Staple
Cards that have maintained consistently high usage across the game's history.

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

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

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

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

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

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

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

Permanent. You have 1 additional ally slot.

If this skill test is successful by 2 or more, after it resolves, you may immediately take an action as if it were your turn (this action does not count toward the number of actions you can take each turn).

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

After you succeed at a skill test by 2 or more, exhaust Lucky Cigarette Case: Draw 1 card.

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

Fast. Play when an encounter card or an enemy attack would cause you to do one of the following (choose one): Discard cards from hand, lose resources, lose actions, take damage, or take horror. You ignore that aspect of the effect. (Each other aspect resolves normally.)

Forced - After Arcane Initiate enters play: Place 1 doom on it. Exhaust Arcane Initiate: Search the top 3 cards of your deck for a Spell card and draw it. Shuffle your deck.

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

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

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

Fight. Add your value to your skill value for this attack. Immediately before this attack, you may engage the attacked enemy. This attack deals +1 damage (+2 damage instead if the enemy is non-Elite). If a symbol was revealed during this attack, return Spectral Razor to your hand at the end of your turn.

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

Investigate. Add your value to your skill value for this investigation. You may ignore any effect or keyword on your location which would trigger during this investigation. If you succeed, discover 1 additional clue at this location. If a symbol was revealed during this investigation, return Read the Signs to your hand at the end of your turn.

Play a Spell or Ritual card from your hand, reducing its resource cost by 3.

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

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

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

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

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

Uses (3 supplies). If Lockpicks has no supplies, discard it. Exhaust Lockpicks: Investigate. Add your value to your skill value for this investigation. If you do not succeed by at least 2, remove 1 supply from Lockpicks.

As an additional cost to play Faustian Bargain, add 2 tokens to the chaos bag. Investigators at your location gain a total of 5 resources, distributed as you wish.

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

Commit only to a skill test you are performing. As an additional cost to commit "Watch this!" to a skill test, spend up to 3 resources. If you succeed by 1 or more, gain twice that many resources.

Gain 1 resource. Reveal 3 random tokens from the chaos bag. For each , , , , or symbol revealed, gain an additional 2 resources.

After you commit Promise of Power to a skill test, add 1 token to the chaos bag. If you cannot, take 2 horror instead.

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

: Investigate. Investigate using instead of . If a , , , or symbol is revealed during this test, you may choose a revealed location connected to your location; you are now investigating as if you were at the chosen location instead of your location (you may use either shroud value).

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

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

Investigate. When this action begins, gain 2 resources.

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

Investigate. Add your value to your skill value for this investigation. If you succeed by 1 or more, you may automatically evade an enemy at this location. If you succeed by 3 or more, return Breaking and Entering to your hand at the end of your turn. This action does not provoke attacks of opportunity.

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

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

Fast. Play after you draw a non-peril encounter card, but before resolving that card's effects. Choose another investigator. That investigator is considered to have drawn that encounter card instead. Gain 1 resource.

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

Permanent. When you purchase Arcane Research, suffer 1 mental trauma. After each scenario of a campaign, reduce the experience cost of the first Spell card you upgrade before the next scenario by 1.

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

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

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

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

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

Fight. This attack uses instead of . If you succeed, instead of its standard damage, this attack deals 2 damage to each enemy at the attacked enemy's location (any additional damage is dealt to the attacked enemy). If a , , , , or token is revealed during this attack, deal 1 damage to each investigator at the attacked enemy's location.

When you play a Spell card, exhaust Robes of Endless Night: Reduce the cost of that card by 1. Playing that card does not provoke attacks of opportunity.

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

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

Uses (4 charges). Spend 1 charge: Fight. This attack uses instead of and deals +1 damage. If an , "+1," or "0" token is revealed during this attack, take 1 damage.

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

Myriad. Gain 2 resources and draw 1 card. After you play Easy Mark: Play another Easy Mark from your hand, at no cost.

Uses (6 supplies). Spend 1 supply: Investigate. You may use instead of for this investigation. If you succeed, gain 1 resource.

Uses (3 charges). Spend 1 charge: Investigate. Investigate using instead of . If you succeed, discover 1 additional clue at this location. If an , "+1," or "0" token is revealed during this investigation, take 1 horror.

Permanent. Exceptional. When earning experience during the resolution of a scenario, if you were not defeated during that scenario, you earn 2 additional experience. If you were defeated during that scenario, you are killed.

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

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

Permanent. You have 1 additional accessory slot.

Max 1 committed per skill test. If this skill test is successful during an investigation, place up to 3 charges and/or secrets on assets controlled by investigators at your location.

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

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

Discover 1 clue at your location. When you play Intel Report, increase its cost by 2: Change "Discover 1 clue" to "Discover 2 clues." When you play Intel Report, increase its cost by 2: Change "at your location" to "at a location up to 2 connections away."

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

While David Renfield has at least 1 doom on him, you get +1 . Exhaust David Renfield: You may place 1 doom on David Renfield. Gain 1 resource for each doom on David Renfield.

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

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

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

Fast. Play when you would reveal a chaos token. Reveal 5 chaos tokens instead of 1. Choose one of those tokens with a , , , , or symbol to resolve, and ignore the rest. (If no such token is revealed, choose any one of those tokens to resolve, and ignore the rest.)

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

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

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

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

Move. Move up to 3 times. Enemies do not engage you during this movement.

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

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

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

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

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

Fight. You get +1 for this attack. If you succeed, you may fight that enemy again. You get +2 and deal +1 damage for that attack.

Search the top 9 cards of the encounter deck for a non-Elite enemy and spawn it engaged with you (instead of its normal spawn location). Then, discover 1 clue at your location and gain X resources, where X is that enemy's health value. Shuffle the encounter deck.

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

For each point this skill test succeeds by, after it resolves, you may immediately move to a connecting location (to a maximum of 3 times).

Spend 2 resources: You get +2 for this skill test. Spend 2 resources: You get +2 for this skill test.

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

Permanent. Limit 1 per deck. Purchase only at deck creation. You earn 1 additional experience after each scenario of this campaign. If you are defeated, you are usurped by the homunculus (replace each signature card in your deck with a random basic weakness, flip this card, and swap it with your investigator for the remainder of the campaign).

Fast. Play when you are assigned damage and/or horror that would defeat you. Cancel up to 4 of that damage and/or horror.

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

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

As an additional cost to play this card, you must search your bonded cards for 1 copy of Guardian of the Crystallizer and shuffle it into your deck. After you play an event: Attach it facedown to Crystallizer of Dreams instead of discarding it (to a maximum of 5 attached events). Attached events may be committed to skill tests as if they were in your hand.

Permanent. Limit 1 per deck. Purchase at deck creation. After each scenario of a campaign, reduce the experience cost of the first 2 cards you upgrade before the next scenario by 1. Increase the experience cost for you to purchase new cards by 1.

Fast. Play when an investigator at your location or a connecting location is dealt damage and/or horror. That investigator may spend up to 3 resources. For each resource spent, that investigator cancels 1 damage or 1 horror just dealt.

Evade. When this action begins, gain 2 resources.

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

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

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

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

Fast.

Investigate. This investigation uses instead of . If you succeed, discover 2 additional clues at your location.

