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Core Set
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2 Comments
Acolyte
Type: Enemy
Encounter Set: Dark Cult
Fight: 3
Health: 1
Evade: 2
Damage: 1
Horror:
Humanoid. Cultist.
Spawn – Any empty location.
Forced – After Acolyte enters play: Place 1 doom on it.
Forced – After Acolyte enters play: Place 1 doom on it.
It was only a small sacrifice.
Quantity: 3
Number: 169
Illustrator: Clark Huggins






0 Comments
Obscuring Fog
Type: Treachery
Encounter Set: Chilling Cold
Condition.
Revelation – Attach to your location. Limit 1 per location.
Attached location gets +2 shroud.
Forced – After attached location is successfully investigated: Discard Obscuring Fog.
Attached location gets +2 shroud.
Forced – After attached location is successfully investigated: Discard Obscuring Fog.
Quantity: 2
Number: 168
Illustrator: Alex Tooth






0 Comments
Crypt Chill
Type: Treachery
Encounter Set: Chilling Cold
Hazard.
Revelation – Test [Willpower] (4). If you fail, choose and discard 1 asset you control (if you cannot, take 2 damage instead).
The supernatural cold threatens to freeze your soul.
Quantity: 2
Number: 167
Illustrator: Stephen Somers






0 Comments
Ancient Evils
Type: Treachery
Encounter Set: Ancient Evils
Omen.
Revelation – Place 1 doom on the current agenda. This effect can cause the current agenda to advance.
Dark forces stir against you. If you do not act quickly, a sinister plot will be fulfilled.
Quantity: 3
Number: 166
Illustrator: Michael Komarck






0 Comments
Dissonant Voices
Type: Treachery
Encounter Set: Striking Fear
Terror.
Revelation – Put Dissonant Voices into play in your threat area.
You cannot play assets or events.
Forced – At the end of the round: Discard Dissonant Voices.
You cannot play assets or events.
Forced – At the end of the round: Discard Dissonant Voices.
Quantity: 2
Number: 165
Illustrator: Sam Kennedy






3 Comments
Frozen in Fear
Type: Treachery
Encounter Set: Striking Fear
Terror.
Revelation – Put Frozen in Fear into play in your threat area.
The first time you perform one of the following actions (move, fight, or evade) each round, it costs 1 additional action.
Forced – At the end of your turn: Test [Willpower] (3). If you succeed, discard Frozen in Fear.
The first time you perform one of the following actions (move, fight, or evade) each round, it costs 1 additional action.
Forced – At the end of your turn: Test [Willpower] (3). If you succeed, discard Frozen in Fear.
Quantity: 2
Number: 164
Illustrator: Anders Finer






0 Comments
Rotting Remains
Type: Treachery
Encounter Set: Striking Fear
Terror.
Revelation – Test [Willpower] (3). For each point you fail by, take 1 horror.
A sickening display of gore causes you to retch. You’re glad this wasn’t you.
Quantity: 3
Number: 163
Illustrator: Stephen Somers






0 Comments
Grasping Hands
Type: Treachery
Encounter Set: Ghouls
Hazard.
Revelation – Test [Agility] (3). For each point you fail by, take 1 damage.
Decaying hands rise up from below and grasp and claw at your ankles.
Quantity: 3
Number: 162
Illustrator: JB Casacop






0 Comments
Ravenous Ghoul
Type: Enemy
Encounter Set: Ghouls
Fight: 3
Health: 3
Evade: 3
Damage: 1
Horror: 1
Humanoid. Monster. Ghoul.
Prey – Lowest remaining health.
The sight of the thing raised the question: do we eat to live, or do we live to eat?
Quantity: 1
Number: 161
Illustrator: Christopher Burdett







0 Comments
Main Path
Type: Location
Encounter Set: The Devourer Below
Woods.
The Main Path is connected to each other Woods location.
[Action]: Resign. “There’s nothing we can do to stop them!” You flee from the woods, leaving Arkham to its grisly fate.
[Action]: Resign. “There’s nothing we can do to stop them!” You flee from the woods, leaving Arkham to its grisly fate.
Hangman’s Brook separates Uptown from the woods south of Arkham. Passing over the small bridge, you follow the main path deeper into the trees.
Quantity: 1
Number: 149
Illustrator: Matthew Cowdery






