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LemonyFresh42

Fewer Novellas, More Side Adventures!

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22 minutes ago, cheapmate said:

I expect more as well, but if they will only start writing them now it might be a while before we see a new series.

Hour of the Huntress was already completed somewhere in 2016 (or maybe before even) and only published recently. 

Hour of the Huntress was released on the first day of Arkham Nights last year and sold very, very well (I saw dozens and dozens of copies sell the first couple hours of AN alone)... so I'd be surprised if they didn't commission more books pretty much immediately at that point.  So, my (totally unfounded) guess is that there will be more ready for release later this year (Arkham Nights 2018, perhaps?), since it shouldn't take an author very long to finish a ~100 pg novella. 

I mean... unless they get George R. R. Martin to write one, in which case it'll be sometime in 2027.

Edited by KBlumhardt

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6 hours ago, cheapmate said:

I expect more as well, but if they will only start writing them now it might be a while before we see a new series.

Hour of the Huntress was already completed somewhere in 2016 (or maybe before even) and only published recently. 

I'm not surprised the Huntress was written in 2016.

I work with self-published authors and the publishing of a book from scratch can take anywhere from a few months to years. It's not always the case and depending on how many resources FFG is pulling to work on the books, they could churn them out relatively quickly given that they have  decent editors, graphic artists, and print distribution ties already in place. Still, even if the author can finish the book quickly, it takes rounds and rounds of editing to catch problems on both sides (editor and author), time to get those corrected and protocol to ensure that each is working jointly with the same VERSION of each draft of the manuscript. Once the book is edited for the final text, you still need someone skilled in page design to lay out the book page by page (including getting artists to create the art for the glossy pages near the back of the novella), and the illustrator for the cover needs to have time to complete the cover illustration while a designer ensures that the dimensions of the interior fits to the dimensions of the book and that the spine width is correct for the amount of pages in the finished interior of the book... then there are ISBN numbers to consider and copyright registrations etc etc.

What I'm saying is there is a lot that goes on outside of just 'the author is done, let's print.'  I would think FFG has the foresight to know this and predicted that the books would be successful and got ahead of the game. It's really hard to say how long of a gap there is, and it also depends on how much creative freedom and flexibility has been given to the author to make decisions about the design (if any). A difficult author can push a publication back much longer than you would think if they are demanding with their requests.

Edited by Soakman

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1 hour ago, cheapmate said:

The quote on Jenny’s Twin .45s is from Hour of the Huntress and the card itself is from 2016, so I figure the book or at least a draft of it was available at FFG way back in 2016.

That's a bit of a "chicken or egg" thing, though.  We have no way of knowing whether the card quoted the book or if the author just decided to (or was told to) slip the lines from the card into the book for a nice little tie-in.

It's likely the former, but we don't know for sure.

Edited by KBlumhardt

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14 minutes ago, KBlumhardt said:

That's a bit of a "chicken or egg" thing, though.  We have no way of knowing whether the card quoted the book or if the author just decided to (or was told to) slip the lines from the card into the book for a nice little tie-in.

It's likely the former, but we don't know for sure.

That is stretching the imagination a bit too much for me.

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39 minutes ago, cheapmate said:

That is stretching the imagination a bit too much for me.

Maybe.  However, the idea that FFG sat on a finished (or nearly-finished) novella for well over a year before releasing it also seems like a bit of a stretch to me.  Who knows?

Edited by KBlumhardt

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19 hours ago, KBlumhardt said:

Maybe.  However, the idea that FFG sat on a finished (or nearly-finished) novella for well over a year before releasing it also seems like a bit of a stretch to me.  Who knows?

Companies frequently sit on unreleased products for various reasons.  Games Workshop routinely releases new models that have copyright dates a year or two old stamped into the plastic sprues.

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I noticed that they do sit on things for a while.

You can check out this play mat and art released on Nov 10th 2016.  https://www.fantasyflightgames.com/en/products/fantasy-flight-supply/products/narrow-escape-playmat/

Then you can note its the same art and name on a card released on Feb 22nd 2018.

It seems like they had the card named almost 15 months before it was released.  I wouldn't be surprised if it had been designed then either.

I am beginning to suspect that they have the entire card pool designed and layed out for several years of expansion prior to releasing the core box.  But hey, what do I know?

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I would imagine that as of today (4/2/18), FFG is woodshedding the final scenario for the Forgotten Age, if they aren't play testing the scenario to make sure it plays smoothly.  There is no doubt that as soon as a new cycle starts, they are working on the next one, and planning one more after that.

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8 hours ago, Turtlefan2082 said:

I would imagine that as of today (4/2/18), FFG is woodshedding the final scenario for the Forgotten Age, if they aren't play testing the scenario to make sure it plays smoothly.  There is no doubt that as soon as a new cycle starts, they are working on the next one, and planning one more after that.

The cycles are designed and printed all at once. They are probably on the finishing touches of the next cycle right now.

I also expect they move the player cards around as needed, and which they think fit better. Scenarios are probably brainstormed a lot with a general framework and solidified later.

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I made a little mistake in my order and somehow ordered a second copy of Dirge of Reason.  To be delivered tomorrow.

To bad, was looking forward to reading Carolyn's story this weekend.  At least the 2nd Dirge will make a nice gift for a friend.

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15 minutes ago, Jobu said:

I made a little mistake in my order and somehow ordered a second copy of Dirge of Reason.  To be delivered tomorrow.

To bad, was looking forward to reading Carolyn's story this weekend.  At least the 2nd Dirge will make a nice gift for a friend.

A very thoughtful mistake. It will probably take me a while to get to my version. Her deck restrictions are interesting. Trying to figure out whether it is worth taking both seeker and mystic cards, all 15 and what combinations.

I also don't know how to sort through my cards to find all cards that heal horror. I don't know what sort of out-of-class horror healing options there are. :/ Does this include Peter Sylvestre? If so, everytime he heals a horror, she would receive a resource which would be nice.

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21 minutes ago, Soakman said:

A very thoughtful mistake. It will probably take me a while to get to my version. Her deck restrictions are interesting. Trying to figure out whether it is worth taking both seeker and mystic cards, all 15 and what combinations.

I also don't know how to sort through my cards to find all cards that heal horror. I don't know what sort of out-of-class horror healing options there are. :/ Does this include Peter Sylvestre? If so, everytime he heals a horror, she would receive a resource which would be nice.

6 minutes ago, Jobu said:

Try fiddling with https://arkhamdb.com/search

You can enter terms in the text field like horror which by itself narrows it down to 64 (although that includes cards that cause horror)

Carolyn is now active on the arkhamdb site, so once her restrictions are programmed in correctly, you should just be able to use that.

...and yes, she can use Peter Sylvestre (and should!).  It sets up a VERY nice combo with Forbidden Knowledge.  

 

Edited by KBlumhardt

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30 minutes ago, Soakman said:

I also don't know how to sort through my cards to find all cards that heal horror. I don't know what sort of out-of-class horror healing options there are. :/ Does this include Peter Sylvestre? If so, everytime he heals a horror, she would receive a resource which would be nice.

https://arkhamdb.com/find?q=x%3Aheal+x%3Ahorror&sort=name&view=list&decks=player

Also, a response from Matt on the "heals horror" question:

 

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Here's a list of cards she can use, stolen from an awesome deckbuilder excel spreadsheet I found yesterday and can't, for the life of me, find again (or I would give credit to the creator!):

Warning:  It's huge.  ;)

edit: credit for the sheet goes to Randy Hargis on BGG.  Thanks, Randy!!!

 
Required Cards Subtitle Expansion Card Number Level/Fight Cost/Health Cardtype/Evade Placement Test Icon(s) Traits Health Sanity Ability            
Foolishness Foolish Cat of Ulthar To Fight the Black Wind Replacement 11 ---- 4 Asset Ally Wild. Wild. Ally. Creature. Dreamlands. 1 4 Carolyn Fern deck only.  Replacement.  Foolishness enters play with 3 horror on him.  Horror on him may be healed as if it were on Carolyn Fern.  While Foolishness has no horror on him, you get +1 to all skills.            
To Fight the Black Wind Treachery/Weakness To Fight the Black Wind Replacement 12 ---- ---- ---- ---- ---- Task. Dreamlands. ---- ---- Carolyn Fern deck only.  Replacement.  Revelation - Attach To Fight the Black Wind to the current agenda.  Carolyn Fern takes 1 direct horror.  Forced - At the end of the round, if any amount of horror was assigned to an investigator this round and it was not healed: Place 1 doom on the attached agenda.            
                                             
