Hype
Cards that peaked quickly after release but faded in the long run.

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

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

Fight. This attack uses instead of . This attack deals +2 damage.

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


Fast. Play only during your turn. Disengage from each enemy engaged with you and move to a revealed location with no enemies.

Deal 2 damage to an exhausted enemy at your location.

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

: 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.)

Uses (3 ammo). Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 2 or more, this attack deals +1 damage.

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

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

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.

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.

After a , , , or symbol is revealed during a test you are performing: You get +1 skill value for this test.

Commit only to a skill test you are performing, and only if the difficulty of that test is higher than your base skill value. Rise to the Occasion gets +X icons, where X is the difference between your base skill and this test's difficulty (to a maximum of +3 icons).

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

: 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.

Uses (3 charges). Exhaust Scrying and spend 1 charge: Look at the top 3 cards of any investigator's deck or the encounter deck. Return them to the top of that deck in any order.

Uses (4 supplies). Spend 1 supply: Choose an investigator at your location to heal 1 horror. Then, that investigator tests (2). If the test succeeds, he or she heals 1 additional horror. If the test fails, he or she discards 1 card at random from his or her hand.

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

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

Seal (, , , or ). Forced - After you reveal an symbol during a skill test: Return The Chthonian Stone to your hand.

Uses (4 secrets). If Forbidden Knowledge has no secrets, discard it. Exhaust Forbidden Knowledge and take 1 horror: Move 1 secret from Forbidden Knowledge to your resource pool, as a resource.

Exhaust Burglary: Investigate. If you succeed, instead of discovering clues, gain 3 resources.

You get +1 . Exhaust Alyssa Graham: Look at the top card of either the encounter deck or any player deck. You may then add 1 doom to Alyssa Graham to place the looked-at card on the bottom of its deck.

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.

Playing Sword Cane does not provoke attacks of opportunity. After Sword Cane enters play: Immediately trigger its "" ability without paying its cost. Exhaust Sword Cane: Fight/Evade. You may use your in place of your or for this attack or evasion attempt.

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. Heal 2 damage from that investigator or from an Ally asset he or she controls.

Evade. This evasion attempt uses instead of . If you succeed, deal 1 damage to the enemy just evaded. If a , , , , or symbol is revealed during this evasion attempt, lose 1 action this turn.

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

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).

: 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.

Max 1 committed per skill test. Double the difficulty of this skill test. If this skill test is successful, resolve the effects of the successful test twice.

Fast. Play when an enemy would spawn at your location. Immediately move to a connecting location. (The enemy still spawns at your previous location.)

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.

: 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.

Uses (4 charges). Spend 1 charge: Evade. This evasion attempt uses instead of . If you succeed, after evading the chosen enemy, you may move to a connecting location. If a , , , , or symbol is revealed during this evasion attempt, choose and discard a card from your hand.

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

Amanda Sharpe deck only. Fast. Play when you initiate a skill test. Return the card beneath Amanda Sharpe to your hand and place Obscure Studies beneath her.

Calvin Wright deck only. Direct damage and direct horror may be assigned to Until the End of Time.

Father Mateo deck only. Seal (). You get +1 while there is a token sealed here. When you would reveal a chaos token from the chaos bag, discard The Codex of Ages: Resolve the token that was sealed here as if it were just revealed from the chaos bag (instead of revealing a token from the chaos bag).

Finn Edwards deck only. Fast. Uses (3 ammo). Spend 1 ammo: Fight. You get +2 for this attack. If the attacked enemy is not engaged with you, you deal +1 damage for this attack.

Jim Culver deck only. When a token is revealed during a skill test, exhaust Jim's Trumpet: Heal 1 horror from an investigator at your location or a connecting location.

Minh Thi Phan deck only. You may commit 1 card to each skill test performed by an investigator at another location. After you commit exactly 1 card to a skill test, exhaust Analytical Mind: Draw 1 card.

Rita Young deck only. Fast. Play only during your turn. Ready and engage all enemies at your location. For the remainder of your turn, whenever you evade an enemy, instead of exhausting and disengaging from that enemy, you may deal it 1 damage. (All other effects of the successful evasion still apply.)