Commit only to a skill test with no other cards committed to it. Other cards cannot be committed to this skill test. Last Chance loses for each card in your hand.

When you would reveal a chaos token, exhaust Olive McBride: Reveal 4 chaos tokens instead of 1. Choose 2 of those tokens to resolve, and ignore the rest.

Uses (9 charges). : Investigate. Use your instead of your for this test. Before revealing chaos tokens for this test, you may spend up to 3 charges to reveal that many additional chaos tokens. Choose 1 of the revealed tokens to resolve and ignore the rest. If you succeed and the chosen token matches an ignored token, discover 1 additional clue at your location.

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

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

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

Uses (5 ammo). Exhaust Mauser C96 and spend 1 ammo: Fight. You get +1 and deal +1 damage for this attack. If you succeed by 2 or more, either ready Mauser C96 or gain 1 resource.

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

Uses (4 secrets). Spend 1 secret: Choose an investigator at your location. That investigator draws 3 cards, then discards 1 card from their hand.

Uses (3 charges). Spend 1 charge: Fight. This attack uses instead of and deals +1 damage. If a token is revealed during this attack, you may deal 1 damage to an enemy at your location or place 1 charge on Armageddon.

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

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

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

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

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

Customizable. When you purchase Friends in Low Places, choose and record a Trait on its upgrade sheet. Look at the top 6 cards of your deck. For each looked-at card with the chosen Trait(s), you may spend 1 resource to add that card to your hand. Shuffle the remaining cards into your deck.

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

If Blessed Blade is ready: Fight. You get +1 for this attack. If a or token is revealed during this attack, this attack deals +1 damage. Before revealing chaos token(s) for this attack, you may exhaust Blessed Blade to add 1 token to the chaos bag.

Uses (9 charges). : Fight. Use your instead of your for this test. Before revealing chaos tokens for this test, you may spend up to 3 charges to reveal that many additional chaos tokens. Choose 1 of the revealed tokens to resolve and ignore the rest. If you succeed and the chosen token matches an ignored token, this attack deals +2 damage.

Max 1 committed per skill test. After you commit Prescient to a skill test, name "even," "odd," or "symbol." After this test ends, if a chaos token of the named type was revealed during this test, you may return a Spell card from your discard pile to your hand.

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

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

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

Fast. Play only during your turn. Attach to a player card with health and/or sanity at your location. Forced - When attached card takes 1 or more damage/horror: Cancel 1 of that damage/horror. The owner of Spectral Shield must remove 1 charge from an asset they control. If they cannot, discard Spectral Shield.

Fight. When this action begins, gain 2 resources.

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

Permanent. Exceptional. Before you draw your opening hand: Search your deck for up to 3 different Tactic and/or Supply events, and attach them facedown to Stick to the Plan. Shuffle your deck. Cards attached to Stick to the Plan may be played as if they were in your hand. As an additional cost to play an attached card, exhaust Stick to the Plan.

Play only as your first action. Draw 1 card (2 cards instead if you drew an enemy this round). Then, heal 1 horror. This action does not provoke attacks of opportunity.

When you attempt to evade an enemy, exhaust String Along: For this evasion attempt, you get +1 skill value and that enemy gains alert. If you succeed, draw 1 card and do not disengage from that enemy.

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

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

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

Customizable. Fast. Play this card only after one of the following conditions is met: - The agenda or act advances. - You succeed at a skill test by 3 or more. Immediately take an action as if it were your turn. (Max once per round.)

Fast. Play when you successfully evade a Humanoid enemy or successfully investigate. Play an Item asset from your hand, reducing its cost by X, where X is the amount you succeeded by. Attach "I'll take that!" to that asset. Attached asset gains Illicit.

Exceptional. Uses (0 charges). Forced - After your turn begins: Either place 1 charge here, or take all charges here, as resources. Then, if it has exactly... - 1 charge, you get +3 skill value for your next skill test. - 2 charges, you may move up to 2 times. - 3 charges, you may take an additional action this turn.

Fast. Play when you would resolve an effect on a [mystic] card that triggers "when," "if," or "after" a , , , , or symbol is revealed. Either cancel that effect, or resolve it an additional time.

Customizable.

Fight. Add your to your skill value for this attack. This attack deals +1 damage. If you succeed, automatically evade the attacked enemy.

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

Uses (4 supplies). Spend 1 supply: Evade. You get +2 for this evasion attempt. If you succeed and the evaded enemy is non-Elite, it does not ready during the next upkeep phase.

Reduce the cost to play Extensive Research by 1 for each other card in your hand. Discover 2 clues at your location.

You have 1 additional arcane slot. : Fight. You get +1 for this attack for each of your arcane slots that is filled. If at least 2 of your arcane slots are filled, this attack deals +1 damage.

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

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

Fight. This attack deals +1 damage.

You have 1 additional arcane slot, which can only be used to hold a Spell asset.

Uses (3 charges). If Blur has charges remaining: Evade. For this evasion attempt, you may use instead of , and you get +1 skill value. If you succeed, spend 1 charge and you may take an additional action this turn. If you succeed by 0, take 1 damage.

Fast. Play during any window. Add 4 tokens to the chaos bag.

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

You get +1 . After you discard 1 or more cards from your hand during your turn, exhaust Lawrence Carlisle: Gain 1 resource.

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

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

Add 1 doom to Blood Pact: You get +2 for this skill test. (Limit once per test.) Add 1 doom to Blood Pact: You get +2 for this skill test. (Limit once per test.)

When you are dealt damage and/or horror, exhaust Idol of Xanatos and discard up to 3 cards from your hand: Cancel that much damage/horror.

Uses (6 charges). : Fight. For this attack, you may use instead of , and you get +1 skill value. If you succeed, spend 1 or 2 charges. Instead of its standard damage, this attack deals 1 damage for each charge spent. If you succeed by 0, lose 1 action.

Uses (3 charges). Spend 1 charge: Evade. This evasion attempt uses instead of . You get +2 for this evasion attempt. If you succeed, deal 1 damage to the evaded enemy. If an , "+1," or "0" token is revealed during this evasion attempt, lose 1 resource.

Fast. You have 1 additional arcane slot, which can only be used to hold a Spell or Ritual asset.

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

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 when an investigator at your location draws a non-weakness treachery card. Cancel that card's revelation effect. Exile A Test of Will.

Fast. Play when you draw a non-weakness treachery. Cancel that card's revelation effect and draw the top card of the encounter deck. When you play Counterespionage, increase its cost by 2: Change "the encounter deck" to "your deck". When you play Counterespionage, increase its cost by 2: Change "you" to "any investigator".

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

Look at the top 6 cards of an investigator's deck or the encounter deck. You may either return them to the top of that deck in any order, or shuffle them into that deck. If you looked at an investigator's deck, that investigator may draw 1 card.

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

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

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

Parley. Choose a non-Elite enemy at your location and either (choose one): - Automatically evade that enemy and place 1 doom on it. It cannot take damage for the remainder of the round. Discover 1 clue at your location. - If that enemy has 1 or more doom on it, defeat it. Gain 1 resource for each doom that was on it.