                                             
Guardian Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability            
.45 Automatic ---- Core 16 0 4 Asset Hand Agility. Item. Weapon. Firearm. ---- ---- Uses (4 ammo).   Action: Spend 1 ammo: Fight. You get +1 Combat for this attack. This attack deals +1 damage.            
Physical Training ---- Core 17 0 2 Asset ---- Willpower. Combat. Talent. ---- ---- Fast Action: Spend 1 resource: You get +1 Willpower for this skill test.   Fast Action: Spend 1 resource: You get +1 Combat for this skill test.            
Beat Cop ---- Core 18 0 4 Asset Ally Combat. Ally. Police. 2 2 You get +1 Combat .  Fast Action: Discard Beat Cop: Deal 1 damage to an enemy at your location.            
First Aid ---- Core 19 0 2 Asset ---- Willpower.  Talent. Science ---- ---- Uses (3 supplies). If First Aid has no supplies, discard it.  Fast Action: Spend 1 supply: Heal 1 damage or horror from an investigator at your location.            
Machete ---- Core 20 0 3 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Action:  Fight. You get +1 Combat for this attack. If the attacked enemy is the only enemy engaged with you, this attack deals +1 damage.            
Guard Dog ---- Core 21 0 3 Asset Ally Combat. Ally. Creature.  3 1 Reaction:  When an enemy attack deals damage to Guard Dog: Deal 1 damage to the attacking enemy.            
Evidence! ---- Core 22 0 1 Event ---- Intellect. Intellect Insight. ---- ---- Fast. Play after you defeat an enemy.  Discover 1 clue at your location.            
Dodge ---- Core 23 0 1 Event ---- Willpower. Agility. Tactic. ---- ---- Fast. Play when an enemy attacks an investigator at your location.  Cancel that attack.            
Dynamite Blast ---- Core 24 0 5 Event ---- Willpower. Tactic. ---- ---- Choose either your location or a connecting location. Deal 3 damage to each enemy and to each investigator at the chosen location.            
Vicious Blow ---- Core 25 0 ---- Skill ---- Combat. Practiced. ---- ---- If this skill test is successful during an attack, that attack deals +1 damage.            
Blackjack ---- The Dunwich Legacy 16 0 1 Asset Hand. Combat. Item. Weapon. Melee. ---- ---- Action:  Fight. You get +1 Combat for this attack. If you perform this attack against an enemy engaged with another investigator and you fail, you deal no damage.            
Taunt ---- The Dunwich Legacy 17 0 1 Event ---- Willpower. Combat. Tactic. ---- ---- Fast. Play only during your turn.  Engage any number of enemies at your location.            
Teamwork ---- The Dunwich Legacy 18 0 0 Event ---- Wild. Tactic. ---- ---- Investigators at your location may give or trade any number of Item assets, Ally assets, or resources among one another.            
Emergency Aid ---- The Miskatonic Museum 105 0 2 Event ---- Intellect. Agility. Insight. Science. ---- ---- Choose an investigator at your location. Heal 2 damage from that investigator or from an Ally asset he or she controls.            
Bandolier ---- The Essex County Express 147 0 2 Asset Body Combat. Item. 1 ---- You have 1 additional hand slot, which can only be used to hold a Weapon asset.            
Prepared for the Worst ---- Blood on the Altar 184 0 1 Event ---- Intellect. Combat. Tactic. ---- ---- Search the top 9 cards of your deck for a Weapon asset and add it to your hand. Shuffle your deck.            
"If it bleeds…" ---- Undimensioned and Unseen 225 0 1 Event ---- Willpower. Combat. ---- ---- ---- Fast. Play after you defeat a Monster enemy.  Each investigator at your location heals horror equal to that enemy's horror value.            
Leadership ---- Where Doom Awaits 260 0 ---- Skill ---- Wild. Practiced. ---- ---- While Leadership is committed to a skill test being performed by another investigator, Leadership gains Willpower Wild.            
.32 Colt ---- The Path to Carcosa 20 0 3 Asset Hand Combat. Item. Weapon. Firearm. ---- ---- Uses (6 ammo).  Action:  Spend 1 ammo. Fight. You deal +1 damage for this attack.                
True Grit ---- The Path to Carcosa 21 0 3 Asset ---- Willpower. Talent. 3 ---- True Grit may be assigned damage dealt to other investigators at your location.                
"Let me handle this!" ---- The Path to Carcosa 22 0 0 Event ---- Willpower. Combat. Spirit. ---- ---- Fast.  Play after another investigator draws a non-peril encounter card, but before resolving that cards 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.              
Heroic Rescue ---- Echoes of the Past 106 0 1 Event ---- Willpower. Combat.  Spirit. Tactic.  ---- ---- Fast. Play when a non-Elite enemy would attack another investigator at your location.  Engage that enemy and resolve its attack against you instead.  Then, deal it 1 damage.               
Trench Knife ---- The Unspeakable Oath 147 0 1 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Engage actions you perform do not provoke attacks of opportunity.  Action: Fight.  You get +X Combat for this attack, X is the number of enemies engaged with you.            
"I'll see you in ****!" ---- A Phantom of Truth 189 0 0 Event ---- Combat. Combat.  Spirit. ---- ---- Each non-Elite enemy engaged with you is defeated. You are defeated and suffer 1 physical trauma.  This action does not provoke attacks of opportunity.            
Inspiring Presence ---- The Pallid Mask 228 0 ---- Skill ---- Willpower. Intellect. Combat. Innate. ---- ---- If this skill test is successful, ready an Ally asset at your location and heal 1 damage or 1 horror from it.            
On the Hunt ---- Black Stars Rise 263 0 1 Event ---- Intellect. Combat. Tactic. ---- ---- Fast.  Play when you would draw an encounter card during the mythos phase.  Instead, search the top 9 cards of the encounter deck for an enemy, spawn it engaged with you (instead of iths normal spawn location), and shuffle the encounter deck.  If you cannot, draw the top card of the encounter deck.            
Extra Ammunition ---- Core 26 1 2 Event ---- Intellect. Supply. ---- ---- Place 3 ammo tokens on a Firearm asset controlled by an investigator at your location.            
Brother Xavier Pure of Spirit The Miskatonic Museum 106 1 5 Asset Ally Willpower. Ally. 3 3 You get +1 Willpower.  Brother Xavier may be assigned damage and/or horror dealt to other investigators at your location.  When Brother Xavier is defeated: Deal 2 damage to an enemy at your location.            
Ever Vigilant ---- The Path to Carcosa 23 1 0 Event ---- Intellect. Intellect. Tactic. ---- ---- One at a time, play up to 3 assets from your hand, reducing the resource cost of each by 1.                
Combat Training ---- Echoes of the Past 107 1 1 Asset ---- Combat.  Agility. Talent. Composure. ---- 1 Fast.  Limit 1. Composure is in play. Non-directed horror must be assigned to Combat Training before it can be assigned to your investigator.  Free:  Spend 1 resource:  You get +1 Combat for this skill test.  Free:  Spend 1 resource:  You get +1 Agility for this skill test.            
Ambush ---- The Unspeakable Oath 148 1 2 Event ---- Intellect. Combat. Tactic ---- ---- 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.            
Mano a Mano ---- The Pallid Mask 229 1 0 Event ---- Willpower. Combat. Spirit. Bold. ---- ---- Play only as your first action.  Deal 1 damage to an enemy engaged with you.  This action does not provoke attacks of opportunity.                
Police Badge ---- Core 27 2 3 Asset Accessory Willpower. Wild. Item. ---- ---- You get +1 WIllpower.  Fast Action: While an investigator at your location is taking his or her turn, discard Police Badge: That investigator may take 2 additional actions this turn.            
Beat Cop ---- Core 28 2 4 Asset Ally Combat. Agility. Ally. Police. 3 2 You get +1 Combat.  Fast Action: Exhaust Beat Cop and deal 1 damage to it: Deal 1 damage to an enemy at your location.            
Taunt ---- The Dunwich Legacy 19 2 1 Event ---- Willpower. Combat. Agility. Tactic. ---- ---- Fast. Play only during your turn.  Engage any number of enemies at your location. Draw 1 card for each enemy engaged in this way.            
Vicious Blow ---- Lost in Time and Space  299 2 ---- Skill ---- Combat. Combat. Practiced. Expert. ---- ---- If this skill test is successful during an attack, that attack deals +1 damage (+2 damage instead if it succeeds by 2 or more).                
"Eat lead!" ---- Dim Carcosa 304 2 0 Event ---- Combat. Agility. Tactic. ---- ---- Fast.  Play when you activate the Fight ability on a Firearm asset.  You may spend X additional ammo tokens from that asset.  When you reveal chaos tokens for this attack, reveal X additional chaos tokens.  Choose one to resolve and ignore the rest.            
Stand Together ---- The Essex County Express 148 3 0 Event ---- Willpower. Willpower. Spirit. ---- ---- Choose another investigator at your location. Both you and that investigator draw 2 cards and gain 2 resources.            
Keen Eye ---- Blood on the Altar 185 3 ---- Asset ---- ---- Talent. ---- ---- Permanent.  Fast Action:  Spend 2 resources: You get +1 Intellect until the end of the phase.  Fast Action:  Spend 2 resources: You get +1 Combat until the end of the phase.            
First Aid ---- The Pallid Mask 230 3 2 Asset ---- Willpower. Willpower.  Talent. Science. ---- ---- Uses (4 supplies).  If First Aid has no supplies, discard it.  Action:  Spend 1 supply: Heal 1 damage and 1 horror from an investigator or Ally asset in your location.            
Stick to the Plan ---- Black Stars Rise 264 3 ---- Asset ---- ---- Talent. ---- ---- Permanent.  Exceptional.  Reaction:  Before you draw your opening hand: Search your deck for up to 3 different Tactic and/or Supply event, and attach them 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.             
                                             