Darrell Simmons deck only. After an enemy or treachery enters play, exhaust Darrell's Kodak: Place 1 resource (from the token pool) on that enemy or treachery, as evidence. After you discover any number of clues: Move that many evidence on enemies or treacheries at that location (or not at any location) to Darrell's Kodak.

Amina Zidane deck only. Fast. Play when you perform a skill test on an asset with 1 or more doom on it. Add your to your skill value for this test. Then, if Word of Woe is in your discard pile, you may shuffle it into your deck.

Amina Zidane deck only. Fast. Play only during your turn. Place 1 doom on an asset you control to resolve an ability on it, ignoring all costs (including its cost). Then, if Word of Weal is in your discard pile, you may shuffle it into your deck.

Charlie Kane deck only. After you exhaust Bonnie Walsh: Ready another Ally asset you control. (Limit once per round.)

Finn Edwards deck only. Play only if there are no ready enemies at your location. Search either your discard pile or the top 9 cards of your deck for an Illicit card and draw it. If you searched your deck, shuffle Smuggled Goods into your deck.

Agnes Baker deck only. After you play a Spell card: Draw 1 card.

Carson Sinclair deck only. Commit only to a skill test being performed by another investigator. If this test succeeds, the performing investigator draws 1 card. If this test fails, you draw 1 card.

Rex Murphy deck only. Draw X cards, where X is the number of clues on Rex Murphy (to a maximum of 5).

Wendy Adams deck only. You may play the topmost event in your discard pile as if it were in your hand. Forced - After you play an event or discard an event from play: Place it on the bottom of your deck instead of in your discard pile.

"Skids" O'Toole deck only. Fast. Play after your turn begins. Until the end of the round, non-Elite enemies cannot attack you.

Leo Anderson deck only. You have 2 additional ally slots, which can only be used to hold non-unique allies.

Zoey Samaras deck only. After an enemy becomes engaged with you, exhaust Zoey's Cross and spend 1 resource: Deal 1 damage to that enemy.

Fast. Play after you fail a skill test by 2 or less while attacking an enemy engaged with you. Deal this attack's damage to a different enemy at your location.

Jenny Barnes deck only. Uses (X ammo). Spend 1 ammo: Fight. You get +2 for this attack. This attack deals +1 damage.

Uses (3 charges). Spend 1 charge: Heal 1 horror from an investigator at your location.

"Ashcan" Pete deck only. Exhaust Duke: Fight. You attack with a base skill of 4. This attack deals +1 damage. Exhaust Duke: Investigate. You investigate with a base skill of 4. You may move to a connecting location immediately before investigating with this effect.

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

Lola Hayes deck only. Fast. Play only during your turn. Switch your role. Until the end of your turn, reduce the resource cost of the next card you play of your role by 3. Draw 1 card.

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.

Attach to your location. Non-Elite enemies cannot move into attached location. Forced - When an investigator leaves attached location: Discard Barricade.

Evade. Automatically evade all enemies at your location.

Fast. Play only during your turn. Until the end of your turn, do not reveal chaos tokens for any skill tests you perform.

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

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

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

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

Fast. Play after you fail a skill test. You get +1 to each of your skills for the remainder of the round.

You get +1 skill value while resolving a skill test on an attached asset. 1 doom on each attached asset does not count towards the agenda's doom threshold. Exhaust Elle Rubash: Choose an asset in your play area with 1 or more doom on it. Attach it to Elle Rubash, or switch it with an attached asset. (Limit 2 attached assets).

Fast. Play after you successfully evade an enemy by 2 or more. Discover 1 clue at that enemy's location.

Fast. Play after a location enters play or is revealed during an investigator's turn. Until the end of the active investigator's turn, that location gets -1 shroud. You may move 1 clue to that location from any other location.

Permanent. In between each game of a campaign, you may swap up to two level 0 cards out of your deck in exchange for an equal number of level 0 cards. (You must still follow all deckbuilding rules for your investigator).

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).