While Nautical Charts is in your hand, you may perform the below "" ability. If you do, discard Nautical Charts instead of exhausting it. Exhaust Nautical Charts: Investigate. You get +1 for this investigation. If you succeed, you may discard 1 card from hand to discover 1 additional clue at your location.

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

Evade. Add your to your skill value for this evasion attempt. If you succeed by 1 or more and the evaded enemy is non-Elite, it does not ready during the next upkeep phase. If you succeed by 3 or more, return Slip Away to your hand at the end of your turn.

Parley. Choose a non-weakness enemy at your location and test (3). This test gets +X difficulty, where X is that enemy's horror value. If you succeed, defeat that enemy (or deal it 3 damage instead if it is Elite). If you fail, place 1 doom on that enemy.

You may take an additional action during your turn, which can only be used to engage.

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

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

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

Fast. Play only during your turn. Choose an investigator at your location. That investigator draws 3 cards.

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

Choose a non-Elite enemy at a revealed location up to 2 connections away. Swap places with that enemy.

Investigate. You may cancel the first chaos token revealed for this skill test, return it to the bag, and reveal a new one. If you succeed at this skill test, place 1 charge or secret on an asset controlled by an investigator at your location (if you succeed by exactly 1 or 3, place 2 charges or secrets on that asset instead).

Fast. Play during any window. Engage. Fight. Choose a non-Elite enemy up to 2 locations away. Move that enemy to your location, engage it, and attack it.

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

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

Permanent. Exceptional. You get +10 deck size. Before drawing your opening hand, choose 10 Illicit cards from your deck: Shuffle them together and place them next to Underworld Market, as your market deck. At the start of your turn: Reveal the top 2 cards of your market deck. You may spend 1 resource to draw 1 of them. Place the rest on the bottom, in any order.

Fast. Play during any investigator's turn, except during an action. Immediately take an action as if it were your turn. This action does not count toward the number of actions you can take each turn.

Limit 1 per deck. Forced - After Miss Doyle enters play: Search your bonded cards for Hope, Zeal, and Augur. Randomly choose 1 to put into play and shuffle the other 2 into your deck. When Miss Doyle leaves play, find each of those assets (even if they are out of play) and set them aside, out of play.

Fast. Play during any window. Gain 1 resource for each different class among cards you control.

Permanent. Limit 1 per deck. You have 2 additional ally slots, which can only be used to hold Miskatonic assets. Forced - When you take damage or horror: No more than 1 of that damage/horror can be assigned to a Miskatonic asset.

Exhaust Astronomical Atlas: Look at the top card of your deck. If it is not a weakness, attach it facedown to Astronomical Atlas (max 5 cards attached). : Commit a card attached to Astronomical Atlas to an eligible skill test. If that test succeeds, add that card to your hand instead of discarding it. (Limit once per test.)

Wilson Richards deck only. Attach Ad Hoc to a Tool or Weapon asset you control. After resolving an ability on attached asset, exhaust Ad Hoc and discard a Tool or Weapon asset from your hand: Resolve an ability on the discarded asset, ignoring all costs.

Permanent. Kate Winthrop deck only. Forced - After a clue is placed on Flux Stabilizer: Search your bonded cards or discard pile for 1 copy of Aetheric Current and shuffle it into your deck. Flip Flux Stabilizer (keeping all tokens and attachments).

Nathaniel Cho deck only. After Randall Cho enters play: Heal 3 damage or search your deck and discard pile for a Weapon asset, play it (paying its cost), and shuffle your deck.

Luke Robinson deck only. Uses (3 charges). Exhaust Gate Box and spend 1 charge: Disengage from each enemy engaged with you, search your bonded cards for Dream-Gate (Wondrous Journey), put it into play, and move to it.

Permanent. Tony Morgan deck only. Uses (6 bounties). : After an enemy enters play: Move 1-3 bounties from Bounty Contracts to that enemy, to a maximum of that enemy's health. Forced - After you defeat an enemy with 1 or more bounties on it: Move its bounties to your resource pool, as resources.

Tony Morgan deck only. Uses (3 ammo). After you play Tony's .38 Long Colt: Play another Tony's .38 Long Colt from your hand, at no cost. Spend 1 ammo: Fight. You get +1 for each bounty on the attacked enemy. This attack deals +1 damage. If this attack defeats an enemy with 1 or more bounties on it, place 1 bounty on Bounty Contracts.

Ursula Downs deck only. The first move or investigate action you perform each turn does not provoke attacks of opportunity. After you reveal a location or put a new location into play, exhaust Jake Williams: Draw 1 card.

Subject 5U-21 deck only. Fast. Play only during your turn. If Ravenous (Uncontrolled Hunger) is face up, flip it over. Choose and return up to 3 cards you devoured (beneath Ravenous or set-aside) to their owners' hands. For each card returned in this way, heal 1 damage or 1 horror.

Harvey Walters deck only. Your maximum hand size is increased by 2. After you successfully investigate, exhaust Vault of Knowledge and choose an investigator at your location: That investigator draws 1 card.

Winifred Habbamock deck only. Commit only to a skill test you are performing.

Subject 5U-21 deck only. Permanent. Each time you devour a card, place it facedown beneath Ravenous. You get +1 to each of your skills for each card beneath Ravenous (max +5). Forced - If there are 5 or more cards beneath Ravenous: Flip it over.

George Barnaby deck only. After this skill test resolves, you may swap any number of cards beneath George Barnaby with the same number of non-weakness cards in your hand.

Lucius Galloway deck only. Uses (1 inspiration). Replenish this inspiration the first time you discover a clue each round. After revealing chaos tokens during a skill test, spend 1 inspiration: You get +1 skill value for this skill test. If you succeed by exactly 0, draw 1 card.

While there are 3 or more doom in play, Prophesy gains (while there are 6 or more doom in play, Prophesy gains , instead).

Fast. Uses (4 ammo). Spend 1 ammo: Fight. If the attacked enemy is exhausted, you get +2 and deal +1 damage for this attack.

One at a time, reveal random tokens from the chaos bag until you choose to stop. Treat each , , , or as a 5; the as a 10; and the as either a 1 or an 11. If the combined value of those tokens (ignoring +/-) is... - ...18 or less, gain 4 resources. - ...19, gain 5 resources. - ...20, gain 6 resources. - ...21, gain 9 resources.

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

Gloria Goldberg deck only. Fast. Play when an investigator at any location draws an encounter card, if there is a copy of that encounter card beneath Gloria Goldberg. Cancel all of that card's effects and discard both copies of it. Then, draw 1 card.

You get +1 . After you succeed at a skill test by exactly 3: Place 1 resource on Alton O'Connell, as evidence. Exhaust Alton O'Connell and spend X evidence: Discover 1 clue at your location. X is the shroud value of your location.

Agatha Crane deck only. After you succeed at a skill test, if no tokens are sealed here and you did not release a token from Ocula Obscura during this skill test: Seal a non-symbol token revealed during this skill test on Ocula Obscura. (Limit once per phase.) Forced - When you would reveal a token from the chaos bag: Resolve the token sealed here instead, then release that token.

Marion Tavares deck only. If this skill test is successful and it is on an event you played, you may return Determined to your hand instead of discarding it.

