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Core Set
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• “Skids†O’Toole
Type: Investigator
Class: Rogue
Willpower: 2
Intellect: 3
Combat: 3
Agility: 4
Health: 8
Sanity: 6
Criminal.
[Free] During your turn, spend 2 resources: You may take an additional action this turn. (Limit once per turn.)
[Elder Sign] effect: +2. If you succeed, gain 2 resources.
[Elder Sign] effect: +2. If you succeed, gain 2 resources.
Deck Size: 30.
Deckbuilding Options: Rogue cards ([Rogue]) level 0-5, Guardian cards ([Guardian]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): On the Lam, Hospital Debts, 1 random basic weakness.
Deckbuilding Options: Rogue cards ([Rogue]) level 0-5, Guardian cards ([Guardian]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): On the Lam, Hospital Debts, 1 random basic weakness.
“I didn’t get out of the joint just to watch the world end.â€
Quantity: 1
Number: 3
Illustrator: Magali Villeneuve






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






10 Comments
Cover Up
Type: Treachery
Encounter Set:
Task.
Revelation – Put Cover Up into play in your threat area, with 3 clues on it.
[Reaction] When you would discover 1 or more clues at your location: Discard that many clues from Cover Up instead.
Forced – When the game ends, if there are any clues on Cover Up: You suffer 1 mental trauma.
[Reaction] When you would discover 1 or more clues at your location: Discard that many clues from Cover Up instead.
Forced – When the game ends, if there are any clues on Cover Up: You suffer 1 mental trauma.
Quantity: 1
Number: 7
Illustrator: Marcin Jakubowski







3 Comments
• Daisy Walker
Type: Investigator
Class: Seeker
Willpower: 3
Intellect: 5
Combat: 2
Agility: 2
Health: 5
Sanity: 9
Miskatonic.
You may take an additional action during your turn, which can only be used on Tome [Action] abilities.
[Elder Sign] effect: +0. If you succeed, draw 1 card for each Tome you control.
[Elder Sign] effect: +0. If you succeed, draw 1 card for each Tome you control.
Deck Size: 30.
Deckbuilding Options: Seeker cards ([Seeker]) level 0-5, Mystic cards ([Mystic]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Daisy’s Tote Bag, The Necronomicon (John Dee Translation), 1 random basic weakness.
Deckbuilding Options: Seeker cards ([Seeker]) level 0-5, Mystic cards ([Mystic]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Daisy’s Tote Bag, The Necronomicon (John Dee Translation), 1 random basic weakness.
“I know of books so powerful, they can rewrite reality.â€
Quantity: 1
Number: 2
Illustrator: Magali Villeneuve







2 Comments
• Roland Banks
Type: Investigator
Class: Guardian
Willpower: 3
Intellect: 3
Combat: 4
Agility: 2
Health: 9
Sanity: 5
Agency. Detective.
[Reaction] After you defeat an enemy: Discover 1 clue at your location. (Limit once per round.)
[Elder Sign] effect: +1 for each clue on your location.
[Elder Sign] effect: +1 for each clue on your location.
Deck Size: 30.
Deckbuilding Options: Guardian cards ([Guardian]) level 0-5, Seeker cards ([Seeker]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Roland’s .38 Special, Cover Up, 1 random basic weakness.
Deckbuilding Options: Guardian cards ([Guardian]) level 0-5, Seeker cards ([Seeker]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Roland’s .38 Special, Cover Up, 1 random basic weakness.
Everything by the book: every “i†dotted, every “t†crossed. It had worked, until now.
Quantity: 1
Number: 1
Illustrator: Magali Villeneuve






0 Comments
Amnesia
Type: Treachery
Encounter Set: Basic Weakness
Madness.
Revelation – Choose and discard all but 1 card from your hand.
Wait... where am I? What was I doing?
Quantity: 2
Number: 96
Illustrator: Chris Peuler