Fast. Play only during your turn. Attach to an investigator at your location, under his or her control. When you are dealt damage and/or horror: Discard Delay the Inevitable and cancel all damage and/or horror just dealt. Forced - When the mythos phase ends: You must either spend 2 resources or discard Delay the Inevitable.

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

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

If this skill test is successful during an evasion attempt, the next time the evaded enemy takes damage this turn, deal it 1 additional damage.

You get +2 while investigating if you have no clues.

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.

Uses (0 charges). After an investigator, Ally asset, or enemy at your location is defeated: Place 1 resource (from the token bank) on Decorated Skull, as a charge. Spend 1 charge: Draw 1 card and gain 1 resource.

Seal (). Uses (7 charges). If Seal of the Seventh Sign has no charges, or if it leaves play, remove it from the game. Forced - After a , , , or token is revealed during any skill test: Remove 1 charge from Seal of the Seventh Sign.

Group limit 2 copies of Protective Incantation in play. Seal (any except ). Forced - At the end of your turn: You must either spend 1 resource or discard Protective Incantation.

Uses (4 charges). If Grotesque Statue has no charges, discard it. When you would reveal a chaos token, spend 1 charge: Reveal 2 chaos tokens instead of 1. Choose 1 of those tokens to resolve, and ignore the other.

Evade. If you succeed, if the enemy is non-Elite, evade the enemy and move it to a connecting location.

Fast. Play when a non-Elite enemy would attack another investigator at your location. Engage that enemy and resolve its attack against you instead. Then, deal it 1 damage.

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).


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

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

You get +1 . While an investigator at your location is taking his or her turn, discard Police Badge: That investigator may take 2 additional actions this turn.

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.

Dexter Drake deck only. After an asset enters play under your control: Until the end of the round, you get +2 to each of your skills while resolving a triggered ability on that asset.

: Fight. You get +1 for this attack. If you succeed, you may spend 1 additional action to deal +1 damage for this attack.

Deal 1 damage to an enemy at your location. If this effect defeats that enemy, draw 1 card. If it is your turn, end your turn. This action does not provoke attacks of opportunity.

While you have 5 or more resources, Cunning gains (while you have 10 or more resources, Cunning gains , instead).

Fast. Play only during your turn. Engage any number of enemies at your location.

You get +1 to each of your skills for each horror on Key of Ys. Forced - When any amount of horror would be placed on you: Place 1 of that horror on Key of Ys. Forced - When Key of Ys leaves play: Discard the top 10 cards of your deck.

Uses (1 ammo). Limit 1 ammo on Ornate Bow. Spend 1 ammo: Fight. This attack uses instead of . You get +2 and deal +2 damage for this attack. : You nock another arrow. Place 1 ammo on Ornate Bow.

While you control 2 or fewer Item assets, Able Bodied gains (while you control 1 or fewer Item assets, Able Bodied gains , instead).

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

Return 3 Innate skills from your discard pile to your hand.

Fast. Play when you activate the Fight ability on a Firearm asset. Spend 1 additional ammo token from that asset. When you reveal chaos tokens for this attack, reveal 1 additional chaos token. Choose one to resolve and ignore the other.


Uses (3 tries). If Try and Try Again has no tries, discard it.
After a skill test is failed, if a skill card you own is committed to that test, exhaust Try and Try Again and spend 1 try: Return that skill card to your hand.

Fast. Play after you reveal a chaos token with a negative modifier. Switch that token's "-" to a "+".

Fast. After The Red-Gloved Man enters play: Choose two of your skills. While The Red-Gloved Man is in play, raise the base value of each of those skills to 6. Forced - At the end of the mythos phase: Discard The Red-Gloved Man.

Evade. This evasion attempt uses instead of . If you succeed and the enemy is non‑Elite, evade it and attach Bind Monster to it. When attached enemy would ready: Test (3). If you succeed, attached enemy does not ready. If you fail, discard Bind Monster.

Parley. Choose a Humanoid enemy at your location and test (3). This test gets +X difficulty, where X is the chosen enemy's damage value. If you succeed, discover 1 clue at your location and 1 clue at any other location.

