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

Gain 3 resources.

Max 1 committed per skill test.

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 test is successful, draw 1 card.

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

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

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.

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

Fast. You get +1 while investigating.

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

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

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

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

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

You may take an additional action during your turn.

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.

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

You get +1 .

Permanent. You have 1 additional ally slot.

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

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

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

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

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.

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

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

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

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

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

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

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

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.

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

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.

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

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).

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

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.)


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

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.

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

: Fight. If you have no resources in your resource pool, this attack deals +1 damage. During an attack using Fire Axe, spend 1 resource: You get +2 for this skill test. (Limit three times per attack.)

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

If this skill test is successful, heal 1 horror.

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.

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.

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

Uses (3 supplies). If First Aid has no supplies, discard it. Spend 1 supply: Heal 1 damage or horror from an investigator at your location.

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

Deal 2 damage to an exhausted enemy at your location.

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.

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

Fast. Play 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.

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

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.

Exhaust Old Book of Lore: Choose an investigator at your location. That investigator searches the top 3 cards of his or her deck for a card, draws it, and shuffles the remaining cards into his or her deck.

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

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

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

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

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

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.

You have two additional hand slots, which can only be used to hold Weapon assets. While you have Weapon assets held in 2 or more hand slots, you get +1 .

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.

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.

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.


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.

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.

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.

Choose an Ally asset you control and return it to your hand. Then, search the top 9 cards of your deck for an Ally asset and play it, reducing its cost by X. X is the cost of the Ally asset returned to your hand. Shuffle your deck.

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.

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

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.

Reduce the difficulty of skill tests you perform during 'parley' actions by 2.

Fast. Play after another investigator draws a non-peril encounter card, but before resolving that card's effects. You are considered to have drawn that encounter card, instead. You get +2 to each of your skills while resolving that card's revelation effect.

After Research Librarian enters play: Search your deck for a Tome asset and add it to your hand. Shuffle your deck.

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

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

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.

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.

Choose an investigator at your location. That investigator searches the top 6 cards of his or her deck for a card, draws it, and shuffles his or her deck.

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 .

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

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.

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

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

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

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

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.

: Fight. You get +2 for this attack. This attack deals +1 damage. If a or symbol is revealed during this attack, discard Baseball Bat after the attack resolves.

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.

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

After the last clue is discovered from your location: Place 1 resource (from the token pool) on this card, as evidence. (Limit once per game at each location.) While Hawk-Eye Folding Camera has ... - ... 1 or more evidence, you get +1 . - ... 2 or more evidence, you get +1 . - ... 3 or more evidence, you get +1 sanity.