Top 100 Most Used Cards
Cards ranked by total appearances across all community decks.

Gain 3 resources.

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

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

Max 1 committed per skill test.

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.

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

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.

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

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

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

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

Fast. You get +1 while investigating.

You may take an additional action during your turn.

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.

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

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.

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

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.

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

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.)

You get +1 .

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

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.

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

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

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.

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

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

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

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

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

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

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.

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

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.

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

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

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


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

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

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

If this skill test is successful, heal 1 horror.

: 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.

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

Uses (3 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.

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

Investigate. When this action begins, gain 2 resources.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you engage an enemy. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

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.

Uses (3 supplies). Exhaust Fingerprint Kit and spend 1 supply: Investigate. You get +1 for this investigation. If you succeed, you discover 1 additional clue at your location.

Fast. Play after you defeat an enemy. Discover 1 clue at your location.

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.

For each clue you have (to a maximum of 3), either heal 2 horror from an investigator at your location or discard a Terror card at your location.

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.

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

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

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

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.

As an additional cost to play Bank Job, spend an action. Investigators at your location gain a total of 8 resources, distributed as you wish.

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.

Deal 2 damage to an exhausted enemy at your location.

Limit 1 Mask per investigator. Uses (2 offerings). Replenish 1 of these offerings after you move out of a location with an enemy. Spend 1 offering: You get +2 or +2 for this skill test. (Limit once per test.)

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

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

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.

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

You may commit Long Shot to a fight or evasion test against an enemy at your location or a connecting location. If this test is successful, deal 1 damage to that enemy.

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.