Max twice per game. Play only if there are 10 or more cards in the encounter deck. Search your bonded cards for 1 copy of The Stars Are Right and shuffle it into the top 10 cards of the encounter deck.

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.

When a second token is revealed during a single skill test at your location, exhaust Blessing of Isis: Cancel that token and treat it as if it were a token instead. Return both of those tokens to the chaos bag after this test ends.

Uses (3 supplies). Spend 1 supply: Fight. You get +2 and deal +2 damage for this attack. If this attack fails, either place 1 supply on Chainsaw or deal 1 damage to the attacked enemy.

Myriad. Discard a copy of Spiritual Resolve from your hand: Heal all damage and horror from this copy of Spiritual Resolve.

Uses (5 charges). Spend 1 charge: Fight. This attack uses instead of . You get +1 for this attack. If a symbol is revealed during this attack, this attack deals +2 damage.

Fast. Play after a non-weakness, non-Elite enemy at your location is evaded. Shuffle that enemy into the encounter deck.

Customizable. As an additional cost to play Summoned Servitor, you must discard another asset you control. Summoned Servitor enters play at your location. It can take 1 action during each of your turns, which can only be used to take the following action: - Move Summoned Servitor to a connecting revealed location.

Exceptional. When you initiate a skill test during your turn, exhaust Eye of the Djinn: Set your base skill value to 5 for this test. If a token is revealed during this test, ready Eye of the Djinn. If a token is revealed during this test, you may take an additional action this turn.

After you commit Ghastly Possession to a skill test on an asset, choose one: - Place 1 doom on that asset. Ghastly Possession gains . - If this test is successful, either remove 1 doom from this asset, or replenish half of its uses (rounded down).

: Fight. You get +1 for this attack. If you perform this attack against an enemy engaged with another investigator and you fail, you deal no damage.

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.

Dexter Drake deck only. Replacement. Exhaust Molly Maxwell and deal her 1 horror: Name any trait. One at a time, reveal cards from the top of your deck until an asset with the named trait is revealed. Draw that asset. Shuffle each other revealed card back into your deck.

Fight. Choose an enemy at any revealed location as the target for this attack. Before resolving this attack, you may move to that enemy's location. Add your to your for this attack. This attack deals +3 damage.

Choose a Spell or Relic asset controlled by an investigator at your location and reveal a random chaos token from the chaos bag. If you reveal a , , , , or symbol, discard the chosen asset. Otherwise, add 3 charges to the chosen asset.

: Fight. You get +1 for this attack. After this attack, you may exhaust Butterfly Swords to fight again, adding your to your skill value for that attack. That attack deals +1 damage.

Exceptional. Spend 2 resources: Draw the card attached to Mob Connections. When an Illicit asset you control is discarded from play, exhaust Mob Connections: Attach that asset to this card, facedown. Limit 1 attached asset.

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).

Exceptional. When you reveal a non- chaos token, spend 2 resources: Ignore that chaos token and reveal another one to resolve. If that token has a symbol, remove Lucky Dice from the game (cannot be ignored/canceled).

Parley. Choose a non-Elite enemy at your location and test or (8). This test gets -1 difficulty for each other card in your hand. If you succeed, automatically evade the chosen enemy and attach Existential Riddle to it. Attached enemy gains aloof.

You have 1 additional arcane slot. Exhaust Book of Shadows: Add 1 charge to a Spell asset you control.

Exceptional. Permanent. Your investigator gains: "Deckbuilding Restrictions: No assets that take up an ally slot." When you play a [survivor] event, exhaust On Your Own: Reduce that event's cost by 2.

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.

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.

During your turn, remove Ace of Rods from the game: You may take an additional action this turn, during which you get +2 to each of your skills. When the game begins, if Ace of Rods is in your opening hand: Put it into play.

Name a Spell card. Search your deck for 1 copy of the named card and draw it. Shuffle your deck.

Each non-Elite enemy engaged with you is defeated. You are defeated and suffer 1 physical trauma. This action does not provoke attacks of opportunity.

