Recent
Recently released cards with limited data.

Uses (3 charges). : Fight (). If you succeed, you may spend 1 charge to deal +1 damage for this attack. If you reveal a token during this test, remove 1 charge from Cosmic Flame (if you cannot, take 1 damage and discard this card).

You get +1 . After you take damage and/or horror, exhaust Jim Culver: Draw 1 card.

Uses (3 charges). : Investigate (). If you succeed, you may spend 1 charge to discover 1 additional clue at your location. If you reveal a token during this test, remove 1 charge from Second Sight (if you cannot, take 1 horror and discard this card).
Uses (4 ammo). Spend 1 ammo: Fight (). You get +2 and deal +1 damage for this attack. Ignore the retaliate keyword for this attack.

You get +1 . During your turn, exhaust Olivier Bishop: Move to a connecting location.

When horror is placed on Cloak of Resonance, exhaust it: Deal 1 damage to an enemy at your location.

Max 1 committed per skill test. You may commit Timely Intervention from your hand after revealing chaos tokens during a skill test you are performing.

As an additional cost to commit Soul Link, take 1 horror.

Limit 1 per investigator. Uses (3 supplies). If there are no supplies on Hunter's Instinct, discard it. After you engage an enemy, spend 1 supply and exhaust Hunter's Instinct: Add a level 0 event in your discard pile to your hand.

Search the top 9 cards of your deck for a Tool or Weapon asset and add it to your hand. Shuffle your deck.

You get +1 . After you defeat an enemy, exhaust Logan Hastings: Gain 1 resource.

Place 1 doom on a player card you control. Then, discover 1 clue at your location and 1 clue at another revealed location.

When your turn begins: Heal 1 damage or 1 horror from Aleksey Saburov.

You get +1 .

Fast. Play when an enemy enters your location. Draw 2 cards.

Fast. Play only during your turn. Play an Item asset from your hand, reducing its cost by 2. When your turn ends, return an Item asset you control to your hand.

Uses (4 ammo). Spend 1 ammo: Fight (). If the targeted enemy is exhausted, this attack deals +1 damage.

Starting. (You may begin the game with 1 copy of a starting card in your opening hand.) Spend 1 resource: You get +1 for this skill test (+2 instead if this is an attack or evasion). Spend 1 resource: You get +1 for this skill test (+2 instead if this is an attack or evasion).

Limit 1 per investigator. After you successfully evade an enemy, exhaust Sticky Fingers: Gain 1 resource.

After Out the Door is committed to a skill test, the performing investigator gains 2 resources. If this skill test fails, that investigator loses 2 resources.

: Investigate (). You get +1 for this test. If you succeed, you may discard Hand-Crank Flashlight for your location to get -1 shroud until the end of the round.


Fast. Play during any player window. Put Premonition into play, reveal a random chaos token from the chaos bag, and seal it on Premonition. Forced - When a chaos token would be revealed from the chaos bag: Resolve the token sealed here as if it were just revealed from the chaos bag, instead. Then, discard Premonition.

Limit 1 per investigator. During your turn, exhaust Loner: Move to an empty connecting location.

Fast. Play after an enemy at your location is defeated. Investigators at your location gain a total of X resources, distributed as your wish. X is that enemy's printed health (to a maximum of 6).

Spend 1 resource: You get +1 for this skill test (+2 instead if this is an evasion or parley). Spend 1 resource: You get +1 for this skill test (+2 instead if this is an evasion or parley).

You get +1 . After you successfully investigate by exactly 1 or 3, exhaust Dorothy Simmons: Gain 1 resource.

Uses (4 charges). Spend 1 charge and exhaust Lucky Charm: Move 1 damage or 1 horror from a card at your location to a card you control (with a health or sanity value).

Starting. (You may begin the game with 1 copy of a starting card in your opening hand.) Spend 1 resource: You get +1 for this skill test (+2 instead if this is an investigation or parley). Spend 1 resource: You get +1 for this skill test (+2 instead if this is an investigation or parley).