                                             
Seeker Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability            
Magnifying Glass ---- Core 30 0 1 Asset Hand Intellect. Item. Tool.  ---- ---- Fast.  You get +1 Intellect while investigating.            
Old Book of Lore ---- Core 31 0 3 Asset Hand Intellect. Item. Tome. ---- ---- Action:  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.            
Research Librarian ---- Core 32 0 2 Asset Ally Agility. Ally. Miskatonic. 1 1 Reaction:  After Research Librarian enters play: Search your deck for a Tome asset and add it to your hand. Shuffle your deck.            
Dr. Milan Christopher Professor of Entomology Core 33 0 4 Asset Ally Intellect. Ally. Miskatonic. 1 2 You get +1 Intellect.  Reaction:  After you successfully investigate: Gain 1 resource.            
Hyperawareness ---- Core 34 0 2 Asset ---- Intellect. Agility. Talent. ---- ---- Fast Action:   Spend 1 resource: You get +1  for this skill test.  Fast Action:  Spend 1 resource: You get +1  for this skill test.            
Medical Texts ---- Core 35 0 2 Asset Hand Combat. Item. Tome. ---- ---- Action:  Choose an investigator at your location and test Intellect (2). If you succeed, heal 1 damage from that investigator. If you fail, deal 1 damage to that investigator.            
Mind over Matter ---- Core 36 0 1 Event ---- Combat. Agility. Insight. ---- ---- Fast. Play only during your turn.  Until the end of the round, you may use your Intellect in place of your Combat and Agility.            
Working a Hunch ---- Core 37 0 2 Event ---- Intellect. Intellect. Insight. ---- ---- Fast. Play only during your turn.  Discover 1 clue at your location.            
Barricade ---- Core 38 0 0 Event ---- Willpower. Intellect. Agility. Insight. Tactic. ---- ---- Attach to your location.  Non-Elite enemies cannot move into attached location.  Forced - When an investigator leaves attached location: Discard Barricade.            
Deduction ---- Core 39 0 ---- Skill ---- Intellect.  Practiced. ---- ---- If this skill test is successful while investigating a location, discover 1 additional clue at that location.            
Laboratory Assistant ---- The Dunwich Legacy 20 0 2 Asset Ally Intellect. Ally. Miskatonic. Science. 1 2 Your maximum hand size is increased by 2 while checking your hand size during the upkeep phase.  Reaction:  After Laboratory Assistant enters play: Draw 2 cards.            
Strange Solution Unidentified The Dunwich Legacy 21 0 1 Asset ---- Wild. Item. Science. ---- ---- Action:  Test Intellect (4). If you succeed, discard Strange Solution and draw 2 cards. Record in your Campaign Log that "you have identified the solution."            
Shortcut ---- The Dunwich Legacy 22 0 0 Event ---- Willpower. Agility. Insight. Tactic. ---- ---- Fast. Play only during your turn.  Choose an investigator at your location. Move that investigator to a connecting location.            
Seeking Answers ---- The Dunwich Legacy 23 0 1 Event ---- Intellect. Agility. Insight. ---- ---- Investigate. If you succeed, instead of discovering a clue at your location, discover a clue at a connecting location.            
"I've got a plan!" ---- The Miskatonic Museum 107 0 3 Event ---- Intellect. Combat. Insight. Tactic. ---- ---- Fight. This attack uses Intellect. You deal +1 damage for this attack for each clue you have (max +3 damage).            
Art Student ---- The Essex County Express 149 0 2 Asset Ally Intellect. Ally. Miskatonic. 1 2 Reaction:  After Art Student enters play: Discover 1 clue at your location.            
Preposterous Sketches ---- Blood on the Altar 186 0 2 Event ---- Willpower. Intellect. Insight. ---- ---- Play only if there is a clue on your location.  Draw 3 cards.            
Inquiring Mind ---- Undimensioned and Unseen 227 0 ---- Skill ---- Wild. Wild. Wild. Innate. ---- ---- Commit to a skill test only if there is a clue at your location.            
Dr. William T. Maleson Working on Something Big Lost in Time and Space  302 0 1 Asset Ally Willpower. Ally. Miskatonic. 2 2 Reaction:  When you draw an encounter card, exhaust Dr. William T. Maleson and place 1 of your clues on your location.  Cancel the drawing of that card and shuffle it back into the encounter deck.  Then, draw a new card from the top of the encounter deck.            
Fieldwork ---- The Path to Carcosa 24 0 2 Asset ---- Agility. Talent. ---- ---- Reaction:  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.            
Archaic Glyphs Untranslated The Path to Carcosa 25 0 0 Asset Hand Intellect. Item. Occult. Tome. ---- ---- Action:  Discard a card with at least 1 Intellect skill from you 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."            
No Stone Unturned ---- The Path to Carcosa 26 0 2 Event ---- Wild. Insight. ---- ---- Choose an investigator at you location.  That investigator searches the top 6 cards of his or her deck for a card, draws it, and shuffles his or her deck.            
Anatomical Diagrams ---- Echoes of the Past 108 0 1 Event ---- Willpower. Combat.  Insight. ---- ---- Fast.  Play during any investigator's turn.  Play only if you have 5 or more remaining sanity.  Choose a non-Elite enemy at your location.  Until the end of the active investigator's turn, that enemy gets -2 fight and -2 evade.              
Charles Ross, Esq. Acquisitions and Solicitation The Unspeakable Oath 149 0 2 Asset Ally Intellect. Ally. Patron. 1 2 You may spend resources to pay for Item assets played by other investigator at our location.  Free: Exhaust Charles Ross, Esq.: Reduce the cost of the next Item asset played by an investigator at your location by 1.            
Logical Reasoning ---- A Phantom of Truth 191 0 2 Event ---- Willpower. Willpower. Insight. ---- ---- Play only if you have at least 1 clue.  Choose an investigator at your location.  That investigator either heals 2 horror or discards a Terror card from his or her threat area.            
Eureka! ---- The Pallid Mask 231 0 ---- Skill ---- Willpower. Intellect. Agility. Innate.  Fortune. ---- ---- 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.            
Guidance ---- Black Stars Rise 265 0 0 Event ---- Intellect.  Insight. ---- ---- Choose another investigator at your location who has yet to take his or her turn this round.  That investigator may take an additional action during his or her turn this round.            
Magnifying Glass ---- Core 40 1 0 Asset Hand Intellect. Item. Tool.  ---- ---- Fast.  You get +1 Intellect while investigating.  Fast Action:  If there are no clues on your location: Return Magnifying Glass to your hand.            
Pathfinder ---- The Miskatonic Museum 108 1 3 Asset ---- Agility. Talent. ---- ---- Fast Action:  During your turn, if you are not engaged with any enemies, exhaust Pathfinder: Move to a connecting location.            
Expose Weakness ---- Undimensioned and Unseen 228 1 0 Event ---- Intellect. Combat. Combat. Insight. ---- ---- Fast. Play during any Fast Action player window.  Choose an enemy at your location. Test Intellect (X), where X is that enemy's fight value. For each point you succeed by, reduce that enemy's fight value by 1 for the next attack performed against it this phase.            
Strange Solution Restorative Concoction Where Doom Awaits 262 1 4 Asset ---- Willpower. Willpower. Item. Science. ---- ---- You can only include this asset in your deck by upgrading it from Strange Solution (Unidentified), and only if you have “identified the solution” in your Campaign Log.  Uses (4 supplies).  Action:  Spend 1 supply: Heal 2 damage from an investigator at your location.            
Strange Solution Acidic Ichor Where Doom Awaits 263 1 4 Asset ---- Combat. Combat. Item. Science. ---- ---- You can only include this asset in your deck by upgrading it from Strange Solution, and only if you have “identified the solution” in your Campaign Log.  Uses (3 supplies).  Action:  Spend 1 supply: Fight. Attack with a base Combat skill of 6. This attack deals +2 damage.            
Strange Solution Freezing Variant Where Doom Awaits 264 1 4 Asset ---- Agility. Agility. Item. Science. ---- ---- You can only include this asset in your deck by upgrading it from Strange Solution, and only if you have “identified the solution” in your Campaign Log.  Uses (4 supplies).  Action:  Spend 1 supply: Evade. Evade with a base Agility skill of 6.            
In the Know ---- The Path to Carcosa 27 1 3 Asset ---- Intellect. Talent. ---- ---- Uses (3 secrets).  Action:  Spend 1 secret.  Investigate.  Investigate any revealed location in play as if you were at that location.            
Scientific Theory ---- Echoes of the Past 109 1 1 Asset ---- Intellect. Combat.  Talent. Composure.  ---- 1 Fast.  Limit 1 Composure in play.  Non-direct horror must be assigned to Scientific Theory before it can be assigned to your investigator card.  Fast:  Spend 1 resource.  You get +1 Intellect for this skill test.  Fast:  Spend 1 resource.  You get +1 Combat for this skill test.            
Forewarned ---- The Unspeakable Oath 150 1 0 Event ---- Willpower. Insight. ---- ---- 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.            
                                             
                                             
Rogue Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability            
Liquid Courage ---- The Dunwich Legacy 24 0 1 Asset ---- Willpower.   Item. Illicit. ---- ---- Uses (4 supplies).  Action:  Spend 1 supply: Choose an investigator at your location to heal 1 horror. Then, that investigator tests Willpower (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.            
Cheat Death ---- Dim Carcosa 310 5 1 Event ---- Wild. Trick. Fated. ---- ---- Fast.  Play when you would be defeated.  Disegage from each enemy engaged with you, discard all cards in your threat area, heal 2 horror and 2 damage, and move to any revealed location with no enemies.  If it is your turn, end your turn.  Remove Cheat Death from the game.            
                                             