0 Comments
• Peter Warren
Type: Enemy
Encounter Set: Cult of Umôrdhoth
Fight: 2
Health: 3
Evade: 3
Damage: 1
Horror:
Victory: 1
Humanoid. Cultist.
Spawn – Miskatonic University.
[Action] Spend 2 clues: Parley. Add Peter Warren to the victory display.
[Action] Spend 2 clues: Parley. Add Peter Warren to the victory display.
A professor of the occult has been seen reading strange books that relate to cannibalism. Maybe he knows something we don’t?
Quantity: 1
Number: 139
Illustrator: Ilich Henriquez






2 Comments
• Victoria Devereux
Type: Enemy
Encounter Set: Cult of Umôrdhoth
Fight: 3
Health: 3
Evade: 2
Damage: 1
Horror:
Victory: 1
Humanoid. Cultist.
Spawn – Northside.
[Action] Spend 5 resources: Parley. Add Victoria Devereux to the victory display.
[Action] Spend 5 resources: Parley. Add Victoria Devereux to the victory display.
Oliver Thomas, the proprietor of the Curiositie Shoppe, has informed you that a new client has taken a keen interest in a mysterious mask…
Quantity: 1
Number: 140
Illustrator: Priscilla Kim






0 Comments
• Ruth Turner
Type: Enemy
Encounter Set: Cult of Umôrdhoth
Fight: 2
Health: 4
Evade: 5
Damage: 1
Horror:
Victory: 1
Humanoid. Cultist.
Spawn – St. Mary’s Hospital.
Forced – After Ruth Turner is evaded: Add her to the victory display.
Forced – After Ruth Turner is evaded: Add her to the victory display.
Bodies from the morgue have gone mysteriously missing. Perhaps the mortician in St. Mary’s has something to do with these disappearances.
Quantity: 1
Number: 141
Illustrator: Andreia Ugrai







0 Comments
The Devourer Below
Type: Scenario
Encounter Set:
[Skull]: –X. X is the number of Monster enemies in play.
[Cultist]: –2. Place 1 doom on the nearest enemy.
[Tablet]: –3. If there is a Monster enemy at your location, take 1 damage.
[Elder Thing]: –5. If there is an Ancient One enemy in play, reveal another token.
[Cultist]: –2. Place 1 doom on the nearest enemy.
[Tablet]: –3. If there is a Monster enemy at your location, take 1 damage.
[Elder Thing]: –5. If there is an Ancient One enemy in play, reveal another token.
[Skull]: –3. If you fail, after this skill test, search the encounter deck and discard pile for a Monster enemy, and draw it. Shuffle the encounter deck.
[Cultist]: –4. Place 2 doom on the nearest enemy.
[Tablet]: –5. If there is a Monster enemy at your location, take 1 damage and 1 horror.
[Elder Thing]: –7. If there is an Ancient One enemy in play, reveal another token.
[Cultist]: –4. Place 2 doom on the nearest enemy.
[Tablet]: –5. If there is a Monster enemy at your location, take 1 damage and 1 horror.
[Elder Thing]: –7. If there is an Ancient One enemy in play, reveal another token.
Quantity: 1
Number: 142a
Illustrator:







0 Comments
The Arkham Woods
Type: Agenda
Encounter Set: The Devourer Below
Doom Threshold: 4
Throughout the woods, a shrieking cry echoes. From somewhere deeper in the forest, a score of hideous voices answer the call, inhuman as the baying of hounds and yet articulate, repeating a singular name:
“Umôrdhoth… Umôrdhoth… Umôrdhoth…”
Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Monster enemy is discarded. Spawn that enemy in the Main Path. Then, place 1 doom on that enemy.
“Umôrdhoth… Umôrdhoth… Umôrdhoth…”
Shuffle the encounter discard pile into the encounter deck and discard cards from the top until a Monster enemy is discarded. Spawn that enemy in the Main Path. Then, place 1 doom on that enemy.
After interrogating members of the conspiracy within Arkham, you have learned that they are performing a rite of vengeance in response to the destruction of one of their master’s lairs. You have entered the woods outside Arkham to try and stop them. The woods seem unnaturally cold, and filled with a deathly silence.
Quantity: 1
Number: 143
Illustrator: Mark Molnar







0 Comments
The Ritual Begins
Type: Agenda
Encounter Set: The Devourer Below
Doom Threshold: 5
Each enemy gets +1 fight and +1 evade.
A dark presence approaches, and you are assaulted by invisible pressures that bring you to your knees. A terrible force threatens to invade your mind and soul. Your throat clenches and your eyes water as the sensation burns through you.
In player order, each investigator must test [Willpower] (6). Each investigator who fails must search his or her collection for a random basic Madness weakness and add it to his or her hand.
In player order, each investigator must test [Willpower] (6). Each investigator who fails must search his or her collection for a random basic Madness weakness and add it to his or her hand.
“Umôrdhoth… Umôrdhoth… Umôrdhoth…â€
The chanting builds in intensity, echoing into the cold air of the night. The sparse clouds in the sky coalesce above the Arkham woods, blotting out the faint light of the stars.
Quantity: 1
Number: 144
Illustrator: Mark Molnar







0 Comments
Vengeance Awaits
Type: Agenda
Encounter Set: The Devourer Below
Doom Threshold: 5
Forced – When this agenda advances:
– If the investigators are at Act 1, put the set-aside Ritual Site into play and spawn the set-aside Umôrdhoth there.
– If the investigators are at Act 2 or 3, discard all enemies at the Ritual Site and spawn the set-aside Umôrdhoth there.
– If the investigators are at Act 1, put the set-aside Ritual Site into play and spawn the set-aside Umôrdhoth there.
– If the investigators are at Act 2 or 3, discard all enemies at the Ritual Site and spawn the set-aside Umôrdhoth there.
Revelation – Replace the current Act and Agenda with The Devourer Below. This card is both the current Act and the current Agenda.
Objective – If Umôrdhoth is defeated: (→ R2).
Objective – If Umôrdhoth is defeated: (→ R2).
The world begins to shift and change as the ritual nears its conclusion. The air grows chilly and the entire forest is covered in a layer of frost and rime. The trees bend unnaturally and their shadows lengthen into weird shapes.
Quantity: 1
Number: 145a
Illustrator: Mark Molnar







0 Comments
Investigating the Trail
Type: Act
Encounter Set: The Devourer Below
Clue Threshold: 3󲆃
Scattered throughout the forest you’ve seen glyphs and arcane sigils in various places—etched into the bark of trees, carved upon the faces of stones, and dripped in blood upon the ground. Though you cannot decipher these glyphs, you notice that most of them tend to face south. Following these signs leads you by twists and turns towards a cave in the darkest and coldest part of the forest.
As you advance, shadowy figures emerge from the trees, blocking the only path to the cave.
Put the set-aside Ritual Site into play if it is not already in play.
Search the collection for each enemy recorded in your Campaign Log under “Cultists who got away,” and spawn those enemies at the Main Path.
As you advance, shadowy figures emerge from the trees, blocking the only path to the cave.
Put the set-aside Ritual Site into play if it is not already in play.
Search the collection for each enemy recorded in your Campaign Log under “Cultists who got away,” and spawn those enemies at the Main Path.
The evidence you’ve gathered has led you to the woods south of Arkham, where you believe a ritual to summon a being called “Umôrdhoth†is about to take place. Steeling your resolve, you set forth deeper into the woods, hoping to find the site of this ritual.
Quantity: 1
Number: 146
Illustrator: Mark Molnar







0 Comments
Into the Darkness
Type: Act
Encounter Set: The Devourer Below
Clue Threshold: –
Objective – If an investigator enters the Ritual Site, advance.
When you enter the cave, the air grows cold, and your nostrils are assaulted by the pungent smell of blood and rot.
Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until 1 enemy is discarded (2 enemies instead if there are 3 or more players in the game). Spawn each discarded enemy at the Ritual Site.
Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until 1 enemy is discarded (2 enemies instead if there are 3 or more players in the game). Spawn each discarded enemy at the Ritual Site.
The remaining cultists have followed you into the woods to try to stop you, and now they block the path to your objective. They stand ominously beneath the overhanging trees, silent sentinels in the night. You must defeat them or sneak past if you are to gain access to the site of their ritual.
Quantity: 1
Number: 147
Illustrator: Mark Molnar







0 Comments
Disrupting the Ritual
Type: Act
Encounter Set: The Devourer Below
Clue Threshold: –
[Action] Spend 1 clue: Test [Willpower] (3) or [Agility] (3). If you succeed, place 1 clue on this Act.
Objective – If there are 2 clues per investigator on this Act, advance.
Objective – If there are 2 clues per investigator on this Act, advance.
You brave the unnatural chill and weave through arcane symbols, crossing the threshold of the circle. You smother the markings on the ground, covering them with dirt, breaking apart the carefully constructed pattern of smooth rocks. A shrill noise pierces your ears as the air grows suddenly warmer, and the world distorts around you, settling into normality.
(→ R1)
(→ R1)
The site of the cult’s ritual is inside a large cavern in a dark corner of the woods. In the center of the chamber is a candlelit circle marked by rocks and arcane runes.
Quantity: 1
Number: 148
Illustrator: Mark Molnar