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 may spend resources to pay for Item assets played by other investigators at your location. Exhaust Charles Ross, Esq.: Reduce the cost of the next Item asset played by an investigator at your location by 1.

Detective, Hunter, Wayfarer deck only. While there is a Creature or Monster enemy at your location, you get +1 and +1 . Exhaust Dakota Garofalo: Choose an enemy at your location or a connecting location. Move to the chosen enemy's location and engage it.

Discover 3 clues at your location. Give any number of your clues to another investigator, or place any number of your clues on any location. You are defeated and suffer 1 mental trauma. This action does not provoke attacks of opportunity.

Evade. Use only on a non-Elite enemy. This evasion attempt uses instead of . If you succeed, move the enemy just evaded to any location in play. If you succeed and a , , , or symbol was revealed during this evasion attempt, that enemy does not ready during the next upkeep phase.

Norman Withers deck only. Replacement. : Reveal the top card of the encounter deck. Exhaust Split the Angle and discard the top card of your deck: Discard the top card of the encounter deck.

When a skill test you are performing begins, if Recall the Future is ready, name a chaos token: If the named chaos token is revealed during this skill test, exhaust Recall the Future. Then, you get +2 skill value for this skill test.

Uses (3 supplies). If Kerosene has no supplies, discard it. If an enemy was defeated at this location this round, exhaust Kerosene and spend 1 supply: Heal up to 2 horror from among investigators and Ally assets at your location.

Silas Marsh deck only. Replacement. If a chaos token with a negative modifier is revealed during this test, either draw 1 card or Nautical Prowess gains .

Carolyn Fern deck only. Replacement. Foolishness enters play with 3 horror on him. Horror on him may be healed as if it were on Carolyn Fern. While Foolishness has no horror on him, you get +1 to all skills.

Engage actions you perform do not provoke attacks of opportunity. : Fight. You get +X for this attack. X is the number of enemies engaged with you.

You have 1 additional tarot slot. Each non-weakness Tarot asset in your hand or committed to a skill test gains . When the game begins, if Moon Pendant is in your opening hand: Put it into play.

If this skill test is on a treachery and the test is successful, add that treachery to the victory display and attach The Eye of Truth to it. While attached, The Eye of Truth contributes its skill icons to all tests on copies of the attached treachery.

Commit only to a skill test you are performing. After revealing chaos tokens for this test, you may choose to exile Stroke of Luck. If you do, this test is automatically successful (unless a token was revealed).

During your turn, exhaust Garrote Wire: Fight. You get +2 for this attack. Use only on an enemy with exactly 1 remaining health.

Exhaust Yaotl: During this skill test, you get a bonus to each skill equal to the number of matching skill icons on the top card of your discard pile (not counting icons). : Discard the top card of your deck. (Limit once per phase.)

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.

Fast. Play only during your turn. Attach to a Firearm asset controlled by an investigator at your location. Place 2 ammo on that asset. Limit 1 per asset. Attacks performed by attached asset deal +1 damage against Monster enemies.

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

Exhaust De Vermis Mysteriis and place 1 doom on it: Play a Spell or Insight event from your discard pile, reducing its resource cost by 1. After that event resolves, remove it from the game.

Assistant, Miskatonic, Scholar deck only. If this skill test is successful, the performing investigator may succeed by up to 2 more or down to 2 less (to a minimum of zero).

Myriad. When you search your deck and Surprising Find is among the searched cards: Put it into play in your play area. You must commit it to the next eligible skill test you perform. If that test is successful, draw 1 card. (Max one Research ability per search.)

Uses (4 ammo). Spend 1 ammo: Fight. You may spend any number of additional actions when you perform this attack. You get +2 for this attack for each action being spent (including this ability's cost). This attack deals +2 damage.

As an additional cost to play Hallow, return a total of 10 tokens to the token pool from the chaos bag or sealed on cards in play. Remove 1 doom from any card in play.

Agency Backup may be assigned damage and/or horror dealt to other investigators at your location. Exhaust Agency Backup and deal 1 damage to it: Deal 1 damage to an enemy at your location. Exhaust Agency Backup and deal 1 horror to it: Discover 1 clue at your location.