Spend 1 resource: You get +1 for this skill test (+2 instead if this test is on a Spell or Ritual card). Spend 1 resource: You get +1 for this skill test (+2 instead if this test is on a Spell or Ritual card).

: Fight (). Add your to your for this attack. If this attack succeeds by 2 or more against a non-Elite enemy, you may exhaust Polished Cane to automatically evade that enemy.
Max 1 committed per skill test. If this skill test is successful, take 1 direct damage.

Spend 1 resource: You get +1 for this skill test (+2 instead if this test is on a scenario card). Spend 1 resource: You get +1 for this skill test (+2 instead if this test is on a scenario card).

If this skill test is successful, heal 1 damage from the performing investigator.
Fight (). This attack deals +1 damage. If this attack defeats an enemy, heal 1 damage from an investigator or Ally asset at your location.

As an additional cost to play Favor of Baalshandor, take 1 damage. Play a Spell or Ritual asset from your hand, reducing its cost by 3. Playing this card does not provoke attacks of opportunity.

If this skill test is successful, choose a [survivor] asset or event in your discard pile and add it to your hand.

Permanent. You begin each game with 2 additional resources.

You get +1 . After you fail an attack or evasion, exhaust Daniel Jameson: Attempt that skill test again, with +1 skill value.

Uses (4 secrets). Spend 1 secret: Investigate (). The first card you commit to this investigation gains . If you succeed, you may take 1 horror to discover 1 additional clue at your location.

During your turn, discard Jumpsuit: Choose a Tool or Weapon asset in your discard pile and add it to your hand.

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

Attach to your location. Limit 1 per location. When the round ends, each investigator at this location may choose one of the following: Draw 1 card, gain 1 resource, heal 1 damage, or heal 1 horror. Forced - After an enemy enters this location: Discard Hidden Shelter.

Fight (). You get +1 for this attack. If you control 2 or more clues, this attack deals +1 damage.

If this skill test is successful, the performing investigator searches the top 6 cards of their deck for an Insight event, draws it, and shuffles their deck.

Evade (). If you succeed, deal 1 damage to the evaded enemy. If you fail, return "Shove off!" to your hand at the end of your turn.

Uses (4 secrets). Spend 1 secret: Investigate (). Investigate a revealed connecting location. You get +1 for this investigation. If you succeed, you may exhaust Local Map to move to that location.

Fast. Play after you successfully evade an enemy. Discover 1 clue at your location (if you succeeded by 2 or more, you may discover 1 clue at a connecting location, instead).

Limit 1 per investigator. After you heal 1 or more horror, exhaust Private Practice: Gain 1 resource.

Bodyguard may be assigned damage dealt to other investigators at your location. When Bodyguard is defeated: Deal 1 damage to an enemy at your location.

After you play Protective Vest: Search the top 6 cards of your deck for a Firearm or Upgrade card and add it to your hand. Shuffle your deck.

: Fight (). You get +1 for this attack. If you succeed, you may discard Broken Bottle to deal +1 damage for this attack.

Choose an investigator at your location and reveal the top 3 cards of their deck. That investigator may choose to either draw 1 revealed card and shuffle the rest into their deck, or heal 2 horror and return the revealed cards to the top of their owner's deck in any order.

If this skill test is successful, replenish 1 secret on a Tome asset at your location.

Investigate (). You get +2 for this investigation. If you succeed, heal 1 horror.

Evade (). You get +1 for this evasion for each clue you control (to a maximum of +3). If you succeed, you may disengage from each enemy engaged with you and move to a revealed connecting location.

Uses (3 ammo). After an enemy attacks you, spend 1 ammo: Fight (). This attack targets that enemy. You get +1 and deal +1 damage for this attack.

Max 1 committed per skill test. If this test is successful by 2 or more, the performing investigator may disengage from each enemy and move to a revealed connecting location.

Evade (). You get +2 for this evasion. If you succeed and you control 2 or more clues, heal 1 horror.