                                             
Mystic Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability                    
Forbidden Knowledge ---- Core 58 0 0 Asset ---- Intellect. Talent. ---- ---- Uses (4 secrets).  Fast Action:  Exhaust Forbidden Knowledge and take 1 horror: Move 1 secret from Forbidden Knowledge to your resource pool, as a resource.                
Holy Rosary ---- Core 59 0 2 Asset Accessory Willpower. Item. Charm. ---- 2 You get +1 Willpower.                    
Shrivelling ---- Core 60 0 3 Asset Spell Combat. Spell. ---- ---- Uses (4 charges).  Action:  Spend 1 charge: Fight. This attack uses Willpower instead of Combat and deals +1 damage. If a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol is revealed during this check, take 1 horror.              
Scrying ---- Core 61 0 1 Asset Spell Intellect. Spell. ---- ---- Uses (3 charges).  Action:  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.              
Arcane Studies ---- Core 62 0 2 Asset ---- Willpower.  Intellect. Talent. ---- ---- Fast Action: Spend 1 resource: You get +1 Willpower for this skill test.  Fast Action:  Spend 1 resource: You get +1 Knowledge for this skill test.                
Arcane Initiate ---- Core 63 0 1 Asset Ally Willpower. Ally. Sorcerer. 1 2 Forced - After Arcane Initiate enters play: Place 1 doom on it.  Fast Action:  Exhaust Arcane Initiate: Search the top 3 cards of your deck for a Spell card and draw it. Shuffle your deck.              
Drawn to the Flame ---- Core 64 0 0 Event ---- Willpower.  Intellect. Insight. ---- ---- Draw the top card of the encounter deck. Then, discover 2 clues at your location.                
Ward of Protection ---- Core 65 0 1 Event ---- Wild. Spell. Spirit. ---- ---- Fast. Play when you draw a non-weakness treachery card. Cancel that card's revelation effect. Then, take 1 horror.                
Blinding Light ---- Core 66 0 2 Event ---- Willpower. Agility. Spell. ---- ---- Evade. This evasion attempt uses Willpower instead of . If you succeed, deal 1 damage to the enemy just evaded. If a Skull, Cultist, Tablet, Elder Thing, Auto Fail or symbol is revealed during this evasion attempt, lose 1 action this turn.              
Fearless ---- Core 67 0 ---- Skill ---- Willpower. Innate. ---- ---- If this skill test is successful, heal 1 horror.                  
Rite of Seeking ---- The Dunwich Legacy 28 0 4 Asset Spell Intellect. Spell. ---- ---- Uses (3 charges).  Action:  Spend 1 charge: Investigate. Investigate using Willpower instead of Intellect. If you succeed, discover 1 additional clue at this location. If a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol is revealed during this test, after this test resolves lose all remaining actions and immediately end your turn.            
Ritual Candles ---- The Dunwich Legacy 29 0 1 Asset Hand Willpower. Item. ---- ---- Reaction:  After a Skull, Cultist, Tablet, or Elder Thing symbol is revealed during a test you are performing: You get +1 skill value for this test.                
Clarity of Mind ---- The Dunwich Legacy 30 0 2 Asset Spell Willpower. Spell. ---- ---- Uses (3 charges).  Action:  Spend 1 charge: Heal 1 horror from an investigator at your location.                
Delve Too Deep ---- The Miskatonic Museum 111 0 1 Event ---- ---- Insight. ---- ---- In player order, each investigator draws 1 card from the top of the encounter deck. Then, add Delve Too Deep to the victory display.  Victory 1.                
Hypnotic Gaze ---- The Essex County Express 153 0 3 Event ---- Combat. Agility. Spell. ---- ---- Fast. Play when an enemy attacks an investigator at your location.  Cancel that attack. Then, reveal a random token from the chaos bag. If it has a Skull, Cultist, Tablet, Elder Thing, Auto Fail or  symbol, deal the attacking enemy's damage to itself.              
Defiance ---- Blood on the Altar 190 0 ---- Skill ---- Wild. Innate. ---- ---- Before revealing chaos tokens for this test, choose one of the following symbols: (Skull, Cultist, Tablet, or Elder Thing). Ignore the effects of the chosen symbol during this test (including its modifier).              
Alyssa Graham Speaker to the Dead Undimensioned and Unseen 232 0 4 Asset Ally Intellect. Ally. Sorcerer. 1 3 You get +1 Intellect.  Fast Action:  Exhaust Alyssa Graham: Look at the top card of either the encounter deck or any player deck. You may then add 1 doom to Alyssa Graham to place the looked-at card on the bottom of its deck.              
Moonlight Ritual ---- Where Doom Awaits 267 0 0 Event ---- Intellect. Agility. Spell. Insight. ---- ---- Remove all doom from 1 card you control.                  
Alchemical Transmutation ---- The Path to Carcosa 32 0 1 Asset Spell Willpower. Spell. ---- ---- Uses (3 charges).  Action:  Exhaust Alchemical Transmutation, spend 1 charge:  Test Willpower (1).  For each point you succeed by, gain 1 resource (to a maximum of 3).  If a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol is revealed during this test, take 1 damage.            
Uncage the Soul ---- The Path to Carcosa 33 0 0 Event ---- Willpower.  Willpower. Spirit. ---- ---- Play a Spell or Ritual card from your hand, reducing its resource cost by 3.                
Astral Travel ---- The Path to Carcosa 34 0 3 Event ---- Willpower.  Agility. Spell. ---- ---- Move.  Move to any revealed location and reveal a random token from the chaos bag.  If you reveal a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol, you must discard an Item or an Ally asset you control (if you cannot, take 1 damage).              
David Reinfield Esteemed Eschatologist Echoes of the Past 112 0 2 Asset Ally Intellect. Ally. Patron. 2 1 While David Reinfield has at least 1 doom on him, you get +1 Willpower.  Free:  Exhaust David Renfield:  You may place 1 doom on David Renfield.  Gain 1 resources for each doom on David Renfield.              
Storm of Spirits ---- The Unspeakable Oath 153 0 3 Event ---- Willpower. Combat. Spell. ---- ---- Fight.  This attack uses Willpower instead of Combat.  If you succeed, instead of its standard damage, this attack deals 2 damage to each enemy at your location (any additional damage is dealt to the attacked enemy).  If a Skull, Cultist, Tablet, Elder Thing, or Auto-fail symbol is revealed during this attack, deal 1 damage to each investigator at your location.            
Quantum Flux ---- A Phantom of Truth 196 0 1 Event ---- Wild. Insight. ---- ---- Shuffle your discard pile into you deck and draw 1 card.  Remove Quantum Flux from the game.            
Torrent of Power ---- The Pallid Mask 235 0 ---- Skill ---- Wild. Practiced. ---- ---- As an additional cost to commit Torrent of Power to a skill test, spend up to 3 charges from among assets you control.  For each charge spent in this way, Torrent of Power gains Willpower Wild.            
St. Hubert's Key Cleansing Fire Black Stars Rise 269 0 4 Asset Accessory Willpower.  Item. Charm. ---- ---- You get +1 Willpower, +1 Intellect, and -2 sanity.  Reaction:  When you would be defeated by horror, discard St. Hubert's Key:  Immediately heal 2 horror.            
Mind Wipe ---- Core 68 1 1 Event ---- Willpower. Combat. Spell. ---- ---- 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.              
Spell Athame ---- The Path to Carcosa 35 1 3 Asset Hand Combat. Item. Relic. Weapon. Melee. ---- ---- Fast Action:  During a skill test on a Spell card, exhaust Spirit Athame:  You get +2 skill value for this test.  Action:  Exhaust Spirit Athame:  Fight.  You get +2 Combat for this attack.              
Grounded ---- Echoes of the Past 113 1 1 Asset ---- Willpower. Talent. Composure. ---- 1 Fast.  Limit 1 Composure in play. Non-directed horror must be assigned to Grounded before it can be assigned to your investigator card.  Free:  During a skill test on a Spell card, spend 1 resource.  You get +1 skill value for this test.              
Book of Shadows ---- The Unspeakable Oath 154 1 3 Asset Hand Intellect. Item. Tome. ---- ---- Action: Exhaust Book of Shadows and spend 1 resouce: Add 1 charge to a Spell asset you control.            
Fearless ---- Where Doom Awaits 268 2 ---- Skill ---- Willpower. Willpower. Innate. Developed. ---- ---- If this skill test is successful, heal 1 horror (2 horror instead if it succeeds by 2 or more).                
                                             
                                             
Survivor Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability            
Peter Sylvestre Big Man on Campus The Dunwich Legacy 33 0 3 Asset Ally Willpower. Ally. Miskatonic. 1 2 You get +1 Agility.  Reaction:  After your turn ends: Heal 1 horror from Peter Sylvestre.            
Peter Sylvestre Big Man on Campus The Dunwich Legacy 35 2 3 Asset Ally Willpower. Ally. Miskatonic. 1 3 You get +1 Agility and +1 Willpower.  Reaction:  After your turn ends: Heal 1 horror from Peter Sylvestre.            
                                             
                                             
Neutral Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability            
Knife ---- Core 86 0 1 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Action:  Fight. You get +1 Combat for this attack.  Action:  Discard Knife: Fight. You get +2 Combat for this attack. This attack deals +1 damage.            
Flashlight ---- Core 87 0 2 Asset Hand Intellect. Item. Tool. ---- ---- Uses (3 supplies).  Action:  Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation.            
Emergency Cache ---- Core 88 0 0 Event ---- ---- Supply. ---- ---- Gain 3 resources.            
Guts ---- Core 89 0 ---- Skill ---- Willpower. Willpower. Innate. ---- ---- Max 1 committed per skill test.  If this test is successful, draw 1 card.            
Perception ---- Core 90 0 ---- Skill ---- Intellect. Intellect. Practiced. ---- ---- Max 1 committed per skill test.  If this test is successful, draw 1 card.            
Overpower ---- Core 91 0 ---- Skill ---- Combat. Combat. Practiced. ---- ---- Max 1 committed per skill test.  If this test is successful, draw 1 card.            
Manual Dexterity ---- Core 92 0 ---- Skill ---- Agility. Agility. Innate. ---- ---- Max 1 committed per skill test.  If this test is successful, draw 1 card.            
Unexpected Courage ---- Core 93 0 ---- Skill ---- Wild. Wild. Innate. ---- ---- Max 1 committed per skill test.            
Kukri ---- The Dunwich Legacy 36 0 2 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Action:  Fight. You get +1 Combat for this attack. If you succeed, you may spend 1 additional action to deal +1 damage for this attack.            
Smoking Pipe ---- The Miskatonic Museum 116 0 1 Asset ---- Willpower Item. ---- ---- Uses (3 supplies).  Fast Action:  Spend 1 supply, exhaust Smoking Pipe, and take 1 damage: Heal 1 horror.            
Painkillers ---- The Miskatonic Museum 117 0 1 Asset ---- Willpower Item. ---- ---- Uses (3 supplies).  Fast Action:  Spend 1 supply, exhaust Painkillers, and take 1 horror: Heal 1 damage.            
Fine Clothes ---- Where Doom Awaits 272 0 1 Asset Body Agility. Item. Clothing. 1 1 Reduce the difficulty of skill tests you perform during ‘parley’ actions by 2.            
Desperate Search ---- Echoes of the Past 117 0 ---- Skill ---- Intellect. Intellect. Intellect. Intellect. Desperate. ---- ---- Max 1 committed per skill test.  Commit to a skill test only if you have 3 or fewer remaining sanity.                
Reckless Assault ---- Echoes of the Past 118 0 ---- Skill ---- Combat. Combat. Combat. Combat.  Desperate. ---- ---- Max 1 committed per skill test.  Commit to a skill test only if you have 3 or fewer remaining sanity.                
Run For You Life ---- Echoes of the Past 119 0 ---- Skill ---- Agility. Agility. Agility. Agility. Desperate. ---- ---- Max 1 committed per skill test.  Commit to a skill test only if you have 3 or fewer remaining sanity.                
Say Your Prayers ---- Echoes of the Past 116 0 ---- Skill ---- Willpower. Willpower. Willpower. Willpower.  Desperate. ---- ---- Max 1 committed per skill test.  Commit to a skill test only if you have 3 or fewer remaining sanity.                
Calling in Favors ---- The Unspeakable Oath 158 0 1 Event ---- Intellect. Agility. Favor ---- ---- 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.            
Emergency Cache ---- Blood on the Altar 194 2 0 Event ---- ---- Supply. ---- ---- Gain 3 resources and draw 1 card.            
Bulletproof Vest ---- Core 94 3 2 Asset Body Combat. Wild. Item. Armor. ---- ---- ----            
Elder Sign Amulet ---- Core 95 3 2 Asset Accessory Willpower. Wild. Item. Relic. ---- 4 ----            
Relic Hunter ---- The Essex County Express 157 3 ---- Asset ---- ---- Talent. ---- ---- Permanent.  You have 1 additional accessory slot.            
Charisma ---- The Essex County Express 158 3 ---- Asset ---- ---- Talent. ---- ---- Permanent.  You have 1 additional ally slot.            
Moment of Respite ---- Where Doom Awaits 273 3 3 Event ---- Willpower. Willpower. Spirit. ---- ---- Play only if there are no enemies at your location.  Heal 3 horror and draw 1 card.            
Emergency Cache ---- The Pallid Mask 239 3 0 Event ---- ---- Supply. ---- ---- Gain 4 resources or place 4 supply tokens among assets controlled by investigators at your location, or any combination thereof.            
The Red-Gloved Man He Was Never There Lost in Time and Space  310 5 2 Asset Ally Wild. Ally. Conspirator. 4 4 Fast.  Reaction:  After The Red-Gloved Man enters play:  Choose two of your skills.  While The Red-Gloved Man is in play, raise the base value of each of those skills to 6.  Forced - At the beginning of the mythos phase:  Discard The Red-Gloved Man.              
The Key of Ys Let the Storm Rage Dim Carcosa 315 5 3 Asset Accessory Wild. Willpower. Item. Relic. ---- 4 You get +1 to each of your skills for each horror on Key of Ys.  Forced - When any amount of horror would be placed on you: Place 1 of that horror on the Key of Ys.  Forced - When Key of Ys leaves play:  Discard the top 10 cards of your deck.            
                                             