0 Comments
Paranoia
Type: Treachery
Encounter Set: Basic Weakness
Madness.
Revelation – Discard all of your resources.
What was that noise?!
Quantity: 2
Number: 97
Illustrator: Cristina Vela






0 Comments
Haunted
Type: Treachery
Encounter Set: Basic Weakness
Curse.
Revelation – Add Haunted to your threat area.
You get –1 to each of your skills.
[Action] [Action]: Discard Haunted.
You get –1 to each of your skills.
[Action] [Action]: Discard Haunted.
Quantity: 1
Number: 98
Illustrator: Magali Villeneuve






0 Comments
Psychosis
Type: Treachery
Encounter Set: Basic Weakness
Madness.
Revelation – Add Psychosis to your threat area.
Forced – After you take 1 or more horror: Take 1 direct damage.
[Action] [Action]: Discard Psychosis.
Forced – After you take 1 or more horror: Take 1 direct damage.
[Action] [Action]: Discard Psychosis.
Quantity: 1
Number: 99
Illustrator: Tiziano Baracchi






0 Comments
Hypochondria
Type: Treachery
Encounter Set: Basic Weakness
Madness.
Revelation – Add Hypochondria to your threat area.
Forced – After you take 1 or more damage: Take 1 direct horror.
[Action] [Action]: Discard Hypochondria.
Forced – After you take 1 or more damage: Take 1 direct horror.
[Action] [Action]: Discard Hypochondria.
Quantity: 1
Number: 100
Illustrator: Rafał Hrynkiewicz






0 Comments
Mob Enforcer
Type: Enemy
Encounter Set: Basic Weakness
Fight: 4
Health: 3
Evade: 3
Damage: 1
Horror:
Humanoid. Criminal.
Prey – Bearer only.
Hunter.
[Action] Spend 4 resources: Parley. Discard Mob Enforcer.
Hunter.
[Action] Spend 4 resources: Parley. Discard Mob Enforcer.
You knew you shouldn’t have borrowed money from the O’Bannion gang. It seems like they’re always looking to collect at the worst times.
Quantity: 1
Number: 101
Illustrator: Rafal Hrynkiewicz






1 Comments
Silver Twilight Recruiter
Type: Enemy
Encounter Set: Basic Weakness
Fight: 2
Health: 3
Evade: 3
Damage: 1
Horror:
Humanoid. Cultist. Silver Twilight.
Prey – Bearer only.
Hunter.
Forced – After Silver Twilight Recruiter attacks: Place 1 doom on the current agenda.
Hunter.
Forced – After Silver Twilight Recruiter attacks: Place 1 doom on the current agenda.
You’ll never forget the day you learned the true secrets of the Silver Twilight Lodge’s inner circle. The truth is too terrible for the Lodge to let you live.
Quantity: 1
Number: 102
Illustrator: Mauro Dal Bo






0 Comments
Stubborn Detective
Type: Enemy
Encounter Set: Basic Weakness
Fight: 3
Health: 2
Evade: 2
Damage: 1
Horror:
Humanoid. Detective.
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).
Hunter.
While Stubborn Detective is at your location, treat your investigator as if his or her printed text box were blank (except for Traits).
Despite everything, he still won’t believe you had nothing to do with those murders.
Quantity: 1
Number: 103
Illustrator: Tiziano Baracchi







0 Comments
The Gathering
Type: Scenario
Encounter Set: The Gathering
[Skull]: –X. X is the number of Ghoul enemies at your location.
[Cultist]: –1. If you fail, take 1 horror.
[Tablet]: –2. If there is a Ghoul enemy at your location, take 1 damage.
[Cultist]: –1. If you fail, take 1 horror.
[Tablet]: –2. If there is a Ghoul enemy at your location, take 1 damage.
[Skull]: –2. If you fail, after this skill test, search the encounter deck and discard pile for a Ghoul enemy, and draw it. Shuffle the encounter deck.
[Cultist]: Reveal another token. If you fail, take 2 horror.
[Tablet]: –4. If there is a Ghoul enemy at your location, take 1 damage and 1 horror.
[Cultist]: Reveal another token. If you fail, take 2 horror.
[Tablet]: –4. If there is a Ghoul enemy at your location, take 1 damage and 1 horror.
Quantity: 1
Number: 104a
Illustrator:







0 Comments
What’s Going On?!
Type: Agenda
Encounter Set: The Gathering
Doom Threshold: 3
Your house continues to change before your very eyes. The walls have decayed, and the ground in many rooms has turned to dirt. It is almost as if you have been transported somewhere else entirely, although every now and again you recognize elements of your former home.
The lead investigator must decide (choose one): Either each investigator discards 1 card at random from his or her hand, or the lead investigator takes 2 horror.
The lead investigator must decide (choose one): Either each investigator discards 1 card at random from his or her hand, or the lead investigator takes 2 horror.
It is late at night. You are holed up in your study, researching the bloody disappearances that have been taking place in the region. A few hours into your research, you hear the sound of strange chanting coming from your parlor down the hall. At the same time, you hear dirt churning, as if something were digging beneath the floor.
Quantity: 1
Number: 105
Illustrator: Mark Molnar







0 Comments
Rise of the Ghouls
Type: Agenda
Encounter Set: The Gathering
Doom Threshold: 7
A feral beast, roughly humanoid with a canine cast and hooves for feet, tears through the ground in front of you. Below the floor, you can see vast tunnels beneath your house. Fiendish howling echoes from deep within the underground caverns.
Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a Ghoul enemy is discarded. The lead investigator draws that enemy.
Shuffle the encounter discard pile into the encounter deck. Discard cards from the top of the encounter deck until a Ghoul enemy is discarded. The lead investigator draws that enemy.
The floor beneath you is giving way, and you see a vast network of tunnels twisting into the darkness below. Shapes and silhouettes of strange creatures move swiftly through the tunnels, trying to find a way up. You probably don’t want to be here when they do…
Quantity: 1
Number: 106
Illustrator: Mark Molnar







3 Comments
They’re Getting Out!
Type: Agenda
Encounter Set: The Gathering
Doom Threshold: 10
Forced – At the end of the enemy phase: Each unengaged Ghoul enemy moves 1 location towards the Parlor.
Forced – At the end of the round: Place 1 doom on this agenda for each Ghoul enemy in the Hallway or Parlor.
Forced – At the end of the round: Place 1 doom on this agenda for each Ghoul enemy in the Hallway or Parlor.
The ground begins to shake and you can see claws rising up from the dirt as uncanny creatures desperately try to claw their way out of the ground all around you. Everywhere you turn, you see monsters rising from the earth. Terrified, you flee as fast as you can.
– If the investigators are at Act 1 or 2, they are trapped inside the house as the ghouls tear them apart. (→R3)
– If the investigators are at Act 3, they barely escape with their lives, allowing the ghouls to run rampant. Each investigator that has not resigned is defeated and suffers 1 physical trauma.
– If the investigators are at Act 1 or 2, they are trapped inside the house as the ghouls tear them apart. (→R3)
– If the investigators are at Act 3, they barely escape with their lives, allowing the ghouls to run rampant. Each investigator that has not resigned is defeated and suffers 1 physical trauma.
You hear a crazed howl outside, and suddenly all the creatures turn their attention to that sound. They rush to escape the house, breaking down doors and clawing at everything in their way.
Quantity: 1
Number: 107
Illustrator: Mark Molnar