You have 2 additional tarot slots. When the game begins, if Anna Kaslow is in your opening hand: Put her into play. After Anna Kaslow enters play: Search your deck for a Tarot asset and put it into play.

Seal (up to 5 ). Forced - At the end of the mythos phase: You must either spend 1 resource or discard Dark Ritual.

As an additional cost to play Warning Shot, spend 1 ammo from a Firearm asset you control. Move all non-Elite enemies at your location to a connecting location. This action does not provoke attacks of opportunity.

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

Fight. When you initiate this attack, add up to 3 tokens to the chaos bag. For each token added to the chaos bag in this way, you get +1 and deal +1 damage for this attack.

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you succeed by at least X, you may spend 1 ammo to deal this attack's damage to another enemy at your location, where X is that enemy's fight value.

: 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).

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.

After your turn begins: Choose two skills. Until the start of your next turn, you get +1 to each of those skills. After any skill test ends in which a total of 3 or more or tokens were revealed: Play Tristan Botley from your hand, at no cost.

Uses (3 secrets). Exhaust Otherworld Codex and spend 1 secret: Search the top 9 cards of the encounter deck and choose a non-Elite card among them. Discard a copy of the chosen card from play. Shuffle all of the searched cards back into the encounter deck.

Gloria Goldberg deck only. Replacement. When an investigator fights, attempts to evade, or initiates a skill test on an encounter card, discard an encounter card that shares a Trait with that encounter card from beneath Gloria Goldberg: Reduce the difficulty of this skill test by 2.

Jenny Barnes deck only. Replacement. Spend up to 3 resources and exhaust Green Man Medallion: Place those resources on it, as offerings. When you resign or the game ends: For every 6 offerings on Green Man Medallion, reduce the experience cost of the next card you purchase before the next scenario by 1.

Limit 1 per investigator. Seal ( or +1). You may resolve this keyword again after you defeat an enemy. When an enemy would attack an investigator at your location, exhaust Bulwark and release a token sealed here: Cancel that attack. Ready another asset you control.

Civic, Performer, Socialite deck only. Parley. Choose an investigator at your location. That investigator may play an Ally asset from their hand at no cost. Then, that investigator may trigger an or ability on that asset, ignoring all costs.

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

Fast. Play when doom would be placed on any scenario card. Max 1 per game. Cancel 1 doom just placed on that card. Exile Fortune or Fate.

Uses (3 secrets). When an investigator at your location would perform a skill test during a revelation effect, spend 1 secret: Do not reveal chaos tokens for that test. Spend 1 secret: Choose an investigator at your location. Do not reveal chaos tokens for the next skill test that investigator performs this round.

Uses (3 supplies). If Mk 1 Grenades has no supplies, discard it. Spend 1 supply: Fight. You get +2 for this attack. If this attack is successful, instead of its standard damage, this attack deals 2 damage to each enemy and each other investigator at the attacked enemy's location (any additional damage is dealt to the attacked enemy).

Uses (8 ammo). Spend 1-5 ammo: Fight. You get +X for this attack. Instead of its standard damage, this attack deals X damage. X is the amount of ammo spent as part of this ability's cost.

If this skill test is successful, add 1 token to the chaos bag for each damage or horror on you (whichever is less).

Limit 1 per investigator. Seal (0). You may resolve this keyword again after you reveal a location or put a new location into play. When you engage an enemy, exhaust Obscure and release a token sealed here: Immediately Fight or Evade that enemy. During this skill test, your base skill value is equal to the shroud value of your location.

Uses (3 ammo). Spend 1 ammo: Fight. You get +3 and deal +2 damage for this attack. If a or symbol is revealed during this attack, the rifle jams. (This attack automatically fails. Before you can activate this ability again, you must perform the following ability: ": You clear the jam.")

Blessed, Clairvoyant, Sorcerer deck only. : Fight. Add your value to your skill value for this attack. If this attack is successful, in addition to its standard damage, you may exhaust Storm Ruler to deal 1 damage to an enemy at your location for each , , , and symbol revealed during this attack (to a maximum of 3 additional damage).