Uses (3 secrets). During your turn, spend 1 secret and exhaust Occult Records: Heal 2 horror from an investigator at your location. Then, test (2). If you fail, discard 1 card at random from your hand.

Fast. Attach to your location. Limit 1 Trap per location. After an enemy enters this location, exhaust Lie in Wait: Fight ( or ). Fight that enemy. You get +1 skill value for this attack. If you succeed, you may discard Lie in Wait for this attack to deal +1 damage. (You may trigger this ability from any location.)
Fast. Play only during your turn. Attach to a Firearm asset you control. During your turn, except during an action, discard Custom Grip: Return attached asset to your hand. You may play a Firearm asset from your hand (paying its cost).

Uses (4 charges). : Evade (). If you succeed, you may spend 1 charge to move to a connecting location. If you reveal a token during this test, remove 1 charge from Shadowmeld (if you cannot, lose 1 action and discard this card).

Fight () or Evade (). You get +1 skill value for this test and you may target an enemy at a connecting location as if you were engaged with that enemy.

Fast. Play when an enemy attacks an investigator at your location (before resolving that attack). Cancel that attack. Deal 1 damage to that enemy.

Uses (3 offerings). If there are no offerings on Offering Bowl, discard it. Spend 1 offering and exhaust Offering Bowl: Take 1 damage and gain 2 resources.


Parley. Choose a non-Elite enemy at your location or at a connecting location. Move that enemy to your location, engage it, and gain resources equal to its combined damage/horror values.

: Investigate (). Your location gets -1 shroud for this investigation. If you fail, you may exhaust Old Compass to attempt this test again. If you do, your location gets -2 shroud for this investigation, instead.

You have 1 additional hand slot, which can only be used to hold a Tome asset. After University Archivist enters play: Search the top 6 cards of your deck for a Tome asset and add it to your hand. Shuffle your deck.

Move. After this move, heal 2 damage.

During an attack or investigation at your location, exhaust Police Dog: The performing investigator gets +1 skill value for this test.
While it is committed to a skill test on an Item asset you control, Armed to the Teeth gains .

Heal 3 damage from among investigators and/or Ally assets at your location.
Fast. Attach to your location. Limit 1 Trap per location. After an enemy enters attached location, exhaust Glassing: Investigate ( or ). Investigate attached location. You get +1 skill value for this investigation. If you succeed, you may discard Glassing to discover 1 additional clue at this location. (You may trigger this ability from any location.)

Max 1 committed per skill test. If this test fails, return each other card committed to this test to its owner's hand and draw 1 card.

If this skill test is successful while evading a non-Elite enemy, that enemy does not ready during the next upkeep phase.

Permanent. Limit 1 per deck. You have 1 additional arcane slot.

Search the top 9 cards of the encounter deck for an enemy, draw it, and shuffle the encounter deck. Then, draw 1 card and discover 1 clue at your location. If that enemy is not at your location, you may move once toward its location.
Uses (5 supplies). If there are no supplies on Same Old Thing, discard it. You may spend supplies on Same Old Thing as resources to pay for events played by any investigator at your location.

Commit only to a skill test you are performing. Max 1 committed per skill test. Easy Street gains for every 3 resources you have (to a maximum of ).

Parley. Search the top 9 cards of the encounter deck for a non-Elite enemy, draw it, and gain resources equal to that enemy's printed health. Shuffle the encounter deck.

: Fight ( or ). You get +1 skill value for this test. If this attack defeats an enemy, you may exhaust Pocketknife to gain 1 resource.

Parley. Choose an enemy at your location. Heal horror equal to that enemy's horror value.
As an additional cost to commit Torrent of Power to a skill test, spend up to 3 charges from among assets you control. For each charge spent in this way, Torrent of Power gains .

Fast. Play only during your turn. Attach to a Firearm asset you control. Exhaust Iron Sights: You get +3 skill value the next time you fight using attached asset this turn. This action does not provoke attacks of opportunity.

As an additional cost to play Insidious Truths, you may discard up to 2 cards from hand. Fight (). For each card discarded as part of this card's cost, you get +2 and deal +1 damage for this attack.