                                             
Basic Weakness Cards Subtitle Expansion Card Number Fight Health Evade Placement Test Icon(s) Traits Damage Horror Ability            
Amnesia Treachery Core 96 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Choose and discard all but 1 card from your hand.            
Paranoia Treachery Core 97 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Discard all your resources.            
Haunted Treachery Core 98 ---- ---- ---- ---- ---- Curse. ---- ---- Revelation - Add Haunted to your threat area.  You get -1 to each of your skills.  Action:  Action:  Discard Haunted.            
Psychosis Treachery Core 99 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Add Psychosis to your threat area.  Forced - After you take 1 or more horror: Take 1 direct damage.  Action:  Action:  Discard Psychosis.            
Hypochondria Treachery Core 100 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Add Hypochondria to your threat area.  Forced - After you take 1 or more damage: Take 1 direct horror.  Action:  Action:  Discard Hypochondria.            
Mob Enforcer Enemy Core 101 4 3 3 ---- ---- Humanoid. Criminal.  1 ---- Prey - Bearer only.  Hunter.  Attack:  Spend 4 resources: Parley. Discard Mob Enforcer.            
Silver Twilight Acolyte Enemy Core 102 2 3 3 ---- ---- Humanoid. Cultist. Silver Twilight. 1 ---- Prey - Bearer only.  Hunter.  Forced - After Silver Twilight Acolyte attacks: Place 1 doom on the current agenda.            
Stubborn Detective Enemy Core 103 3 2 2 ---- ---- Humanoid. Detective. 2 ---- Prey - Bearer only.  Hunter.  While Stubborn Detective is at your location, treat your investigator as if his or her printed text box were blank (except for Traits).            
Indebted Treachery The Dunwich Legacy 37 ---- ---- ---- ---- ---- Flaw. ---- ---- Permanent.  You start each game with 2 fewer resources.            
Internal Injury Treachery The Dunwich Legacy 38 ---- ---- ---- ---- ---- Injury. ---- ---- Revelation - Place Internal Injury into play in your threat area. Forced - At the end of your turn: Take 1 direct damage.  Action:  Action:  Discard Internal Injury.            
Chronophobia Treachery The Dunwich Legacy 39 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Place Chronophobia into play in your threat area.  Forced - At the end of your turn: Take 1 direct horror.  Action:  Action:  Discard Chronophobia.            
Overzealous Treachery The Path to Carcosa 40 ---- ---- ---- ---- ---- Flaw. ---- ---- Revelation - Draw the top card of the encounter deck.  That card gains surge.            
Drawing the Sign Treachery The Path to Carcosa 41 ---- ---- ---- ---- ---- Pact. Madness. ---- ---- Revelation - Put Drawing the Sign into play in your threat area. Your maximum hand size is reduced by 5 while checking your hand size durning the upkeep phase.  Action:  Action:  Discard Drawing the Sign.            
The Thing that Follows Enemy The Path to Carcosa 42 3 2 3 ---- ---- Monster. Curse. 1 1 Spawn - Location farthest from you.  Prey - Bearer only.  Hunter.  Forced - When The Thing That Follows would be defeated:  Instead shuffle it into its bearer's deck.            
The Man in the Pallid Mask Enemy The Path to Carcosa 59 4 3 4 ---- ---- Humanoid. Elite. ---- 1

Spawn - Location farthest from all investigators.  Aloof.  Action:  Investigate.  You location gets +2 shroud for this investigation.  If you succeed, instead of discovering clues, defeat The Man in the Pallid Mask.

 

           
Edited by KBlumhardt

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44 minutes ago, KBlumhardt said:

Here's a list of cards she can use, stolen from an awesome deckbuilder excel spreadsheet I found yesterday and can't, for the life of me, find again (or I would give credit to the creator!):

Warning:  It's huge.  ;)

 

  Reveal hidden contents
Required Cards Subtitle Expansion Card Number Level/Fight Cost/Health Cardtype/Evade Placement Test Icon(s) Traits Health Sanity Ability            
Foolishness Foolish Cat of Ulthar To Fight the Black Wind Replacement 11 ---- 4 Asset Ally Wild. Wild. Ally. Creature. Dreamlands. 1 4 Carolyn Fern deck only.  Replacement.  Foolishness enters play with 3 horror on him.  Horror on him may be healed as if it were on Carolyn Fern.  While Foolishness has no horror on him, you get +1 to all skills.            
To Fight the Black Wind Treachery/Weakness To Fight the Black Wind Replacement 12 ---- ---- ---- ---- ---- Task. Dreamlands. ---- ---- Carolyn Fern deck only.  Replacement.  Revelation - Attach To Fight the Black Wind to the current agenda.  Carolyn Fern takes 1 direct horror.  Forced - At the end of the round, if any amount of horror was assigned to an investigator this round and it was not healed: Place 1 doom on the attached agenda.            
                                             
                                             
Guardian Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability            
.45 Automatic ---- Core 16 0 4 Asset Hand Agility. Item. Weapon. Firearm. ---- ---- Uses (4 ammo).   Action: Spend 1 ammo: Fight. You get +1 Combat for this attack. This attack deals +1 damage.            
Physical Training ---- Core 17 0 2 Asset ---- Willpower. Combat. Talent. ---- ---- Fast Action: Spend 1 resource: You get +1 Willpower for this skill test.   Fast Action: Spend 1 resource: You get +1 Combat for this skill test.            
Beat Cop ---- Core 18 0 4 Asset Ally Combat. Ally. Police. 2 2 You get +1 Combat .  Fast Action: Discard Beat Cop: Deal 1 damage to an enemy at your location.            
First Aid ---- Core 19 0 2 Asset ---- Willpower.  Talent. Science ---- ---- Uses (3 supplies). If First Aid has no supplies, discard it.  Fast Action: Spend 1 supply: Heal 1 damage or horror from an investigator at your location.            
Machete ---- Core 20 0 3 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Action:  Fight. You get +1 Combat for this attack. If the attacked enemy is the only enemy engaged with you, this attack deals +1 damage.            
Guard Dog ---- Core 21 0 3 Asset Ally Combat. Ally. Creature.  3 1 Reaction:  When an enemy attack deals damage to Guard Dog: Deal 1 damage to the attacking enemy.            
Evidence! ---- Core 22 0 1 Event ---- Intellect. Intellect Insight. ---- ---- Fast. Play after you defeat an enemy.  Discover 1 clue at your location.            
Dodge ---- Core 23 0 1 Event ---- Willpower. Agility. Tactic. ---- ---- Fast. Play when an enemy attacks an investigator at your location.  Cancel that attack.            
Dynamite Blast ---- Core 24 0 5 Event ---- Willpower. Tactic. ---- ---- Choose either your location or a connecting location. Deal 3 damage to each enemy and to each investigator at the chosen location.            
Vicious Blow ---- Core 25 0 ---- Skill ---- Combat. Practiced. ---- ---- If this skill test is successful during an attack, that attack deals +1 damage.            
Blackjack ---- The Dunwich Legacy 16 0 1 Asset Hand. Combat. Item. Weapon. Melee. ---- ---- Action:  Fight. You get +1 Combat for this attack. If you perform this attack against an enemy engaged with another investigator and you fail, you deal no damage.            
Taunt ---- The Dunwich Legacy 17 0 1 Event ---- Willpower. Combat. Tactic. ---- ---- Fast. Play only during your turn.  Engage any number of enemies at your location.            
Teamwork ---- The Dunwich Legacy 18 0 0 Event ---- Wild. Tactic. ---- ---- Investigators at your location may give or trade any number of Item assets, Ally assets, or resources among one another.            
Emergency Aid ---- The Miskatonic Museum 105 0 2 Event ---- Intellect. Agility. Insight. Science. ---- ---- Choose an investigator at your location. Heal 2 damage from that investigator or from an Ally asset he or she controls.            
Bandolier ---- The Essex County Express 147 0 2 Asset Body Combat. Item. 1 ---- You have 1 additional hand slot, which can only be used to hold a Weapon asset.            
Prepared for the Worst ---- Blood on the Altar 184 0 1 Event ---- Intellect. Combat. Tactic. ---- ---- Search the top 9 cards of your deck for a Weapon asset and add it to your hand. Shuffle your deck.            
"If it bleeds…" ---- Undimensioned and Unseen 225 0 1 Event ---- Willpower. Combat. ---- ---- ---- Fast. Play after you defeat a Monster enemy.  Each investigator at your location heals horror equal to that enemy's horror value.            
Leadership ---- Where Doom Awaits 260 0 ---- Skill ---- Wild. Practiced. ---- ---- While Leadership is committed to a skill test being performed by another investigator, Leadership gains Willpower Wild.            
.32 Colt ---- The Path to Carcosa 20 0 3 Asset Hand Combat. Item. Weapon. Firearm. ---- ---- Uses (6 ammo).  Action:  Spend 1 ammo. Fight. You deal +1 damage for this attack.                
True Grit ---- The Path to Carcosa 21 0 3 Asset ---- Willpower. Talent. 3 ---- True Grit may be assigned damage dealt to other investigators at your location.                
"Let me handle this!" ---- The Path to Carcosa 22 0 0 Event ---- Willpower. Combat. Spirit. ---- ---- Fast.  Play after another investigator draws a non-peril encounter card, but before resolving that cards 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.              
Heroic Rescue ---- Echoes of the Past 106 0 1 Event ---- Willpower. Combat.  Spirit. Tactic.  ---- ---- Fast. Play when a non-Elite enemy would attack another investigator at your location.  Engage that enemy and resolve its attack against you instead.  Then, deal it 1 damage.               
Trench Knife ---- The Unspeakable Oath 147 0 1 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Engage actions you perform do not provoke attacks of opportunity.  Action: Fight.  You get +X Combat for this attack, X is the number of enemies engaged with you.            
"I'll see you in ****!" ---- A Phantom of Truth 189 0 0 Event ---- Combat. Combat.  Spirit. ---- ---- Each non-Elite enemy engaged with you is defeated. You are defeated and suffer 1 physical trauma.  This action does not provoke attacks of opportunity.            
Inspiring Presence ---- The Pallid Mask 228 0 ---- Skill ---- Willpower. Intellect. Combat. Innate. ---- ---- If this skill test is successful, ready an Ally asset at your location and heal 1 damage or 1 horror from it.            
On the Hunt ---- Black Stars Rise 263 0 1 Event ---- Intellect. Combat. Tactic. ---- ---- Fast.  Play when you would draw an encounter card during the mythos phase.  Instead, search the top 9 cards of the encounter deck for an enemy, spawn it engaged with you (instead of iths normal spawn location), and shuffle the encounter deck.  If you cannot, draw the top card of the encounter deck.            
Extra Ammunition ---- Core 26 1 2 Event ---- Intellect. Supply. ---- ---- Place 3 ammo tokens on a Firearm asset controlled by an investigator at your location.            
Brother Xavier Pure of Spirit The Miskatonic Museum 106 1 5 Asset Ally Willpower. Ally. 3 3 You get +1 Willpower.  Brother Xavier may be assigned damage and/or horror dealt to other investigators at your location.  When Brother Xavier is defeated: Deal 2 damage to an enemy at your location.            
Ever Vigilant ---- The Path to Carcosa 23 1 0 Event ---- Intellect. Intellect. Tactic. ---- ---- One at a time, play up to 3 assets from your hand, reducing the resource cost of each by 1.                
Combat Training ---- Echoes of the Past 107 1 1 Asset ---- Combat.  Agility. Talent. Composure. ---- 1 Fast.  Limit 1. Composure is in play. Non-directed horror must be assigned to Combat Training before it can be assigned to your investigator.  Free:  Spend 1 resource:  You get +1 Combat for this skill test.  Free:  Spend 1 resource:  You get +1 Agility for this skill test.            
Ambush ---- The Unspeakable Oath 148 1 2 Event ---- Intellect. Combat. Tactic ---- ---- 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.            
Mano a Mano ---- The Pallid Mask 229 1 0 Event ---- Willpower. Combat. Spirit. Bold. ---- ---- Play only as your first action.  Deal 1 damage to an enemy engaged with you.  This action does not provoke attacks of opportunity.                
Police Badge ---- Core 27 2 3 Asset Accessory Willpower. Wild. Item. ---- ---- You get +1 WIllpower.  Fast Action: While an investigator at your location is taking his or her turn, discard Police Badge: That investigator may take 2 additional actions this turn.            
Beat Cop ---- Core 28 2 4 Asset Ally Combat. Agility. Ally. Police. 3 2 You get +1 Combat.  Fast Action: Exhaust Beat Cop and deal 1 damage to it: Deal 1 damage to an enemy at your location.            
Taunt ---- The Dunwich Legacy 19 2 1 Event ---- Willpower. Combat. Agility. Tactic. ---- ---- Fast. Play only during your turn.  Engage any number of enemies at your location. Draw 1 card for each enemy engaged in this way.            
Vicious Blow ---- Lost in Time and Space  299 2 ---- Skill ---- Combat. Combat. Practiced. Expert. ---- ---- If this skill test is successful during an attack, that attack deals +1 damage (+2 damage instead if it succeeds by 2 or more).                
"Eat lead!" ---- Dim Carcosa 304 2 0 Event ---- Combat. Agility. Tactic. ---- ---- Fast.  Play when you activate the Fight ability on a Firearm asset.  You may spend X additional ammo tokens from that asset.  When you reveal chaos tokens for this attack, reveal X additional chaos tokens.  Choose one to resolve and ignore the rest.            
Stand Together ---- The Essex County Express 148 3 0 Event ---- Willpower. Willpower. Spirit. ---- ---- Choose another investigator at your location. Both you and that investigator draw 2 cards and gain 2 resources.            
Keen Eye ---- Blood on the Altar 185 3 ---- Asset ---- ---- Talent. ---- ---- Permanent.  Fast Action:  Spend 2 resources: You get +1 Intellect until the end of the phase.  Fast Action:  Spend 2 resources: You get +1 Combat until the end of the phase.            
First Aid ---- The Pallid Mask 230 3 2 Asset ---- Willpower. Willpower.  Talent. Science. ---- ---- Uses (4 supplies).  If First Aid has no supplies, discard it.  Action:  Spend 1 supply: Heal 1 damage and 1 horror from an investigator or Ally asset in your location.            
Stick to the Plan ---- Black Stars Rise 264 3 ---- Asset ---- ---- Talent. ---- ---- Permanent.  Exceptional.  Reaction:  Before you draw your opening hand: Search your deck for up to 3 different Tactic and/or Supply event, and attach them 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.             
                                             