Seal (up to 5 ). If Shield of Faith has no tokens sealed on it, discard it. When an enemy attacks an investigator at your location, exhaust Shield of Faith and release a chaos token sealed here: Cancel that attack.

Attach to your location. Limit 1 per location. Forced - After a non-Elite enemy enters attached location, discard Under Surveillance: Automatically evade that enemy and discover 1 clue at attached location. That enemy does not ready during the next upkeep phase.

Clairvoyant, Hunter, Sorcerer deck only. Fight. You may use your instead of your for this attack. For each empty hand slot you have, you get +2 skill value and deal +1 damage for this attack. If this attack defeats a non-Elite enemy, add that enemy to the victory display and attach Blood of K'n-yan to it.

Roland Banks deck only. Replacement. Fast. Play only during your turn. Either place 1 clue (from the token bank) on your location, or discover 1 clue at your location. Remove Mysteries Remain from the game.

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.

Exceptional. : Place 1 resource on Borrowed Time, as a click (to a maximum of 3 clicks on Borrowed Time). Does not provoke attacks of opportunity. Forced - When your turn begins: Remove all clicks from Borrowed Time. You may take that many additional actions this turn.

Bonded (Broken Diadem). Limit 1 Mask per investigator. When you reveal either a or token during a skill test, spend 1 offering and exhaust this card: Treat the revealed token as an token instead, returning it to the chaos bag. Then, if this card has no offerings, search your bonded cards for Broken Diadem and swap it with this card.

During this skill test, treat the modifier of each and each token as +1 instead of its normal modifier.

Reveal an Item asset in your hand. Another investigator at your location may play that asset as if it were in their hand. If they do, draw 1 card and gain resources equal to that asset's printed cost.

Attach to your location. During the enemy phase, each enemy that moves does so along the shortest path toward the attached location, instead of to where it would normally move. Forced - While attached, at the end of the round: Discard Lure.

Reveal 7 random chaos tokens from the chaos bag. Deal a total of 1 damage plus 1 additional damage for each or token revealed, divided as you choose among enemies at your location. This action does not provoke attacks of opportunity.

Fast. Play when a non-Elite enemy spawns at your location. That enemy attacks you. Then, automatically evade that enemy and attach Fend Off to it. Attached enemy cannot ready.

Criminal, Entrepreneur, Socialite deck only. Max 1 committed per skill test. After you commit Double Down to a skill test, spend up to 3 resources. For each resource spent, Double Down gains .

Fast. Attach to a Firearm asset you control that takes up two hand slots. Attached asset cannot be used to attack enemies engaged with you. When you perform a Fight action using attached asset, if you are engaged with no enemies, exhaust Telecopic Sight: This attack can target a non-Elite enemy at a connecting location. Ignore the aloof and retaliate keywords for this attack.

Exceptional. Forced - When you reveal a or token during a skill test you are performing: Flip a coin. On a heads, treat that token as a token. On a tails, treat that token as a token. If you treat a token as a token as a result of this effect, draw 1 card.

While this card is committed to a skill test, the performing investigator may ignore all keyword or location effects that would trigger during this test.

Fast. Play only during your turn. Reduce the cost to play The Stygian Eye by 1 for each token in the chaos bag. Until the end of the round, you get +3 to each of your skills.

Permanent. Limit 1 per deck. When you purchase Spiritual Healing, remove 1 point of physical or mental trauma from your investigator.

Choose a card in your play area or reveal a card in your hand. Search your deck for another copy of that card and draw it. Shuffle your deck.

Max 2 Dilemma per round. Revelation - Reveal the top card from each investigator's deck and place them in a pile. Repeat this two more times. Choose one of the three piles. Each investigator draws each of their cards from that pile. Shuffle each weakness in each other pile into its owner's deck. Remove each other revealed card from the game.

Criminal, Socialite deck only. Parley. Deal 10 damage to an enemy at your location (5 damage instead if that enemy is Elite). Remove Name Your Price from the game.