Parley. Choose a non-Elite enemy at your location with X remaining health. That enemy disengages from each investigator and gains aloof until the end of the round. Discover 1 clue at your location.
Uses (4 secrets). Spend 1 secret and exhaust Scroll of the Pharaohs: Deal 1 horror to an investigator or Ally asset at your location. Then, if there are no secrets on Scroll of the Pharaohs, discard it, draw 3 cards, and record "you have unearthed the secrets of the Pharaohs" in your campaign log.

You gain 1 additional resource during the upkeep phase. Forced - After you fail a skill test: Deal 1 horror to Marcus Sengstacke.

Fast. Play when you would fail a skill test during which a non- token was revealed. You succeed at that skill test by 0 instead. If a token with a symbol was revealed during that skill test, take 1 horror.
Parley. Choose an enemy at your location and test (X), where X is that enemy's remaining health. If you succeed, automatically evade that enemy and discover 1 clue at your location.

Fast. Attach to your location. Limit 1 Trap per location. After an enemy enters attached location, exhaust Decoy Trap: Evade ( or ). Evade that enemy. You get +1 skill value for this evasion. If this test succeeds, you may discard Decoy Trap to move to this location. (You may trigger this ability from any location.)

Fast. Play after a non-Elite enemy attacks you. Automatically evade that enemy and attach Restrained to it. Attached enemy cannot ready. Forced - When the round ends, if attached enemy is not a Humanoid: Discard Restrained.

After you play Psychology Student: Heal 2 horror from an investigator or Ally asset at your location.

Fast. Play only during your turn. Choose a Spell or Charm asset in your hand and put it into play under your control. When the round ends, shuffle that asset into your deck if it is still in play.

Limit 1 per investigator. Uses (3 renown). If there is no renown on Center Stage, discard it. During a skill test, spend 1 renown and exhaust Center Stage: You get +1 skill value for each action you have spent this round (including this one, if this is triggered during one of your actions).

Rookie Cop may be assigned damage and/or horror dealt to other investigators at your location. When Rookie Cop is defeated: Discover 1 clue at your location.

Investigate (). You get +2 for this investigation. If you discover the last clue at your location, you may move to a connecting location.

Evade (). You get +2 for this evasion. If you succeed by 2 or more and the evaded enemy is non-Elite, that enemy does not ready during the next upkeep phase.

Uses (1 arrow). Spend 1 arrow: Fight (). You get +2 and deal +2 damage for this attack. This attack ignores the aloof keyword. : Replenish 1 arrow on Longbow.

Fight (). You get +2 for this attack. If the targeted enemy is exhausted, this attack deals +1 damage.

Fight (). You get +2 and deal +1 damage for this attack. If this attack defeats an enemy, gain 5 resources.
Commit only to a skill test during an attack or evasion. The performing investigator ignores the alert and retaliate keywords during this test.

Uses (4 renown). If there is no renown on Fame, discard it. If there is an enemy at your location, spend 1 renown: Parley. Gain 2 resources.

Uses (3 ammo). Spend 1 ammo: Fight (). You get +3 for this attack. If you succeed, this attack deals +1 damage for each point you succeed by (to a maximum of +4). If you fail and would deal damage to another investigator, this attack deals 1 damage for each point you fail by (to a maximum of 5 damage).
Uses (3 rumors). If there are no rumors on The Grapevine, discard it. Spend 1 rumor and exhaust The Grapevine: Parley. Choose an enemy at a revealed location up to 2 connections away. Move (one location at a time) along the shortest path to that enemy's location and engage it.

While you have 3 or fewer remaining health, Sacrificial Doll does not take up a hand slot. After you reveal a non- chaos token during a skill test, take 1 damage and exhaust Sacrificial Doll: Cancel that token and reveal tokens from the chaos bag until a symbol token is revealed. Resolve that token and ignore the rest.

Max 1 committed per skill test. If a symbol token is revealed during this test, place up to 2 charges or 2 secrets among assets you control.

