the remainder of the round, you cannot play copies of that card.

Blessed, Cursed, Sorcerer deck only. You get +1 skill value while resolving Spell events. During a skill test on a Spell event, take up to 3 horror: For each horror taken, reveal an additional chaos token for this test. Choose 1 of the revealed tokens to resolve and ignore the rest. (Limit once per test.)