                                             
Seeker Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability            
Magnifying Glass ---- Core 30 0 1 Asset Hand Intellect. Item. Tool.  ---- ---- Fast.  You get +1 Intellect while investigating.            
Old Book of Lore ---- Core 31 0 3 Asset Hand Intellect. Item. Tome. ---- ---- Action:  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.            
Research Librarian ---- Core 32 0 2 Asset Ally Agility. Ally. Miskatonic. 1 1 Reaction:  After Research Librarian enters play: Search your deck for a Tome asset and add it to your hand. Shuffle your deck.            
Dr. Milan Christopher Professor of Entomology Core 33 0 4 Asset Ally Intellect. Ally. Miskatonic. 1 2 You get +1 Intellect.  Reaction:  After you successfully investigate: Gain 1 resource.            
Hyperawareness ---- Core 34 0 2 Asset ---- Intellect. Agility. Talent. ---- ---- Fast Action:   Spend 1 resource: You get +1  for this skill test.  Fast Action:  Spend 1 resource: You get +1  for this skill test.            
Medical Texts ---- Core 35 0 2 Asset Hand Combat. Item. Tome. ---- ---- Action:  Choose an investigator at your location and test Intellect (2). If you succeed, heal 1 damage from that investigator. If you fail, deal 1 damage to that investigator.            
Mind over Matter ---- Core 36 0 1 Event ---- Combat. Agility. Insight. ---- ---- Fast. Play only during your turn.  Until the end of the round, you may use your Intellect in place of your Combat and Agility.            
Working a Hunch ---- Core 37 0 2 Event ---- Intellect. Intellect. Insight. ---- ---- Fast. Play only during your turn.  Discover 1 clue at your location.            
Barricade ---- Core 38 0 0 Event ---- Willpower. Intellect. Agility. Insight. Tactic. ---- ---- Attach to your location.  Non-Elite enemies cannot move into attached location.  Forced - When an investigator leaves attached location: Discard Barricade.            
Deduction ---- Core 39 0 ---- Skill ---- Intellect.  Practiced. ---- ---- If this skill test is successful while investigating a location, discover 1 additional clue at that location.            
Laboratory Assistant ---- The Dunwich Legacy 20 0 2 Asset Ally Intellect. Ally. Miskatonic. Science. 1 2 Your maximum hand size is increased by 2 while checking your hand size during the upkeep phase.  Reaction:  After Laboratory Assistant enters play: Draw 2 cards.            
Strange Solution Unidentified The Dunwich Legacy 21 0 1 Asset ---- Wild. Item. Science. ---- ---- Action:  Test Intellect (4). If you succeed, discard Strange Solution and draw 2 cards. Record in your Campaign Log that "you have identified the solution."            
Shortcut ---- The Dunwich Legacy 22 0 0 Event ---- Willpower. Agility. Insight. Tactic. ---- ---- Fast. Play only during your turn.  Choose an investigator at your location. Move that investigator to a connecting location.            
Seeking Answers ---- The Dunwich Legacy 23 0 1 Event ---- Intellect. Agility. Insight. ---- ---- Investigate. If you succeed, instead of discovering a clue at your location, discover a clue at a connecting location.            
"I've got a plan!" ---- The Miskatonic Museum 107 0 3 Event ---- Intellect. Combat. Insight. Tactic. ---- ---- Fight. This attack uses Intellect. You deal +1 damage for this attack for each clue you have (max +3 damage).            
Art Student ---- The Essex County Express 149 0 2 Asset Ally Intellect. Ally. Miskatonic. 1 2 Reaction:  After Art Student enters play: Discover 1 clue at your location.            
Preposterous Sketches ---- Blood on the Altar 186 0 2 Event ---- Willpower. Intellect. Insight. ---- ---- Play only if there is a clue on your location.  Draw 3 cards.            
Inquiring Mind ---- Undimensioned and Unseen 227 0 ---- Skill ---- Wild. Wild. Wild. Innate. ---- ---- Commit to a skill test only if there is a clue at your location.            
Dr. William T. Maleson Working on Something Big Lost in Time and Space  302 0 1 Asset Ally Willpower. Ally. Miskatonic. 2 2 Reaction:  When you draw an encounter card, exhaust Dr. William T. Maleson and place 1 of your clues on your location.  Cancel the drawing of that card and shuffle it back into the encounter deck.  Then, draw a new card from the top of the encounter deck.            
Fieldwork ---- The Path to Carcosa 24 0 2 Asset ---- Agility. Talent. ---- ---- Reaction:  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.            
Archaic Glyphs Untranslated The Path to Carcosa 25 0 0 Asset Hand Intellect. Item. Occult. Tome. ---- ---- Action:  Discard a card with at least 1 Intellect skill from you 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."            
No Stone Unturned ---- The Path to Carcosa 26 0 2 Event ---- Wild. Insight. ---- ---- Choose an investigator at you location.  That investigator searches the top 6 cards of his or her deck for a card, draws it, and shuffles his or her deck.            
Anatomical Diagrams ---- Echoes of the Past 108 0 1 Event ---- Willpower. Combat.  Insight. ---- ---- Fast.  Play during any investigator's turn.  Play only if you have 5 or more remaining sanity.  Choose a non-Elite enemy at your location.  Until the end of the active investigator's turn, that enemy gets -2 fight and -2 evade.              
Charles Ross, Esq. Acquisitions and Solicitation The Unspeakable Oath 149 0 2 Asset Ally Intellect. Ally. Patron. 1 2 You may spend resources to pay for Item assets played by other investigator at our location.  Free: Exhaust Charles Ross, Esq.: Reduce the cost of the next Item asset played by an investigator at your location by 1.            
Logical Reasoning ---- A Phantom of Truth 191 0 2 Event ---- Willpower. Willpower. Insight. ---- ---- Play only if you have at least 1 clue.  Choose an investigator at your location.  That investigator either heals 2 horror or discards a Terror card from his or her threat area.            
Eureka! ---- The Pallid Mask 231 0 ---- Skill ---- Willpower. Intellect. Agility. Innate.  Fortune. ---- ---- 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.            
Guidance ---- Black Stars Rise 265 0 0 Event ---- Intellect.  Insight. ---- ---- Choose another investigator at your location who has yet to take his or her turn this round.  That investigator may take an additional action during his or her turn this round.            
Magnifying Glass ---- Core 40 1 0 Asset Hand Intellect. Item. Tool.  ---- ---- Fast.  You get +1 Intellect while investigating.  Fast Action:  If there are no clues on your location: Return Magnifying Glass to your hand.            
Pathfinder ---- The Miskatonic Museum 108 1 3 Asset ---- Agility. Talent. ---- ---- Fast Action:  During your turn, if you are not engaged with any enemies, exhaust Pathfinder: Move to a connecting location.            
Expose Weakness ---- Undimensioned and Unseen 228 1 0 Event ---- Intellect. Combat. Combat. Insight. ---- ---- Fast. Play during any Fast Action player window.  Choose an enemy at your location. Test Intellect (X), where X is that enemy's fight value. For each point you succeed by, reduce that enemy's fight value by 1 for the next attack performed against it this phase.            
Strange Solution Restorative Concoction Where Doom Awaits 262 1 4 Asset ---- Willpower. Willpower. Item. Science. ---- ---- You can only include this asset in your deck by upgrading it from Strange Solution (Unidentified), and only if you have “identified the solution” in your Campaign Log.  Uses (4 supplies).  Action:  Spend 1 supply: Heal 2 damage from an investigator at your location.            
Strange Solution Acidic Ichor Where Doom Awaits 263 1 4 Asset ---- Combat. Combat. Item. Science. ---- ---- You can only include this asset in your deck by upgrading it from Strange Solution, and only if you have “identified the solution” in your Campaign Log.  Uses (3 supplies).  Action:  Spend 1 supply: Fight. Attack with a base Combat skill of 6. This attack deals +2 damage.            
Strange Solution Freezing Variant Where Doom Awaits 264 1 4 Asset ---- Agility. Agility. Item. Science. ---- ---- You can only include this asset in your deck by upgrading it from Strange Solution, and only if you have “identified the solution” in your Campaign Log.  Uses (4 supplies).  Action:  Spend 1 supply: Evade. Evade with a base Agility skill of 6.            
In the Know ---- The Path to Carcosa 27 1 3 Asset ---- Intellect. Talent. ---- ---- Uses (3 secrets).  Action:  Spend 1 secret.  Investigate.  Investigate any revealed location in play as if you were at that location.            
Scientific Theory ---- Echoes of the Past 109 1 1 Asset ---- Intellect. Combat.  Talent. Composure.  ---- 1 Fast.  Limit 1 Composure in play.  Non-direct horror must be assigned to Scientific Theory before it can be assigned to your investigator card.  Fast:  Spend 1 resource.  You get +1 Intellect for this skill test.  Fast:  Spend 1 resource.  You get +1 Combat for this skill test.            
Forewarned ---- The Unspeakable Oath 150 1 0 Event ---- Willpower. Insight. ---- ---- 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.            
                                             