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

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

Silas Marsh deck only. : Fight. You get +1 for this attack. If you committed 1 or more skills to this skill test, this attack deals +1 damage. When this skill test ends, you may return Sea Change Harpoon to your hand to return all of your committed skill cards to your hand instead of discarding them.

Silas Marsh deck only. : Evade. You get +1 for this evasion attempt. If you succeed and you committed 1 or more skills to this skill test, you may automatically evade another enemy engaged with you. When this skill test ends, you may return Silas's Net to your hand to return all of your committed skill cards to your hand instead of discarding them.

Fast. Play only during your turn. Attach to a Clothing or Armor asset you control. Attached asset gains: "You have 1 additional hand or accessory slot (your choice), which can only be used to hold an Illicit asset."

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

Uses (4 secrets). After an investigator at your location fails a skill test by 2 or more, exhaust Grimm's Fairy Tales and spend 1 secret: Heal 1 horror from that investigator.

Fast. Play when you are dealt damage and/or horror. Cancel up to 5 damage and/or horror just dealt to you. Then, gain that many resources.

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

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

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

While Hand Hook is in your hand, you may perform the below "" ability. If you do, discard Hand Hook instead of exhausting it. Exhaust Hand Hook: Fight. You get +1 for this attack. If you succeed, you may discard 1 card from hand to have this attack deal +1 damage.

You get +1 and +1 . During your turn, after you move to a location, exhaust Gené Beauregard: Move a clue or a non-Elite enemy from a connecting location to your location, or vice versa.

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

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

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

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

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

Uses (3 charges). Spend 1 charge: Investigate. Investigate using instead of . If you succeed, discover 1 additional clue at this location. If a token is revealed during this investigation, you may discover 1 clue at a connecting location or place 1 charge on Eye of Chaos.

When you commit cards to a skill test you are performing, choose a [survivor] skill card in your discard pile and discard 1 card from your hand: Commit the chosen skill to this test. After this skill test resolves, place that skill card on the bottom of your deck. (Limit once per round.)

Customizable. When you purchase Living Ink, choose a skill and circle it on its upgrade sheet. Uses (3 charges). Remove 1 charge from Living Ink at the start of each of your turns. If Living Ink has no charges, discard it. You get +1 to the chosen skill(s).

Uses (3 secrets). Exhaust Eldritch Sophist: Move 1 secret or charge from an asset you control to another asset controlled by an investigator at your location.

Fast. Play when an investigator at your location would draw a card from their deck or from the encounter deck. Name a card. If the drawn card is the named card, that investigator may either (choose one): - Cancel that card's effects and discard it. - Immediately play that card at -2 cost.

Obsidian Bracelet may only be assigned damage and/or horror dealt by treachery effects. Obsidian Bracelet may be assigned damage and/or horror dealt to other investigators at your location.

While you have... - ...5 or more cards in hand, you get +1 . - ...10 or more cards in hand, you get +1 . - ...15 or more cards in hand, you get +1 .

Lily Chen deck only. Permanent. You get +1 . : Take 1 direct damage to heal 3 horror, or take 1 direct horror to heal 3 damage. Flip this asset over.

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

Discard 1 card from your hand: You get +2 skill value for this skill test. (Limit once per test.)

Permanent. Limit 1 per deck. Purchase at deck creation. Your deck cannot include more than 1 copy of each non-weakness, non-signature card (by title). Reduce your deck size by 5.

You have 2 additional ally slots, which can only be used to hold Creature assets. When you play a Creature asset during your turn: Reduce that asset's cost by 1.

Blessed, Chosen, Drifter deck only. Choose and resolve two of the following, in any order: - Draw 2 cards. - Discover 1 clue at your location. - Heal 1 damage. - Heal 1 horror.

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

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

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

Uses (3 secrets). After you play a Tactic event, spend 1 secret and exhaust The Book of War: When your turn ends, return that event to your hand.

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

You get +1 and +1 . Exhaust Lola Santiago and spend X resources: Discover 1 clue at your location. X is the shroud value of your location.

When you play an Illicit card during your turn, exhaust Fence: The Illicit card gains fast. If it was already fast, reduce its cost by 1 instead.

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

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

Attach to a Weapon asset controlled by an investigator at your location. Limit 1 per asset. Attached asset gains the Relic trait and takes up an arcane slot in addition to its other slots. When you perform a Fight action using attached asset, exhaust this card: Add the owner of this card's to your for this attack. This attack deals +1 damage.

Permanent. Limit 1 per investigator. Before setting up each game, draw 3 random cards from the tarot deck and choose 1. Place the chosen card in front of you, in the upright position. Each other investigator ignores its effects. Shuffle the rest back into the tarot deck.

Exceptional. After you play an event, exhaust Double, Double: Play that event again as if it were in your hand.

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

Permanent. Limit 1 Covenant per deck. When an investigator at your location resolves a token during a skill test, exhaust Ancient Covenant: Do not reveal another token as part of this token's effect.

When you would reveal a chaos token during a skill test you are performing, exhaust Katarina Sojka: Reveal tokens from the chaos bag until a token with a symbol is revealed. Resolve that token and ignore the rest.

Fast. Play at the start of the investigation phase. One at a time, reveal cards from the top of any investigator deck(s) until exactly 5 cards have been revealed. Set those cards aside, out of play. While set aside, any investigator may play any of those cards as if they were in their hand. At the start of the next investigation phase, shuffle each of those cards still set aside into its owner's deck.

Uses (9 resources). When you initiate a skill test, spend up to 3 resources from Gregory Gry: If this test succeeds by at least that amount, gain that many resources.

Uses (2 ammo). Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage. When Remington Model 1858 leaves play: Immediately trigger the above ability, ignoring all costs.

Play only during one of your turns in which you defeated enemies with a total of 6 or more health. Add "Let God sort them out..." to the victory display and immediately end your turn. When earning experience during the resolution of this scenario, you earn 1 additional experience.

Fast. Play when you draw a non-weakness treachery card. Place 1 of your clues on your location. Then, cancel that card's revelation effect.

Evade. Add your value to your skill value for this evasion attempt. If you succeed, disengage from each other enemy engaged with you, and for the remainder of the round, you are ethereal (enemies cannot engage or be engaged with you, and you cannot attack or deal damage to enemies). If a symbol was revealed during this evasion attempt, return Ethereal Form to your hand at the end of your turn.

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

Commit only to a skill test you are performing, and only if the difficulty of that test is higher than your base skill value. After you commit Signum Crucis to a skill test, add X tokens to the chaos bag. X is the difference between the test's difficulty and your base skill value.

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

You may play Impromptu Barrier from your discard pile. If you do, shuffle it into your deck after resolving its effects. Evade. The chosen enemy gets -1 evade for this evasion attempt. (If you played Impromptu Barrier from your discard pile, you may evade an additional enemy at the same location with evade X or lower. X is the amount you succeed by.)

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

Fast. Play when you would discard a treachery card after resolving any of its effects. Put "Fool me once..." into play in your play area and attach that treachery to it. When any investigator draws a copy of the attached treachery card, discard "Fool me once...": Cancel that card's revelation effect.