Attach to your location. Limit 1 Trap attached. After an enemy or investigator enters attached location, discard Makeshift Bomb: Deal 3 damage to each enemy and investigator at that location. (You may trigger this ability from any location.)
Place 5 ammo, divided as you choose, among Firearm assets you control.

Reduce the cost of the first Spell or Ritual card you play each round by 1.

Fast. Play when a non-Elite enemy attacks an investigator at your location. Cancel that attack and heal 2 damage from the targeted investigator.

Uses (3 supplies). Spend 1 supply and exhaust Canteen: Heal 2 horror.

Uses (3 charges). When you would reveal a chaos token, spend 1 charge: Reveal 1 additional token. Choose 1 of those tokens to resolve and ignore the other. If you resolved a token with a symbol, take 1 horror.

Uses (4 secrets). During your turn, spend 1 or 2 secrets and exhaust Mysterious Grimoire: Search the top 3 cards (or 6 cards instead if you spent 2 secrets) of your deck for a card and draw it. If 1 or more weaknesses are among the searched cards, draw them as well. Shuffle your deck.
When an enemy enters play, exhaust Hunting Dog: Move once toward that enemy's location.

Play only if there are no enemies at your location. Choose up to 3 level 0 event and/or skill cards in your discard pile and shuffle them into your deck. Draw 1 card.

Investigate (). Add your to your for this investigation. If you succeed, discover 1 additional clue at your location. If you succeed and a token with a symbol was revealed during this test, you may discard a Terror or Hex treachery from any investigator's threat area.

You get +1 . Detective Sherman may be assigned damage and/or horror dealt to other investigators at your location. After damage is placed on Detective Sherman, exhaust him: Discover 1 clue at your location.

Attach to your location. Limit 1 Trap attached. When an enemy enters attached location, exhaust Rope Trap: Deal 1 damage to that enemy. Reveal a random token from the chaos bag. If a or token is revealed, discard Rope Trap. (You may trigger this ability from any location.)

Uses (3 renown). When you would succeed at a skill test, spend 1 renown and exhaust Extravagant Ring: You get +2 skill value for this test.

Reveal the top 5 cards of your deck (8 cards instead if you control 2 or more clues). Draw 3 of them and place the rest of those cards on the top and/or bottom of your deck in any order.

Fast. Play only during your turn. Attach to a Firearm asset you control. You get +1 skill value while attacking with attached asset.
Fast. Play when your turn begins. Until the end of your turn, you get +3 skill value while investigating or parleying.

Uses (3 secrets). If there are no secrets on Typewriter, discard it. Secrets on Typewriter may be spent as if they were on Tome assets you control.

: Fight (). Add your to your for this attack. After you play a Spell event, take 1 damage and exhaust Ritual Dagger: Shuffle that event into your deck instead of discarding it.

Uses (4 supplies). If there are no supplies on Extra Rations, discard it. Spend 1 supply and exhaust Extra Rations: Heal 1 damage from your investigator or an Ally asset you control.

Fast. Play after a Creature or Monster enemy at your location is defeated. Heal up to 3 damage from among investigators and/or Ally assets at your location.

For every 2 damage on you (rounded up), Rough gains .

Fast. Play when an enemy attacks an investigator at your location. You take all damage and horror from this attack. For each point of damage/horror taken, deal 1 damage to an enemy at your location.

Uses (2 ammo). Spend 1 ammo: Fight (). You get +3 and deal +1 damage for this attack. Discard Winchester Model 52: Fight (). You get +3 for this attack. If you succeed, automatically evade the targeted enemy.

After an enemy at your location is defeated, exhaust Autopsy Report: Investigate (). You get +X for this investigation, where X is the defeated enemy's printed health (to a maximum of +5).

Exceptional. Place 1 doom on Dread Curse of Azathoth: Fight (). You get +2 and deal +1 damage for this attack. If this attack defeats an enemy, remove 1 doom from Dread Curse of Azathoth. If a or token is revealed during this test, remove all doom from this card.