0 Comments
Trapped
Type: Act
Encounter Set: The Gathering
Clue Threshold: 2󲆃
You notice that the edges of your newly purchased rug are tattered and mud-stained. Finding this odd, you shift the furniture aside and pull back the rug. To your surprise, you see the door leading out of your study. You slowly turn the knob, and the door swings open, revealing your hallway below.
You jump through the doorway, landing on your feet on soft dirt. The door to the study slams shut above you. The smell of burning wood fills the narrow hall, intermingled with the scent of rot and decay.
Put into play the set-aside Hallway, Cellar, Attic, and Parlor.
Discard each enemy in the Study.
Place each investigator in the Hallway.
Remove the Study from the game.
You jump through the doorway, landing on your feet on soft dirt. The door to the study slams shut above you. The smell of burning wood fills the narrow hall, intermingled with the scent of rot and decay.
Put into play the set-aside Hallway, Cellar, Attic, and Parlor.
Discard each enemy in the Study.
Place each investigator in the Hallway.
Remove the Study from the game.
As you leap to investigate, the door to your study vanishes before your eyes, leaving behind only solid wall. You’re trapped inside your study until you can find another way out.
Quantity: 1
Number: 108
Illustrator: Jose Vega







0 Comments
The Barrier
Type: Act
Encounter Set: The Gathering
Clue Threshold: 3󲆃
Objective – When the round ends, investigators in the Hallway may, as a group, spend the requisite number of clues to advance.
Using the barrel from the attic, you carry ice and snow from the cellar and hurl it at the barrier. It sparks and shudders as it consumes the ice, then hisses and fades out of existence.
The barrier blocking passage into the Parlor has vanished. Reveal the Parlor.
Put the set-aside Lita Chantler into play in the Parlor.
Spawn the set-aside Ghoul Priest in the Hallway.
The barrier blocking passage into the Parlor has vanished. Reveal the Parlor.
Put the set-aside Lita Chantler into play in the Parlor.
Spawn the set-aside Ghoul Priest in the Hallway.
A glowing barrier blocks the path to your parlor chamber. As you move towards it, intense heat forces you to back away. Picking up a handful of dirt, you toss it at the barrier and watch in horror as the dirt incinerates. Perhaps there’s something in the cellar or attic that can help.
Quantity: 1
Number: 109
Illustrator: Jose Vega







0 Comments
What Have You Done?
Type: Act
Encounter Set: The Gathering
Clue Threshold: –
Objective – If the Ghoul Priest is defeated, advance.
When the robed creature falls, the fiendish swarm burrows back into the ground and the chaos of the house quiets. But the stranger in your parlor chamber doesn’t seem relieved.
“You broke my seal that was set to trap the ghouls within.” She raises her torch. “Now, we must take more direct measures, and burn this hell-pit to the ground!”
The lead investigator decides:
– It was never much of a home. Burn it down! (→ R1)
– This hell-pit is my home! No way are we burning it! (→ R2)
“You broke my seal that was set to trap the ghouls within.” She raises her torch. “Now, we must take more direct measures, and burn this hell-pit to the ground!”
The lead investigator decides:
– It was never much of a home. Burn it down! (→ R1)
– This hell-pit is my home! No way are we burning it! (→ R2)
A woman with a torch stands in your parlor, a glimmer of hatred in her eyes. “What have you done to my barrier?!†she screams, furious. Before you can answer, a ghastly wail sounds behind you, and a creature wearing robes and a deer skull mask tears through the wall, advancing towards you.
Quantity: 1
Number: 110
Illustrator: Jose Vega







0 Comments
Study
Type: Location
Encounter Set: The Gathering
You’ve been investigating the strange events occurring in Arkham for several days now. Your desk is covered in newspaper articles, police reports, and witness accounts.
Quantity: 1
Number: 111
Illustrator: Yoann Boissonnet







0 Comments
Hallway
Type: Location
Encounter Set: The Gathering
A moment of panic and disorientation strikes as you land upon the floor of the hallway. The world spins, as if turned on its head.
Quantity: 1
Number: 112
Illustrator: Yoann Boissonnet







2 Comments
Attic
Type: Location
Encounter Set: The Gathering
Forced – After you enter the Attic: Take 1 horror.
The smell of rotten meat assaults your nostrils as you approach the attic stairs.
Quantity: 1
Number: 113
Illustrator: Yoann Boissonnet