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

Trish Scarborough deck only. Fast. Play after your turn begins. Disengage from each enemy engaged with you. Until the end of the round, enemies cannot engage you and you cannot deal damage to enemies.

Customizable. Uses (2 time). If Makeshift Trap has no time, discard it. Attach to your location. Each non-Elite enemy at attached location get -1 fight and -1 evade. Forced - At the end of the round: Remove 1 time from Makeshift Trap.

Improvised Shield can only be played from your discard pile. Forced - When Improvised Shield is defeated: Shuffle it into your deck instead of discarding it.

You get +1 . Discard a Firearm asset that takes up 1 or fewer hand slots from your hand and exhaust Robert Castaigne: Resolve a Fight ability on the discarded asset, ignoring all costs. This does not provoke attacks of opportunity.

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

Limit 1 per investigator. While attacking, parleying, or attempting to evade an exhausted enemy, you get +2 skill value. After you evade an enemy, exhaust Dirty Fighting: Take a fight action against that enemy. Ignore the aloof keyword for this attack.

: Fight. Add your to your skill value for this attack. You deal +1 damage for this attack. If you succeed and the enemy is non-Elite, you may move it one location away from you. (If you succeed by 3 or more, you instead deal +2 damage and may move the enemy up to two locations away from you.)

Spend 1 resource: Choose an Item asset from your hand and play it (paying its cost).

Evade. Add your value to your skill value for this evasion attempt. If you succeed by 2 or more, deal that enemy 1 damage. If that enemy is non-Elite, you may move it to a connecting location.

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

Exhaust Embezzled Treasure: Move up to 2 resources from your resource pool to Embezzled Treasure (to a maximum of 10 resources on it). Forced - When you resign or the game ends: For every 2 resources on Embezzled Treasure, an investigator of your choice begins the next scenario of the campaign with 1 additional resource in their resource pool.

Fast. Play during any window, or at the start of the round. Replace all tokens in the chaos bag with an equal number of tokens. At the end of the round, replace all tokens in the chaos bag with an equal number of tokens.

Limit 1 per investigator. After you perform the same type of action twice in a row, exhaust Haste: Take another action of that type again (types include activate, engage, evade, fight, investigate, move, play, resource, and draw).

While you have 10 or more resources, you get +1 and +1 . If there are no enemies at your location, exhaust Dario El-Amin: Gain 2 resources.

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

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

Exceptional. Fast. Play only during your turn. You may take an additional 3 actions this turn.

Drifter, Hunter, Wayfarer deck only. Limit 1 per investigator. During your turn, discard 1 card from your hand and exhaust Bound for the Horizon: Move. Move to a connecting location.

Campaign mode only. Permanent. Limit 1 per deck. Purchase only at deck creation. When you purchase this card, gain 10 experience. For the remainder of the campaign, you cannot earn experience.

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

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

During a skill test on a Spell card, exhaust Spirit Athame: You get +2 skill value for this test. Exhaust Spirit Athame: Fight. You get +2 for this attack.

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

After a , , , , or symbol is revealed during a skill test at your location, exhaust Jewel of Aureolus: Draw 1 card or gain 2 resources.

Exceptional. You get +1 . Play with the top card of the encounter deck revealed.

: Investigate. Your location gets +3 shroud for this investigation. If you succeed, discover 1 additional clue at your location, discard Ancient Stone, and record in your Campaign Log that "you have identified the stone." Next to this, in parentheses, record the difficulty of this skill test.

When you commit Accursed to a skill test, add up to 3 tokens to the chaos bag. During this skill test, treat the modifier of each token revealed as 0.

Choose and discard from play a non-weakness treachery that is not attached to an Elite enemy.

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

When 1 or more doom is placed on a card you control, exhaust Blood of Thoth: Place 1 resource on this card (from the token pool), as an offering. If Blood of Thoth has 3 or more offerings on it, remove all offerings from Blood of Thoth and exhaust it: Choose an investigator at your location to immediately take an action as if it were their turn.

When you deal excess damage to an enemy, exhaust Relentless: Place that excess damage on Relentless. Discard Relentless: Gain resources equal to the amount of damage on it.

Fast. If Handcuffs is not attached to an enemy: Evade. Use only on a Humanoid enemy. This evasion attempt uses instead of . If you succeed, remove all doom from the just-evaded enemy and attach Handcuffs to it. If the attached enemy is non-Elite, it cannot ready and doom cannot be placed on it.

Max 1 committed per test. For each additional chaos token revealed during this skill test (even if it was canceled or ignored), Confidence gains (to a maximum of +3 icons).

Limit 1 per deck. Uses (0 charges). After an enemy at your location is evaded: Place 1 charge on Dial of Ancients. Then, if there are 4 or more charges on Dial of Ancients, record in your campaign log that "you have calculated the day of reckoning."

Fast. Play at the end of an attack or effect that spends the last ammo from a Firearm asset you control. Add 1 ammo to that asset. You get +3 skill value for your next attack with that asset this round.

Profane Idol can only be played from your discard pile. Forced - When Profane Idol is defeated: Shuffle it into your deck instead of discarding it.

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

Permanent. Exceptional. Before you draw your opening hand: Search your deck for up to 3 different Trick cards, and attach them facedown to Bewitching. Shuffle your deck. When you engage an enemy, exhaust Bewitching: Either draw 1 attached card, or search the top 9 cards of your deck for a copy of an attached card, draw it, and shuffle your deck.

Permanent. Limit 1 Covenant per deck. After an investigator at any location performs the "reveal chaos token" step of a skill test, exhaust Sacred Covenant: Return any number of tokens revealed during this test to the chaos bag, ignoring their modifiers for this test.

Fast. Play when you reveal a chaos token that would reduce your skill value to 0 during a skill test (including the token). Cancel that token and treat it as an token, instead.

For each arcane slot you have, draw 1 card (max 5). For each filled arcane slot you have, choose and discard 1 card from your hand.

Artist, Believer, Dreamer, Sorcerer deck only. If this skill test is successful, you may remove Memories of Another Life from the game to search your collection for any non-permanent level 0 card (even if it does not meet your deckbuilding requirements). Play that card at no cost. At the end of the game, return that card to your collection.

If a token is revealed during this test, you may remove Beloved from the game to replace that token's effects with the following: "You automatically succeed. (Do not reveal another token. Return this token to the chaos bag after this test ends)."

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

Myriad. Seal (, , , or ). Uses (3 charges). Forced - When your turn begins: You must spend 1 charge or discard Sign of Xelotaph. Discard a copy of Sign of Xelotaph from your hand: Replenish all charges on this copy of Sign of Xelotaph.

While Survey the Area is in your hand or committed to a skill test, it gains icons equal to your , and icons equal to your .

For each of your arcane slots that are empty, you have one additional hand slot. You may take an additional action during your turn, which can only be used to play an asset into one of your hand slots.

Uses (6 secrets). Limit 1 per deck. Spend 1 secret: You get +2 skill value for this skill test. Spend 2 secrets: Draw 2 cards. Spend 3 secrets: Discover 1 clue at any location. Spend 4 secrets: Deal 3 damage to an enemy engaged with you.