                                             
Rogue Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability            
Liquid Courage ---- The Dunwich Legacy 24 0 1 Asset ---- Willpower.   Item. Illicit. ---- ---- Uses (4 supplies).  Action:  Spend 1 supply: Choose an investigator at your location to heal 1 horror. Then, that investigator tests Willpower (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.            
Cheat Death ---- Dim Carcosa 310 5 1 Event ---- Wild. Trick. Fated. ---- ---- Fast.  Play when you would be defeated.  Disegage from each enemy engaged with you, discard all cards in your threat area, heal 2 horror and 2 damage, and move to any revealed location with no enemies.  If it is your turn, end your turn.  Remove Cheat Death from the game.            
                                             
                                             
Mystic Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability                    
Forbidden Knowledge ---- Core 58 0 0 Asset ---- Intellect. Talent. ---- ---- Uses (4 secrets).  Fast Action:  Exhaust Forbidden Knowledge and take 1 horror: Move 1 secret from Forbidden Knowledge to your resource pool, as a resource.                
Holy Rosary ---- Core 59 0 2 Asset Accessory Willpower. Item. Charm. ---- 2 You get +1 Willpower.                    
Shrivelling ---- Core 60 0 3 Asset Spell Combat. Spell. ---- ---- Uses (4 charges).  Action:  Spend 1 charge: Fight. This attack uses Willpower instead of Combat and deals +1 damage. If a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol is revealed during this check, take 1 horror.              
Scrying ---- Core 61 0 1 Asset Spell Intellect. Spell. ---- ---- Uses (3 charges).  Action:  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.              
Arcane Studies ---- Core 62 0 2 Asset ---- Willpower.  Intellect. Talent. ---- ---- Fast Action: Spend 1 resource: You get +1 Willpower for this skill test.  Fast Action:  Spend 1 resource: You get +1 Knowledge for this skill test.                
Arcane Initiate ---- Core 63 0 1 Asset Ally Willpower. Ally. Sorcerer. 1 2 Forced - After Arcane Initiate enters play: Place 1 doom on it.  Fast Action:  Exhaust Arcane Initiate: Search the top 3 cards of your deck for a Spell card and draw it. Shuffle your deck.              
Drawn to the Flame ---- Core 64 0 0 Event ---- Willpower.  Intellect. Insight. ---- ---- Draw the top card of the encounter deck. Then, discover 2 clues at your location.                
Ward of Protection ---- Core 65 0 1 Event ---- Wild. Spell. Spirit. ---- ---- Fast. Play when you draw a non-weakness treachery card. Cancel that card's revelation effect. Then, take 1 horror.                
Blinding Light ---- Core 66 0 2 Event ---- Willpower. Agility. Spell. ---- ---- Evade. This evasion attempt uses Willpower instead of . If you succeed, deal 1 damage to the enemy just evaded. If a Skull, Cultist, Tablet, Elder Thing, Auto Fail or symbol is revealed during this evasion attempt, lose 1 action this turn.              
Fearless ---- Core 67 0 ---- Skill ---- Willpower. Innate. ---- ---- If this skill test is successful, heal 1 horror.                  
Rite of Seeking ---- The Dunwich Legacy 28 0 4 Asset Spell Intellect. Spell. ---- ---- Uses (3 charges).  Action:  Spend 1 charge: Investigate. Investigate using Willpower instead of Intellect. If you succeed, discover 1 additional clue at this location. If a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol is revealed during this test, after this test resolves lose all remaining actions and immediately end your turn.            
Ritual Candles ---- The Dunwich Legacy 29 0 1 Asset Hand Willpower. Item. ---- ---- Reaction:  After a Skull, Cultist, Tablet, or Elder Thing symbol is revealed during a test you are performing: You get +1 skill value for this test.                
Clarity of Mind ---- The Dunwich Legacy 30 0 2 Asset Spell Willpower. Spell. ---- ---- Uses (3 charges).  Action:  Spend 1 charge: Heal 1 horror from an investigator at your location.                
Delve Too Deep ---- The Miskatonic Museum 111 0 1 Event ---- ---- Insight. ---- ---- In player order, each investigator draws 1 card from the top of the encounter deck. Then, add Delve Too Deep to the victory display.  Victory 1.                
Hypnotic Gaze ---- The Essex County Express 153 0 3 Event ---- Combat. Agility. Spell. ---- ---- Fast. Play when an enemy attacks an investigator at your location.  Cancel that attack. Then, reveal a random token from the chaos bag. If it has a Skull, Cultist, Tablet, Elder Thing, Auto Fail or  symbol, deal the attacking enemy's damage to itself.              
Defiance ---- Blood on the Altar 190 0 ---- Skill ---- Wild. Innate. ---- ---- Before revealing chaos tokens for this test, choose one of the following symbols: (Skull, Cultist, Tablet, or Elder Thing). Ignore the effects of the chosen symbol during this test (including its modifier).              
Alyssa Graham Speaker to the Dead Undimensioned and Unseen 232 0 4 Asset Ally Intellect. Ally. Sorcerer. 1 3 You get +1 Intellect.  Fast Action:  Exhaust Alyssa Graham: Look at the top card of either the encounter deck or any player deck. You may then add 1 doom to Alyssa Graham to place the looked-at card on the bottom of its deck.              
Moonlight Ritual ---- Where Doom Awaits 267 0 0 Event ---- Intellect. Agility. Spell. Insight. ---- ---- Remove all doom from 1 card you control.                  
Alchemical Transmutation ---- The Path to Carcosa 32 0 1 Asset Spell Willpower. Spell. ---- ---- Uses (3 charges).  Action:  Exhaust Alchemical Transmutation, spend 1 charge:  Test Willpower (1).  For each point you succeed by, gain 1 resource (to a maximum of 3).  If a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol is revealed during this test, take 1 damage.            
Uncage the Soul ---- The Path to Carcosa 33 0 0 Event ---- Willpower.  Willpower. Spirit. ---- ---- Play a Spell or Ritual card from your hand, reducing its resource cost by 3.                
Astral Travel ---- The Path to Carcosa 34 0 3 Event ---- Willpower.  Agility. Spell. ---- ---- Move.  Move to any revealed location and reveal a random token from the chaos bag.  If you reveal a Skull, Cultist, Tablet, Elder Thing, or Auto Fail symbol, you must discard an Item or an Ally asset you control (if you cannot, take 1 damage).              
David Reinfield Esteemed Eschatologist Echoes of the Past 112 0 2 Asset Ally Intellect. Ally. Patron. 2 1 While David Reinfield has at least 1 doom on him, you get +1 Willpower.  Free:  Exhaust David Renfield:  You may place 1 doom on David Renfield.  Gain 1 resources for each doom on David Renfield.              
Storm of Spirits ---- The Unspeakable Oath 153 0 3 Event ---- Willpower. Combat. Spell. ---- ---- Fight.  This attack uses Willpower instead of Combat.  If you succeed, instead of its standard damage, this attack deals 2 damage to each enemy at your location (any additional damage is dealt to the attacked enemy).  If a Skull, Cultist, Tablet, Elder Thing, or Auto-fail symbol is revealed during this attack, deal 1 damage to each investigator at your location.            
Quantum Flux ---- A Phantom of Truth 196 0 1 Event ---- Wild. Insight. ---- ---- Shuffle your discard pile into you deck and draw 1 card.  Remove Quantum Flux from the game.            
Torrent of Power ---- The Pallid Mask 235 0 ---- Skill ---- Wild. Practiced. ---- ---- As an additional cost to commit Torrent of Power to a skill test, spend up to 3 charges from among assets you control.  For each charge spent in this way, Torrent of Power gains Willpower Wild.            
St. Hubert's Key Cleansing Fire Black Stars Rise 269 0 4 Asset Accessory Willpower.  Item. Charm. ---- ---- You get +1 Willpower, +1 Intellect, and -2 sanity.  Reaction:  When you would be defeated by horror, discard St. Hubert's Key:  Immediately heal 2 horror.            
Mind Wipe ---- Core 68 1 1 Event ---- Willpower. Combat. Spell. ---- ---- 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.              
Spell Athame ---- The Path to Carcosa 35 1 3 Asset Hand Combat. Item. Relic. Weapon. Melee. ---- ---- Fast Action:  During a skill test on a Spell card, exhaust Spirit Athame:  You get +2 skill value for this test.  Action:  Exhaust Spirit Athame:  Fight.  You get +2 Combat for this attack.              
Grounded ---- Echoes of the Past 113 1 1 Asset ---- Willpower. Talent. Composure. ---- 1 Fast.  Limit 1 Composure in play. Non-directed horror must be assigned to Grounded before it can be assigned to your investigator card.  Free:  During a skill test on a Spell card, spend 1 resource.  You get +1 skill value for this test.              
Book of Shadows ---- The Unspeakable Oath 154 1 3 Asset Hand Intellect. Item. Tome. ---- ---- Action: Exhaust Book of Shadows and spend 1 resouce: Add 1 charge to a Spell asset you control.            
Fearless ---- Where Doom Awaits 268 2 ---- Skill ---- Willpower. Willpower. Innate. Developed. ---- ---- If this skill test is successful, heal 1 horror (2 horror instead if it succeeds by 2 or more).                
                                             
