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.

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

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

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

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.

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.

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

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.

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.


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.

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

Deal 2 damage to an exhausted enemy at your location.

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

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

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.

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.

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.)

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

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.

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

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

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.

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

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).

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.

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).

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.

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.

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

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.

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

: 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.

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

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

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

Evade. Automatically evade all enemies at your location.

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

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.

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

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

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

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

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

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

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.

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.

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

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

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.

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

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

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.

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.

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.

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).

: 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.

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

Uses (4 charges). You may play events with "parley" from your discard pile as if they were in your hand. As an additional cost to play an event this way, spend 1 charge from Eldritch Tongue. After that event resolves, remove it from the game.


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

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

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.

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

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.

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

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

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).

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

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

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

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

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.

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

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.)

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

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

Limit 1 per deck. Uses (10 resources). Exhaust Bianca "Die Katz": Parley. Move X resources from Bianca "Die Katz" to your resource pool. X cannot be more than 5. Test (X). If you fail, remember "you owe Bianca X resources." Then, search your bonded cards for the Bianca "Die Katz" enemy and spawn her at your location. Remove this card from the game.

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

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.

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.

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.

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.

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

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.

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.

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.

: 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.


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.

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

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.

While Well-Dressed is committed to a skill test during a parley action, it gains .

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

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

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.

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.

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).

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.

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.

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.

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

: 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.

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.

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).

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.

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.

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

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.

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

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.

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.

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.

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

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

Fast. Play only during your turn. Resolve an ability on a Tool or Weapon asset you control without paying its cost.

Fast. Play after you succeed at a skill test while parleying. Discover 2 total clues from among your location and connecting locations.

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.

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.)

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.

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.

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.

Uses (1 charge). Replenish this charge the first time a token is revealed at your location each round. Choose a non-Elite enemy at your location and spend 1 charge: That enemy loses the alert, aloof, elusive, and retaliate keywords until the end of the round.

: 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.

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).

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 (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.

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.

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.

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.

Fast. Play after a phase begins. Choose a non-Elite enemy at your location. Treat the chosen enemy's printed text box as if it were blank (except for Traits) until the end of the phase.

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).

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.

Uses (1 charge). Replenish this charge at the start of each round. You may resolve abilities on Spell assets in your hand by revealing them from your hand. Treat True Magick as if it were the revealed asset (to pay its costs, spend charges, perfom its effect, etc).

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

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

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

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.

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 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).

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

Add 1 token to the chaos bag: Investigate. You get +2 skill value for this investigation. If a token is revealed during this investigation, you may exhaust Prismatic Spectacles to discover 1 additional clue at your location.

Choose a card you own that is attached to your location and exhaust Survival Technique: Add that card to your hand. During a skill test on a location or on a treachery attached to your location, exhaust Survival Technique: You get +2 skill value for this test.

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.

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.

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.

Choose a non-Elite enemy at your location: Parley. Test (X), where X is that enemy's printed health value. If you succeed, that enemy disengages from each investigator and gains aloof until the end of the round.

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.

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.

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.

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.

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.

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).

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

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.

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.

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).

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.

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.

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.

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

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.

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.

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 .

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

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.

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.

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.

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.

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.

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.

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.

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).

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.

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.

Criminal, Drifter, Entrepreneur deck only. During a skill test on a Tool asset, exhaust Nose to the Grindstone: You get +2 skill value for this skill test. If this skill test fails, either replenish 1 supply on that asset or gain 1 resource.

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.

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.

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.

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.

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 .

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

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.

: 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).

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.

: 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.

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.

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.

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

Max 1 committed per skill test. While Expeditious Retreat is committed during a basic evade action, it gains and the text: "If this test is successful by 2 or more, you may automatically evade another enemy at 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.

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.

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

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).

Uses (1 locks). If there are no locks on The Council's Coffer, each investigator searches his or her deck or discard pile for any card and immediately plays it at no cost. Exile The Council's Coffer. (Max once per campaign.) : Test any skill (5). If you succeed, remove 1 lock. Any investigator at your location may activate this ability. Card design by The Council at Arkham Nights 2017.

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.

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.

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.

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.)

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.

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.

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.

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

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.

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.

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.

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