While Anchor Chain is in your hand, you may perform the below "" ability. If you do, discard Anchor Chain instead of exhausting it. Exhaust Anchor Chain: Evade. You get +1 for this evasion attempt. If you successfully evade a non-Elite enemy, you may discard 1 card from hand to prevent that enemy from readying during the next upkeep phase.

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

Fast. Play when an enemy attacks you. Evade. Attempt to evade the attacking enemy. If you succeed, cancel that enemy's attack.

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

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

Myriad. Heal 1 damage or 1 horror from an investigator or Ally asset at your location. After an investigator at your location plays Short Rest: Play another Short Rest from your hand (paying its cost).

: Investigate. Either use your or get +1 for this investigation. When you initiate this ability, choose one - - Exhaust Dowsing Rod and place 1 doom on it to move to a connecting location. - If this investigation discovers the last clue at a location, remove 1 doom from Dowsing Rod.

As an additional cost to play Antediluvian Hymn, spend an action. Reveal the top 5 cards of the encounter deck. For each card revealed, you may add 1 token to the chaos bag to place that card on the bottom of the encounter deck. Return the rest to the top of the encounter deck in any order.

Uses (6 offerings). Spend any number of offerings: Parley. Choose a Spell or Ritual event in your discard pile and reveal tokens from the chaos bag equal to the number of offerings spent. If at least 1 or token was revealed, return the chosen event to your hand.

Uses (1 charge for each class among cards you control, including this one). Spend 1 charge and exhaust Close the Circle: Take a basic action. For each skill test performed during that action, you may use your instead of the skill indicated for that action.

Exhaust Hunting Jacket: Choose 1 non-weakness card in your hand and attach it facedown to Hunting Jacket (max 3 cards attached). Then, gain 1 resource for each attached card. When Hunting Jacket is defeated: Draw each attached card.

Fast. Play when a , , , or chaos token is revealed during a skill test at your location. Cancel that chaos token. (Do not reveal a new chaos token to replace it.)

Exhaust Well Prepared: Choose an asset you control. You get +X skill value for this skill test, where X is the number of matching skill icons on the chosen asset.

Fast. Play after an investigator reveals a token during a skill test at your location. Discover 1 clue at your location.

If this skill test is successful during an evasion attempt, you may automatically evade another enemy at your location.

Customizable. Uses (3 evidence). Exhaust Damning Testimony and choose an enemy at any location: Investigate (your location). If you succeed, you may spend 1 evidence to discover 1 additional clue at the chosen enemy's location.

When you play a Tactic or Trick event, exhaust Chuck Fergus: Choose one - - That event gains fast. - That event costs 2 fewer resources to play. - You get +2 skill value while performing a skill test during the resolution of that event.

Uses (5 ammo). Spend 1 ammo: Fight. You get +2 for this attack. If a +1, 0, or chaos token is revealed during this attack, this attack deals +2 damage.

You get +1 arcane slot for each enemy beneath Binder's Jar. After a non-Elite enemy is defeated at your location: Place that enemy facedown beneath Binder's Jar (limit 2 enemies beneath it). When an enemy attacks you, discard an enemy beneath Binder's Jar that shares a Trait with the attacking enemy: Cancel that attack.

Investigate. Choose an enemy at your location. You get +1 for this investigation for each damage on the chosen enemy (to a maximum of +5 ). If you succeed, discover 1 additional clue at this location. This action does not provoke attacks of opportunity from the chosen enemy.

You get +1 . When 1 or more tokens would be removed from the chaos bag during a skill test: Seal them on Nephthys, instead. Exhaust Nephthys: Either release 3 tokens sealed on her, or return 3 tokens sealed on her to the token pool to deal 2 damage to an enemy at your location.

Uses (3 secrets). : Attach a non-weakness Spell event from your hand to Dayana Esperence. Limit 1 event attached to her. The attached event may be played as if it were in your hand. It is not placed in your discard pile after it is played (it remains attached). As an additional cost to play the attached event, exhaust Dayana Esperence and spend 1 secret.

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

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

You get +1 and +1 . You get -1 and -1 for each weakness beneath Ikiaq. When an investigator at your location draws a basic weakness, exhaust Ikiaq: Cancel that weakness's effects and place it facedown beneath Ikiaq. Its owner must draw it if Ikiaq leaves play.

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

Artist, Clairvoyant, Dreamer, Performer deck only. Commit only to a skill test on a treachery. If this skill test is successful, put Dreams of the Clay into play in your play area instead of discarding it. When you draw a non-peril treachery from the encounter deck, remove Dreams of the Clay from the game: Cancel its revelation effect and discard it.

You get +1 . Exhaust Field Agent and deal 1 horror to it: Discover 1 clue at your location.

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

: Fight. This attack deals +1 damage. The attacked enemy gains retaliate for this attack.

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

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

Myriad. Uses (3 secrets). When you would test your , , or , spend 1 secret: Test your instead. Discard a copy of Mind's Eye from your hand: Place 2 secrets on this copy of Mind's Eye.

Limit 1 per investigator. You have 2 additional hand slots, which may only be used to hold Science and/or Tool assets.

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

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

As an additional cost to play Bide Your Time, spend an action. During your next turn, you may take two additional actions.

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

Exhaust Abyssal Tome: Fight. You may use either or for this attack, instead of . When you initiate this attack, you may place 1 doom on Abyssal Tome (to a maximum of 3). You get +1 skill value and deal +1 damage for this attack for each doom on Abyssal Tome.

Assistant, Medic, Warden deck only. Limit 1 per investigator. Sound Support may be assigned damage and/or horror dealt to other investigators at your location. When your turn begins: Heal 1 damage or 1 horror from Sound Support.

Limit 1 per investigator. Seal (+1 or 0). You may resolve this keyword again after you discover the last clue at your location. When an enemy attacks an investigator at your location, exhaust Misdirection and release a token sealed here: Cancel that attack. Then, that investigator may move to a connecting location.

Uses (3 charges). Spend 1 charge: Evade. This evasion attempt uses instead of . If you succeed and the evaded enemy is non-Elite, you may move that enemy to a connecting location. If a token is revealed during this evasion attempt, you may move to a connecting location or place 1 charge on Shroud of Shadows.

Parley. Choose an enemy at your location and play a Weapon asset from your hand, reducing its cost by 1. You may then take a fight action with that weapon against the chosen enemy, using instead of the skill indicated.

Savant gains icons equal to your lowest skill other than the skill being tested.

Choose an enemy at any location other than yours. Move twice toward that enemy. Discover 1 clue at each location you entered by this effect.

Parley. Choose an enemy at your location. Test (X), where X is the chosen enemy's fight or evade value, whichever is lower. If you succeed, exhaust the chosen enemy (but do not disengage from it). If it is non-Elite, it does not ready during the next upkeep phase. If you fail, return Stall for Time to your hand.

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

"Ashcan" Pete deck only. Replacement. Exhaust Pete's Guitar: Choose a non-Elite enemy at your location or a connecting location. Move that enemy once in a direction of your choice. Then, if there are no enemies at your location, either heal 1 horror or gain 1 resource.

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

Play only if you are not engaged with an enemy. Move. Choose an unrevealed location. Move (one location at a time) along the shortest path toward that location, until you enter that location. End this effect if you reveal a location, if an enemy engages you, or if your movement is blocked.