0 Comments
Arkham Woods
Type: Location
Encounter Set: The Devourer Below
Woods.
This location is investigated using [Combat] instead of the skill indicated by the investigation attempt.
Growing up, you were always warned to stay out of the woods at night. Now you know why.
Quantity: 1
Number: 154
Illustrator: Yoann Boissonnet






0 Comments
Swarm of Rats
Type: Enemy
Encounter Set: Rats
Fight: 1
Health: 1
Evade: 3
Damage: 1
Horror:
Creature.
Hunter.
A horde of cruel rats skitters forth in an undulating wave of claws, and teeth, and mottled fur.
Quantity: 3
Number: 159
Illustrator: Bill Thompson






0 Comments
Umôrdhoth’s Wrath
Type: Treachery
Encounter Set: The Devourer Below
Curse.
Revelation – Test [Willpower] (5). For each point you fail by, you must either (choose one): choose and discard a card from your hand, or take 1 damage and 1 horror.
A deathly chill from below engulfs you, attempting to suck your life force away.
Quantity: 2
Number: 158
Illustrator: Dane Cozens






11 Comments
• Umôrdhoth
Type: Enemy
Encounter Set: The Devourer Below
Fight: 5
Health: 6
Evade: 6
Damage: 3
Horror: 3
Ancient One. Elite.
Hunter. Massive.
Umôrdhoth gets +4 health per investigator.
Forced – At the end of each investigator’s turn: Ready Umôrdhoth.
[Action] If you control Lita Chantler: “It’s only after her!” You throw Lita to Umôrdhoth in order to spare your lives. (→ R3)
Umôrdhoth gets +4 health per investigator.
Forced – At the end of each investigator’s turn: Ready Umôrdhoth.
[Action] If you control Lita Chantler: “It’s only after her!” You throw Lita to Umôrdhoth in order to spare your lives. (→ R3)
Quantity: 1
Number: 157
Illustrator: Stephen Somers







0 Comments
Ritual Site
Type: Location
Encounter Set: The Devourer Below
Cave.
Forced – At the end of the round, if there are fewer than 2 clues per investigator on Ritual Site: Add clues to it until it has 2 clues per investigator on it.
The large central chamber of a cold dark cavern, adorned with arcane markings and dimly lit by candlelight.
Quantity: 1
Number: 156
Illustrator: Mark Molnar







0 Comments
Arkham Woods
Type: Location
Encounter Set: The Devourer Below
Woods.
[Action]: Heal 1 damage or heal 1 horror. (Limit once per turn.)
Growing up, you were always warned to stay out of the woods at night. Now you know why.
Quantity: 1
Number: 155
Illustrator: Yoann Boissonnet







0 Comments
Arkham Woods
Type: Location
Encounter Set: The Devourer Below
Woods.
This location is investigated using [Willpower] instead of the skill indicated by the investigation attempt.
Growing up, you were always warned to stay out of the woods at night. Now you know why.
Quantity: 1
Number: 152
Illustrator: Yoann Boissonnet







0 Comments
Arkham Woods
Type: Location
Encounter Set: The Devourer Below
Woods.
Forced – After you enter this location: Test [Willpower](4). If you fail, take 1 horror and 1 damage.
Growing up, you were always warned to stay out of the woods at night. Now you know why.
Quantity: 1
Number: 150
Illustrator: Michael Komarck







0 Comments
Arkham Woods
Type: Location
Encounter Set: The Devourer Below
Woods.
Forced – When you move out of this location: Test [Intellect] (3). If you fail, cancel the effects of the move.
Growing up, you were always warned to stay out of the woods at night. Now you know why.
Quantity: 1
Number: 151
Illustrator: Yoann Boissonnet






0 Comments
• Daisy’s Tote Bag
Type: Asset
Class:
Cost: 2
Level: 0
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 1
Item.
Daisy Walker deck only.
You have 2 additional hand slots, which can only be used to hold Tome assets.
You have 2 additional hand slots, which can only be used to hold Tome assets.
Quantity: 1
Number: 8
Illustrator: Dani Hartel