                                             
Survivor Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability            
Peter Sylvestre Big Man on Campus The Dunwich Legacy 33 0 3 Asset Ally Willpower. Ally. Miskatonic. 1 2 You get +1 Agility.  Reaction:  After your turn ends: Heal 1 horror from Peter Sylvestre.            
Peter Sylvestre Big Man on Campus The Dunwich Legacy 35 2 3 Asset Ally Willpower. Ally. Miskatonic. 1 3 You get +1 Agility and +1 Willpower.  Reaction:  After your turn ends: Heal 1 horror from Peter Sylvestre.            
                                             
                                             
Neutral Cards Subtitle Expansion Card Number Level Cost Cardtype Placement Test Icon(s) Traits Health Sanity Ability            
Knife ---- Core 86 0 1 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Action:  Fight. You get +1 Combat for this attack.  Action:  Discard Knife: Fight. You get +2 Combat for this attack. This attack deals +1 damage.            
Flashlight ---- Core 87 0 2 Asset Hand Intellect. Item. Tool. ---- ---- Uses (3 supplies).  Action:  Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation.            
Emergency Cache ---- Core 88 0 0 Event ---- ---- Supply. ---- ---- Gain 3 resources.            
Guts ---- Core 89 0 ---- Skill ---- Willpower. Willpower. Innate. ---- ---- Max 1 committed per skill test.  If this test is successful, draw 1 card.            
Perception ---- Core 90 0 ---- Skill ---- Intellect. Intellect. Practiced. ---- ---- Max 1 committed per skill test.  If this test is successful, draw 1 card.            
Overpower ---- Core 91 0 ---- Skill ---- Combat. Combat. Practiced. ---- ---- Max 1 committed per skill test.  If this test is successful, draw 1 card.            
Manual Dexterity ---- Core 92 0 ---- Skill ---- Agility. Agility. Innate. ---- ---- Max 1 committed per skill test.  If this test is successful, draw 1 card.            
Unexpected Courage ---- Core 93 0 ---- Skill ---- Wild. Wild. Innate. ---- ---- Max 1 committed per skill test.            
Kukri ---- The Dunwich Legacy 36 0 2 Asset Hand Combat. Item. Weapon. Melee. ---- ---- Action:  Fight. You get +1 Combat for this attack. If you succeed, you may spend 1 additional action to deal +1 damage for this attack.            
Smoking Pipe ---- The Miskatonic Museum 116 0 1 Asset ---- Willpower Item. ---- ---- Uses (3 supplies).  Fast Action:  Spend 1 supply, exhaust Smoking Pipe, and take 1 damage: Heal 1 horror.            
Painkillers ---- The Miskatonic Museum 117 0 1 Asset ---- Willpower Item. ---- ---- Uses (3 supplies).  Fast Action:  Spend 1 supply, exhaust Painkillers, and take 1 horror: Heal 1 damage.            
Fine Clothes ---- Where Doom Awaits 272 0 1 Asset Body Agility. Item. Clothing. 1 1 Reduce the difficulty of skill tests you perform during ‘parley’ actions by 2.            
Desperate Search ---- Echoes of the Past 117 0 ---- Skill ---- Intellect. Intellect. Intellect. Intellect. Desperate. ---- ---- Max 1 committed per skill test.  Commit to a skill test only if you have 3 or fewer remaining sanity.                
Reckless Assault ---- Echoes of the Past 118 0 ---- Skill ---- Combat. Combat. Combat. Combat.  Desperate. ---- ---- Max 1 committed per skill test.  Commit to a skill test only if you have 3 or fewer remaining sanity.                
Run For You Life ---- Echoes of the Past 119 0 ---- Skill ---- Agility. Agility. Agility. Agility. Desperate. ---- ---- Max 1 committed per skill test.  Commit to a skill test only if you have 3 or fewer remaining sanity.                
Say Your Prayers ---- Echoes of the Past 116 0 ---- Skill ---- Willpower. Willpower. Willpower. Willpower.  Desperate. ---- ---- Max 1 committed per skill test.  Commit to a skill test only if you have 3 or fewer remaining sanity.                
Calling in Favors ---- The Unspeakable Oath 158 0 1 Event ---- Intellect. Agility. Favor ---- ---- 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.            
Emergency Cache ---- Blood on the Altar 194 2 0 Event ---- ---- Supply. ---- ---- Gain 3 resources and draw 1 card.            
Bulletproof Vest ---- Core 94 3 2 Asset Body Combat. Wild. Item. Armor. ---- ---- ----            
Elder Sign Amulet ---- Core 95 3 2 Asset Accessory Willpower. Wild. Item. Relic. ---- 4 ----            
Relic Hunter ---- The Essex County Express 157 3 ---- Asset ---- ---- Talent. ---- ---- Permanent.  You have 1 additional accessory slot.            
Charisma ---- The Essex County Express 158 3 ---- Asset ---- ---- Talent. ---- ---- Permanent.  You have 1 additional ally slot.            
Moment of Respite ---- Where Doom Awaits 273 3 3 Event ---- Willpower. Willpower. Spirit. ---- ---- Play only if there are no enemies at your location.  Heal 3 horror and draw 1 card.            
Emergency Cache ---- The Pallid Mask 239 3 0 Event ---- ---- Supply. ---- ---- Gain 4 resources or place 4 supply tokens among assets controlled by investigators at your location, or any combination thereof.            
The Red-Gloved Man He Was Never There Lost in Time and Space  310 5 2 Asset Ally Wild. Ally. Conspirator. 4 4 Fast.  Reaction:  After The Red-Gloved Man enters play:  Choose two of your skills.  While The Red-Gloved Man is in play, raise the base value of each of those skills to 6.  Forced - At the beginning of the mythos phase:  Discard The Red-Gloved Man.              
The Key of Ys Let the Storm Rage Dim Carcosa 315 5 3 Asset Accessory Wild. Willpower. Item. Relic. ---- 4 You get +1 to each of your skills for each horror on Key of Ys.  Forced - When any amount of horror would be placed on you: Place 1 of that horror on the Key of Ys.  Forced - When Key of Ys leaves play:  Discard the top 10 cards of your deck.            
                                             
                                             
Basic Weakness Cards Subtitle Expansion Card Number Fight Health Evade Placement Test Icon(s) Traits Damage Horror Ability            
Amnesia Treachery Core 96 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Choose and discard all but 1 card from your hand.            
Paranoia Treachery Core 97 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Discard all your resources.            
Haunted Treachery Core 98 ---- ---- ---- ---- ---- Curse. ---- ---- Revelation - Add Haunted to your threat area.  You get -1 to each of your skills.  Action:  Action:  Discard Haunted.            
Psychosis Treachery Core 99 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Add Psychosis to your threat area.  Forced - After you take 1 or more horror: Take 1 direct damage.  Action:  Action:  Discard Psychosis.            
Hypochondria Treachery Core 100 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Add Hypochondria to your threat area.  Forced - After you take 1 or more damage: Take 1 direct horror.  Action:  Action:  Discard Hypochondria.            
Mob Enforcer Enemy Core 101 4 3 3 ---- ---- Humanoid. Criminal.  1 ---- Prey - Bearer only.  Hunter.  Attack:  Spend 4 resources: Parley. Discard Mob Enforcer.            
Silver Twilight Acolyte Enemy Core 102 2 3 3 ---- ---- Humanoid. Cultist. Silver Twilight. 1 ---- Prey - Bearer only.  Hunter.  Forced - After Silver Twilight Acolyte attacks: Place 1 doom on the current agenda.            
Stubborn Detective Enemy Core 103 3 2 2 ---- ---- Humanoid. Detective. 2 ---- Prey - Bearer only.  Hunter.  While Stubborn Detective is at your location, treat your investigator as if his or her printed text box were blank (except for Traits).            
Indebted Treachery The Dunwich Legacy 37 ---- ---- ---- ---- ---- Flaw. ---- ---- Permanent.  You start each game with 2 fewer resources.            
Internal Injury Treachery The Dunwich Legacy 38 ---- ---- ---- ---- ---- Injury. ---- ---- Revelation - Place Internal Injury into play in your threat area. Forced - At the end of your turn: Take 1 direct damage.  Action:  Action:  Discard Internal Injury.            
Chronophobia Treachery The Dunwich Legacy 39 ---- ---- ---- ---- ---- Madness. ---- ---- Revelation - Place Chronophobia into play in your threat area.  Forced - At the end of your turn: Take 1 direct horror.  Action:  Action:  Discard Chronophobia.            
Overzealous Treachery The Path to Carcosa 40 ---- ---- ---- ---- ---- Flaw. ---- ---- Revelation - Draw the top card of the encounter deck.  That card gains surge.            
Drawing the Sign Treachery The Path to Carcosa 41 ---- ---- ---- ---- ---- Pact. Madness. ---- ---- Revelation - Put Drawing the Sign into play in your threat area. Your maximum hand size is reduced by 5 while checking your hand size durning the upkeep phase.  Action:  Action:  Discard Drawing the Sign.            
The Thing that Follows Enemy The Path to Carcosa 42 3 2 3 ---- ---- Monster. Curse. 1 1 Spawn - Location farthest from you.  Prey - Bearer only.  Hunter.  Forced - When The Thing That Follows would be defeated:  Instead shuffle it into its bearer's deck.            
The Man in the Pallid Mask Enemy The Path to Carcosa 59 4 3 4 ---- ---- Humanoid. Elite. ---- 1

Spawn - Location farthest from all investigators.  Aloof.  Action:  Investigate.  You location gets +2 shroud for this investigation.  If you succeed, instead of discovering clues, defeat The Man in the Pallid Mask.

 

           

I believe this is the link you were looking for: 

https://www.boardgamegeek.com/filepage/141939/deckbuilding-options-investigators

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I've been busy with so much lately that I haven't been paying much attention to the news here. I was thrilled to see the new novella was out and was very excited to order it. Sadly it has already been sold out. Guess I have to wait for a reprint. 

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18 hours ago, KBlumhardt said:

Carolyn is now active on the arkhamdb site, so once her restrictions are programmed in correctly, you should just be able to use that.

...and yes, she can use Peter Sylvestre (and should!).  It sets up a VERY nice combo with Forbidden Knowledge.  

 

Looks like her card pool is updated there.

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59 minutes ago, TechnoGolem said:

I've been busy with so much lately that I haven't been paying much attention to the news here. I was thrilled to see the new novella was out and was very excited to order it. Sadly it has already been sold out. Guess I have to wait for a reprint. 

They seem to run out of these very fast. It's not for everyone, but a subscription with team covenant will guarantee that you will get the book on release, and it may even be cheaper than through FFG due to the weird shipping costs.

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