Fast. Play only during your turn. Choose another investigator at your location. Move all resources from that investigator's resource pool to your resource pool. At the end of the round, move all resources from your resource pool to that investigator's resource pool.

Max 1 committed per skill test. Commit only to a test you are performing of any type, and only if it is your turn. Calculated Risk gains for each action you performed this turn (including this one). After this test ends, end your turn.

Uses (12 ammo). Spend 1-6 ammo: Fight. You get +X for this attack. The difficulty for this attack is equal to the combined fight values of all enemies at your location. Instead of its standard damage, this attack deals X damage divided as you choose among enemies at your location. X is the amount of ammo spent as part of this ability's cost.

Fast. Limit 1 Composure in play. You get +1 skill value during skill tests on Spell cards. Non-direct damage/horror must be assigned to Grounded before it can be assigned to your investigator card. During a skill test on a Spell card, spend 1 resource: You get +1 skill value for this test.

Myriad. If you commit 3 copies of Three Aces to a skill test, that test automatically succeeds (do not reveal chaos tokens from the chaos bag). Then draw 3 cards and gain 3 resources (max once per test).

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

As an additional cost to play Dirty Deeds, spend an action. Search your deck for an Illicit asset and play it, paying its cost. Then, you may resolve an or ability on that asset, ignoring all costs (including its cost, if any). Playing this card does not provoke attacks of opportunity.

Fight. Choose a Tome asset you control. You get +X for this attack, where X is that asset's printed cost. If you succeed, you may either automatically evade the attacked enemy, or after the attack ends, you may resolve an or ability on the chosen asset (ignoring its cost, if any).

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

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).

After Nkosi Mabati enters play: Name a non- chaos token with a symbol. Until this card leaves play, the named symbol is your "sigil." When an investigator at your location reveals a , , or symbol, exhaust Nkosi Mabati: Search the chaos bag for your sigil and reveal it, instead (returning the other token to the chaos bag).

When you gain 1 or more resources during your turn via another player card effect, exhaust Stylish Coat: Gain 1 additional resource.

Max 1 committed per skill test. If this test fails, return Unexpected Courage to your hand.

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

Dreamer, Performer, Sorcerer deck only. Limit 1 per investigator. After you perform 3 different types of actions in a row, exhaust Captivating Performance: Take an additional action, which must be a different type from all other actions you have taken this turn (types include activate, draw, engage, evade, fight, investigate, move, play, and resource).

Parley. Choose an enemy at your location and test (X), where X is the chosen enemy's remaining health. If you succeed, shuffle that enemy into the encounter deck (or deal 2 damage to it instead if it is Elite).

Uses (3 charges). Exhaust Enchanted Bow: Fight. You must use either or instead of and get +1 skill value for this attack. This attack deals +1 damage. As an additional cost to initiate this ability, you may spend 1 charge to have this attack target a non-Elite enemy at a connecting location; if you do, ignore the aloof and retaliate keywords for this attack.

When you use a fight ability on a Firearm asset, exhaust Sharpshooter: Choose one, or both - - This attack uses instead of . All modifiers to your for this attack modify your instead. - Use the attacked enemy's evade value for this attack, instead of their fight value.

You may commit Justify the Means to any type of test. As an additional cost to commit Justify the Means to a skill test, add tokens to the chaos bag equal to this test's difficulty. This test automatically succeeds.

: Choose a Firearm asset taking up only 1 hand slot in your play area. Attach it to Quickdraw Holster, or switch it with the attached asset. The attached asset takes up no hand slots. (Limit 1 attached asset.) Exhaust Quickdraw Holster: Perform a fight action on the attached asset without paying its cost.

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.

Limit 1 Precious Memento (From a Former Life) per deck. After you fail a skill test by 2 or more, exhaust Precious Memento: Heal 1 damage from it. After you succeed at a skill test by 2 or more, exhaust Precious Memento: Heal 1 horror from it.

When you play a card, exhaust The Fool • 0: Reduce that card's cost by 1. When the game begins, if The Fool • 0 is in your opening hand: Put it into play.

Limit 1 per investigator. Cannot leave play. After you play Unscrupulous Loan: Gain 10 resources. Forced - When the game ends or you are eliminated, if you have fewer than 10 resources in your resource pool: Exile Unscrupulous Loan.

After you spend 1 or more charges from a Spell asset, exhaust Twila Katherine Price: Place 1 charge on that asset.

After Priest of Two Faiths enters play: Add 3 tokens to the chaos bag. Forced - At the end of the upkeep phase: You must either add 1 token to the chaos bag or discard Priest of Two Faiths.

While you are not at the locus, you get +1 , +1 , and you may ignore attacks of opportunity. After Prophesiae Profana enters play: Choose a revealed location. That location is "the locus" until Prophesiae Profana leaves play. : Move any investigator to the locus.

You get +1 and +1 . After you successfully investigate: Place 1 resource (from the token pool) on Michael Leigh, as evidence (to a maximum of 3 evidence). When you initiate an attack, exhaust Michael Leigh and spend 1 evidence: You deal +1 damage for this attack.

As an additional cost to play "Catch!", choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area. Evade. You get +X for this evasion attempt, where X is the chosen asset's printed resource cost. If you succeed against a non-Elite enemy and that asset was in your play area, that enemy does not ready during the next upkeep phase.

Uses (1 charge). Spend 1 charge: You get +2 skill value for this test. (Limit once per test.) After an enemy attacks you: Place 1 charge on Bangle of Jinxes.

Fast. Play after revealing chaos tokens during a skill test at your location. Ignore the modifiers of each token revealed during this test. For each token ignored, deal 1 damage to an enemy at your location.

Limit 1 per investigator. Uses (2 supplies). After you discard 1 or more cards from hand, exhaust Ample Supplies: Place 1 supply on this card. Discard Ample Supplies: Move each supply on this card to your resource pool, as resources.

Civic, Silver Twilight, Socialite deck only. You get +1 skill value while parleying. After you successfully parley, exhaust Walter Fitzpatrick: Gain 1 resource.

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

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

Uses (4 ammo). Exhaust Beretta M1918 and spend 1 ammo: Fight. You get +4 and deal +1 damage for this attack. If you succeed by 2 or more, either ready Beretta M1918, or this attack deals an additional +1 damage (if you succeed by 4 or more, do both).

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

You get +1 skill value while resolving revelation abilities on encounter cards. After another investigator at your location draws a non-peril encounter card, before resolving that card's effects, exhaust Martyr's Vambrace: You are considered to have drawn that encounter card, instead.

Parley. Choose an enemy at your location and an Item asset in your hand. Perform a fight action against the chosen enemy. If you succeed, instead of dealing damage, play the chosen asset, reducing its cost by each point you succeeded by.

Attach to your location. If there are no investigators at attached location, discard Ambush. Forced - After an enemy spawns at attached location: Deal 2 damage to that enemy and discard Ambush.

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

When you draw a non-weakness treachery, take 1 damage and 1 horror: Cancel that card's revelation effect and place 1 resource on this card, as corruption. If this card has 3 or more corruption, remove it from the game. Draw the top card of the encounter deck: Either heal 1 damage and 1 horror, or remove 1 corruption from this card. Card design by the Impure at Arkham Nights 2019.

: Attach a Tome asset in your play area to Abigail Foreman, or switch a Tome asset in your play area with an attached asset. The asset attached to her takes up no hand slots. (Limit 1 attached asset.) After you resolve an ability on the attached Tome asset, exhaust Abigail Foreman: Resolve its effects again.

: Evade. Either use your or get +1 for this evasion attempt. When you initiate this ability, choose one - - Exhaust Onyx Pentacle and place 1 doom on it to target any enemy at your location or a connecting location, and get +1 skill value for this evasion attempt. - If you succeed by 2 or more, remove 1 doom from Onyx Pentacle.

When you would fail a skill test on a [seeker] card by 1 or less, exhaust Lab Coat: You succeed by 0, instead.

Permanent. Limit 1 Covenant per deck. After an investigator at your location performs the "reveal the chaos token" step of a skill test, if both a token and a token were revealed during that test, exhaust Paradoxical Covenant: This test automatically succeeds. (Remove each and token revealed from the chaos bag after this test ends.)

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.

Parley. Choose an enemy at your location. Test (X), where X is the chosen enemy's evade value. If you succeed, discover 2 clues at your location. Then, if the chosen enemy is non-Elite, automatically evade it. It does not ready during the next upkeep phase.

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

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.

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.

Uses (2 charges). Charges on Lost Arcana may be spent as if they were charges on Spell and Ritual assets you control. After the last clue is discovered from your location, exhaust Lost Arcana: Place 1 charge on this card.

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

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.

Exceptional. You get +1 , +1 , +1 , and +1 . Forced - After Geas enters play: Make a promise using the following formula - "I shall not (draw/play/commit) any cards during each of my turns." If you break this promise while Geas is in play, discard it and add 10 tokens to the chaos bag.

Fast. Play only during your turn. Ready a [guardian] asset you control. You may take an additional action during your turn, which can only be used to fight.

Hunter, Veteran, Warden deck only. Uses (1 shell). If Mauser Tankgewehr M1918 is ready, spend 1 shell: Fight. You get +5 for this attack and this attack deals +3 damage. Exhaust Mauser Tankgewehr M1918: Replenish 1 shell on it.

Max 1 committed per skill test. If this test is successful, draw 1 card for each point you succeeded by, to a maximum of 5. Shuffle each weakness drawn by this effect back into your deck without resolving it.

If you have 8 or more cards in your hand, exhaust The World • XXI: Draw 1 card. When the game begins, if The World • XXI is in your opening hand: Put it into play.

Limit 1 per deck. Uses (0 charges). After you defeat an enemy: Place 1 charge on Empty Vessel. If there are at least 3 charges on Empty Vessel: Search your bonded cards for Wish Eater and swap it with Empty Vessel, moving all charges from Empty Vessel to Wish Eater.

Myriad. Fast. Play only during your turn. Attach to your location. Limit 1 per location. After an enemy enters or leaves attached location, return Doppelgänger to your hand: Either perform an evasion attempt against that enemy, or immediately move to attached location (you may trigger this ability from any location).

Uses (2 ammo). Spend 1 ammo: Fight. 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 6). 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 6).

As an additional cost to play Stirring Up Trouble, add tokens to the chaos bag equal to your location's shroud value. Discover 2 clues at your location.

Uses (4 secrets). Exhaust Scroll of Secrets and spend 1 secret: Look at the top or bottom card of any investigator's deck or the encounter deck. Then, either discard that card, add it to its owner's hand, place it on the bottom of its deck, or place it on top of its deck.

As an additional cost to play Call the Beyond, add 3 tokens to the chaos bag. Choose an asset you control with "uses (charges)" or "uses (secrets)". Replenish all of that asset's charges or secrets. Then, you may resolve an or ability on that asset without paying its cost, if any.

After this skill test ends, add 1 token to the chaos bag for each point the performing investigator either succeeded or failed by.

Investigate. The difficulty of this skill test is equal to the highest shroud value among revealed locations in play. If you succeed, discover 1 clue from each revealed location in play.

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."

Limit 1 per deck. Limit 1 Mask per investigator. After a skill test at your location ends in which both a and token were revealed: Place 1 resource on this card, as an offering. Then, if there are 3 offerings on this card, search your bonded cards for Twilight Diadem and swap it with this card, moving all offerings from this card to Twilight Diadem.

Play Enchanted Armor under the control of any investigator at your location. Forced - After damage and/or horror is placed on Enchanted Armor: The owner of Enchanted Armor tests (X), where X is the total amount of damage and horror on it. If the test fails, discard Enchanted Armor and assign the damage and/or horror just placed on it elsewhere.

Forced - When your turn begins: Move 1 damage from your investigator to "Devil". Forced - When "Devil" is defeated: Deal 2 damage to each enemy and investigator at your location.

Myriad. Quick-Witted gains for each other copy of Quick-Witted in your discard pile. After this skill test ends, you may shuffle each other copy of Quick-Witted in your discard pile into your deck.

Permanent. Limit 1 Covenant per deck. When an investigator at your location reveals a token during a skill test, exhaust False Covenant: Cancel that chaos token, return it to the token pool, and reveal another token.

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.

Fast. Play when you are dealt damage and/or horror. Cancel up to 10 damage and/or horror just dealt to you. Exile Devil's Luck.

Exile a level 0-5 card in your hand. Discover 2 clues at your location. If the exiled card was level 2 or higher, remove 1 doom from the current agenda. Exile Burn After Reading. Card designed by the Council-in-Exile at Gen Con 2020

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

When damage is assigned to Armor of Ardennes, exhaust Armor of Ardennes: Cancel 1 of that damage.

Play only if you control a Melee asset. As an additional cost to play Flurry of Blows, spend an action. Fight. Choose a Melee asset you control and take an immediate fight action with that asset (without paying its cost). You may repeat this effect up to three times. After the final attack resolves, if it is your turn, end your turn.

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.

Myriad. Fast. Play only during your turn. Deal 1 damage to an enemy at your location. After you draw Quick Shot during your turn: Play it, reducing its resource cost by 2.

Uses (3 ammo). Spend 1 ammo: Fight. You get +3 and deal +2 damage for this attack. Cannot be used to attack enemies engaged with you.

Play Eidetic Memory as an exact copy of an Insight event in any investigator's discard pile (including its resource cost). Remove that event from the game. Remove Eidetic Memory from the game instead of discarding it.

Detective, Hunter, Police, Reporter deck only. Limit 1 per investigator. Uses (5 leads). After you enter a location with 1 or more enemies, spend 1 lead and exhaust On Their Heels: Either discover 1 clue at your location or deal 1 damage to an enemy at your location.

You get +1 . Non-direct horror must be assigned to Guiding Spirit before it can be assigned to your investigator card. Forced - When Guiding Spirit is defeated by horror: Exile it.

Roland Banks deck only. Permanent. Regulation - You cannot fight more than twice each round. During a skill test while investigating, evading, or parleying, exhaust this Directive: You get +2 skill value for this test for each enemy engaged with you.

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.