Cultist, Cursed, Silver Twilight deck only. Fast. Myriad. Limit 1 Sacred Oath (Oath of Loyalty) per deck. Max 3 copies of Sacred Oath in play. Up to 3 Sacred Oath cards take up 1 arcane slot. When you draw a non-weakness Pact or Terror treachery, discard a copy of Sacred Oath from play: Cancel that treachery's revelation effect and discard it.

Exceptional. Seal (up to X ). Exhaust Flute of the Outer Gods and release 1 token sealed on it: Choose a non-Elite enemy at your location. Either move the chosen enemy to a connecting location, or deal its damage to any enemy at its location. This action does not provoke attacks of opportunity.

Search the chaos bag for X tokens and return them to the token pool. X is the number of tokens in the chaos bag. Gain 1 resource for each token removed in this way.

Wendy Adams deck only. Permanent. When an enemy would ready or doom would be placed on it, release a or token sealed on that enemy: Cancel that effect. During a skill test you are performing, when a chaos token would be revealed from the chaos bag: Resolve a or token sealed on an enemy instead.

Fast. Play when you perform a skill test with a difficulty higher than your base skill value. Reveal X additional chaos tokens for this skill test. Choose one to resolve and ignore the rest. X is the difference between the test's difficulty and your base skill value.

Seal (0). Uses (3 charges). Spend 1 charge or release a chaos token sealed here: Fight. This attack uses instead of and deals +1 damage. You get +2 for this attack for each "0" token sealed on Shards of the Void. For each "0" token revealed during this attack, seal that token on Shards of the Void and this attack deals 1 additional damage.

As an additional cost to play Ethereal Weaving, spend an action. Reveal up to 3 different Spell events from your hand. One at a time, play each revealed event, reducing its cost by 1. While resolving each of these events, you get +2 skill value.

Assistant, Reporter, Scholar deck only. Uses (4 secrets). You get +1 . Secrets on assets you control may be spent as resources to pay for Insight events you play.

Max 1 per turn. Fast. Play when an investigator's turn would end. That investigator may take X additional actions during their turn. X is the number of skill tests they failed during their turn. Exile Lifeline.

Exhaust Otherworldly Compass: Investigate. Your location gets -X shroud for this investigation. X is the number of revealed locations connected to your location.

Reveal tokens from the chaos bag until you reveal a , , , or token. If you revealed... - ...a or token, deal 2 damage to an enemy at your location. - ...a or token, heal 2 damage from an investigator or Ally asset at your location. This action does not provoke attacks of opportunity.

Fast. Play after the enemy phase begins. Cancel all attacks made by non-Elite enemies against you this phase.

Performer, Sorcerer deck only. Fast. Play when the investigation phase begins. Choose a location. Set aside each non-Elite enemy at the chosen location (keeping all tokens and attachments). Until the end of the round, they are not at any location and are immune to player card effects. When the round ends, return each of these enemies to the chosen location, exhausted. Max once per game.

Uses (3 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. If this attack succeeds against a non-Elite enemy, automatically evade it.

Fast. Play after 1 or more tokens are revealed during a skill test at your location. Search your bonded cards for Evanescent Ascension and put it into play. Place up to X resources on it, as wishes (to a maximum of the number of tokens revealed). Remove Miracle Wish from the game.

Believer, Chosen, Cultist deck only. When you enter a location, exhaust Cowl of Sekhmet: Until the end of the round, each non-Elite enemy at that location cannot engage you and you cannot deal damage to those enemies.

Attach to your location. Limit 1 per location. Forced - After a non-Elite enemy enters attached location: Exhaust that enemy, disengage it from all investigators, and attach Snare Trap to it. Forced - When attached enemy would ready: Instead, discard Snare Trap.

Fast. Play when a skill test at your location begins. Twice during this test, when an investigator reveals a chaos token, they may cancel it, return it to the chaos bag, and reveal a new chaos token.

Bonded (Stargazing). Revelation - Remove The Stars Are Right from the game. Choose an investigator. That investigator draws 1 card, gains 1 resource, and may take an immediate action as if it were their turn (this action does not count toward the number of actions that investigator can take each turn).