0 Comments
Cellar
Type: Location
Encounter Set: The Gathering
Forced – After you enter the Cellar: Take 1 damage.
The stairs leading down to your cellar are slick, and glisten with a thin layer of ice...
Quantity: 1
Number: 114
Illustrator: Yoann Boissonnet







2 Comments
Parlor
Type: Location
Encounter Set: The Gathering
The entrance to the Parlor is blocked by a darkly glowing unfathomable barrier. You cannot move into the Parlor.
[Action]: Resign. This is too much for me! You run out the front door, fleeing in panic.
While Lita Chantler is not controlled by a player, she gains: “[Action]: Parley. Test Intellect (4). If you succeed, take control of The Lita Chantler.â€
While Lita Chantler is not controlled by a player, she gains: “[Action]: Parley. Test Intellect (4). If you succeed, take control of The Lita Chantler.â€
You’re unsure what would happen if you tried to cross the threshold of the strange barrier, but based on its extreme heat, you sure as hell don’t want to try.
Quantity: 1
Number: 115
Illustrator: Yoann Boissonnet






0 Comments
Ghoul Priest
Type: Enemy
Encounter Set: The Gathering
Fight: 4
Health: 5󲆃
Evade: 4
Damage: 2
Horror: 2
Victory: 2
Humanoid. Monster. Ghoul. Elite.
Prey – Highest [Combat].
Hunter. Retaliate.
Hunter. Retaliate.
A figure in red robes wearing a bone mask. It gibbers and snarls before leaping to attack.
Quantity: 1
Number: 116
Illustrator: Chun Lo






12 Comments
• Lita Chantler
Type: Asset
Class:
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health: 3
Sanity: 3
Slot: Ally
Ally.
While you control Lita Chantler, she gains:
“Each investigator in your location gets +1 [Combat].
[Reaction] When an investigator in your location successfully attacks a Monster enemy: That investigator deals +1 damage.”
“Each investigator in your location gets +1 [Combat].
[Reaction] When an investigator in your location successfully attacks a Monster enemy: That investigator deals +1 damage.”
Quantity: 1
Number: 117
Illustrator: VIKO






0 Comments
Flesh-eater
Type: Enemy
Encounter Set: The Gathering
Fight: 4
Health: 4
Evade: 1
Damage: 1
Horror: 2
Victory: 1
Humanoid. Monster. Ghoul.
Spawn – Attic.
A monstrous creature feeds from the rotting carcass in the attic.
Quantity: 1
Number: 118
Illustrator: Reiko Murakami






0 Comments
Icy Ghoul
Type: Enemy
Encounter Set: The Gathering
Fight: 3
Health: 4
Evade: 4
Damage: 2
Horror: 1
Victory: 1
Humanoid. Monster. Ghoul.
Spawn – Cellar.
Inside the tunnels beneath the house, a massive beast tears its way out of the ice. It is covered in a thick layer of frost, its breath visible in the bitter cold.
Quantity: 1
Number: 119
Illustrator: Chun Lo







0 Comments
The Midnight Masks
Type: Scenario
Encounter Set: The Midnight Masks
[Skull]: –X. X is the highest number of doom on a Cultist enemy in play.
[Cultist]: –2. Place 1 doom on the nearest Cultist enemy.
[Tablet]: –3. If you fail, place 1 of your clues on your location.
[Cultist]: –2. Place 1 doom on the nearest Cultist enemy.
[Tablet]: –3. If you fail, place 1 of your clues on your location.
[Skull]: –X. X is the total number of doom in play.
[Cultist]: –2. Place 1 doom on each Cultist enemy in play. If there are no Cultist enemies in play, reveal another token.
[Tablet]: –4. If you fail, place all your clues on your location.
[Cultist]: –2. Place 1 doom on each Cultist enemy in play. If there are no Cultist enemies in play, reveal another token.
[Tablet]: –4. If you fail, place all your clues on your location.
Quantity: 1
Number: 120a
Illustrator: