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Return to the Dunwich Legacy


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A Baleful Welcome
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A Baleful Welcome

Type: Treachery
Encounter Set: Beyond the Threshold
Hex.
Peril.
Revelation – Choose two of the following actions (investigate, fight, evade, move, or play). For the remainder of the round, each investigator cannot perform each chosen action. If this is not the first copy of A Baleful Welcome drawn this phase, choose three of those actions instead.
Quantity: 2
Number: 62
Illustrator: Andreas Zafiratos
A Tear in Reality (v. II)
A Tear in Reality (v. II)
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A Tear in Reality (v. II)

Type: Agenda
Encounter Set: Return to The Essex County Express
Doom Threshold: 2
The rearmost car of the train detaches as it is pulled backward. To your horror, it rises off the tracks and is consumed by the gate above you.
Remove the leftmost location from the game (or place it in the victory display if it has Victory X and no clues on it). Each investigator at that location is defeated. Each enemy and asset at that location is discarded.
Discard all clues controlled by the investigators.
The force of the gate grows with the presence of the winged beast. Several of the rearmost train cars are pulled backward, and there is a dreadful metallic crunch as they are detached. The train cars topple upward and into the rift in the sky. Nearby passengers are panicking, others are cowering in their seats, and one elderly man has fainted in fear.
Quantity: 1
Number: 27
Illustrator:
Altered Path
Altered Path
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Altered Path

Type: Location
Encounter Set: Return to Where Doom Awaits
Dunwich. Woods. Altered.
Forced – After you reveal Fathomless Lake: If you have 2 or more actions remaining, place 1 doom on the current agenda.
A shiver courses up your spine as you step forth onto the path, its route touched by a bizarre arcane power.
Quantity: 1
Number: 51
Illustrator: Yoann Boissonnet
Ascending Path
Ascending Path
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Ascending Path

Type: Location
Encounter Set: Return to Where Doom Awaits
Dunwich. Sentinel Hill.
The path leading further up the hill is masked. You cannot move into Ascending Path.
Ascending Path is connected to each copy of Altered Path.
Forced – After you discover 1 or more clues from Ascending Path: Spend those clues and put that many random set-aside Altered Path locations into play.
When you try to follow the path leading further up Sentinel Hill, you somehow end up walking in a perpetual loop. Each time you stop to find your bearings, you find yourself back at the base of the hill again.
Quantity: 1
Number: 49
Illustrator: Patrick McEvoy
Bandolier
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Bandolier

Type: Asset
Class: Guardian
Cost: 2
Level: 2
Willpower: 1
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Health: 1
Sanity:
Slot: Body
Item.
You have 2 additional hand slots, which can only be used to hold Weapon assets.
While you have
Weapon assets held in 2 or more hand slots, you get +1 [Willpower].
Quantity: 2
Number: 1
Illustrator: Stanislav Dikolenko
Base of the Hill
Base of the Hill
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Base of the Hill

Type: Location
Encounter Set: Return to Where Doom Awaits
Dunwich. Sentinel Hill.
Base of the Hill is connected to each copy of Diverging Path.
Forced – After you discover 1 or more clues from Base of the Hill: Spend those clues and put that many random set-aside Diverging Path locations into play.
[Action]: Resign. “This is more than I signed up for!”
The long slope of Sentinel Hill rises before you, cresting in the jagged edges of Sentinel Peak.
Quantity: 1
Number: 48
Illustrator: Patrick McEvoy
Bishop’s Brook
Bishop’s Brook
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Bishop’s Brook

Type: Location
Encounter Set: Return to Blood on the Altar
Dunwich.
Forced – After you reveal Bishop’s Brook: Test [Agility] (4). If you fail, take 2 damage.
[Free]
If there are no clues here: Draw the encounter card underneath Bishop’s Brook. (Group limit once per game.)
One dreads to trust the tenebrous tunnel of the bridge, yet there is no way to avoid it. –H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 34
Illustrator: Alexander Tooth
Blackjack
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Blackjack

Type: Asset
Class: Guardian
Cost: 2
Level: 2
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 0
Slot: 1 Hand
Item. Weapon. Melee.
[Action]: Fight. You get +2 [Combat] for this attack. If you perform this attack against an enemy engaged with another investigator, you deal +1 damage for this attack if you succeed, and no damage if you fail.
Quantity: 2
Number: 2
Illustrator: Matthew Cowdery
Breaking Through (v. II)
Breaking Through (v. II)
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Breaking Through (v. II)

Type: Agenda
Encounter Set: Return to Lost in Time and Space
Doom Threshold: 6
Forced – After you are moved to a location by an encounter card effect: Take 1 horror.
Revelation – Move Yog-Sothoth to The Edge of the Universe (or Another Dimension if The Edge of the Universe is not in play). Discard Realms Beyond and advance to agenda 4a. Ignore the text on Realms Beyond while resolving this ability.
Throughout this warped dimension, no matter where you travel, there is a haunting shape in the distance. At first, it appears as a disc, like a black moon with many wriggling arms. But as time passes, you can tell it is growing larger and larger...
Quantity: 1
Number: 54
Illustrator: Stephen Somers
Brood of Yog-Sothoth
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Brood of Yog-Sothoth

Type: Enemy
Encounter Set: Return to Undimensioned and Unseen
Fight: 6
Health: 1
Evade: 3
Damage: 1
Horror: 2
Victory: 1
Monster. Abomination.
Massive.
Brood of Yog-Sothoth gets +1[per investigator] health and cannot be damaged or attacked except using the ability on Esoteric Formula.
Forced – After Brood of Yog-Sothoth enters your location, or vice versa: Test [Willpower] (3). If you fail, take 1 horror.
Quantity: 1
Number: 45
Illustrator: Helge C. Balzer
Brood of Yog-Sothoth
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Brood of Yog-Sothoth

Type: Enemy
Encounter Set: Return to Undimensioned and Unseen
Fight: 5
Health: 1
Evade: 4
Damage: 2
Horror: 1
Victory: 1
Monster. Abomination.
Massive.
Brood of Yog-Sothoth gets +1[per investigator] health and cannot be damaged or attacked except using the ability on Esoteric Formula.
Forced – After Brood of Yog-Sothoth moves for the first time each round, if it is unengaged: It immediately moves again toward a random location.
Quantity: 1
Number: 42
Illustrator: Helge C. Balzer
Brood of Yog-Sothoth
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Brood of Yog-Sothoth

Type: Enemy
Encounter Set: Return to Undimensioned and Unseen
Fight: 6
Health: 2
Evade: 2
Damage: 1
Horror: 2
Victory: 1
Monster. Abomination.
Massive.
Brood of Yog-Sothoth gets +2[per investigator] health and cannot be damaged or attacked except using the ability on Esoteric Formula.
Quantity: 1
Number: 43
Illustrator: Stanislav Dikolenko
Brood of Yog-Sothoth
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Brood of Yog-Sothoth

Type: Enemy
Encounter Set: Return to Undimensioned and Unseen
Fight: 7
Health: 1
Evade: 3
Damage: 2
Horror: 1
Victory: 1
Monster. Abomination.
Massive. Retaliate.
Brood of Yog-Sothoth gets +1[per investigator] health and cannot be damaged or attacked except using the ability on Esoteric Formula.
Quantity: 1
Number: 44
Illustrator: Sam Lamont
Burned Ruins
Burned Ruins
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Burned Ruins

Type: Location
Encounter Set: Return to Blood on the Altar
Dunwich.
Forced – After you successfully investigate Burned Ruins: Take 1 damage.
[Free] If there are no clues here: Draw the encounter card underneath Burned Ruins. (Group limit once per game.)
It is not reassuring to see, on a closer glance, that most of the houses are deserted and falling to ruin... –H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 35
Illustrator: Mariusz Gandzel
Caught Cheating
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Caught Cheating

Type: Treachery
Encounter Set: Return to The House Always Wins
Illicit.
Surge.
Revelation – Each player who has “cheated” must lose 2 resources and take 1 damage.
Quantity: 2
Number: 18
Illustrator: Borja Pindado
Clarity of Mind
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Clarity of Mind

Type: Asset
Class: Mystic
Cost: 2
Level: 3
Willpower: 2
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Arcane
Spell.
Uses (4 charges).
[Action] Spend 1 charge: Heal 2 horror from among investigators at your location.
From the unreal lead me to the real From the darkness lead me to the light From the dead lead me to the immortal
Quantity: 2
Number: 8
Illustrator: Aaron B. Miller
Clover Club Lounge
Clover Club Lounge
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Clover Club Lounge

Type: Location
Encounter Set: The House Always Wins
Clover Club.
Forced – After Clover Club Lounge is revealed: Put the set-aside Clover Club Stage into play.
While it is Act 1, Clover Club Lounge gains:
“[Action]: Look at the top card of your deck. If it is an
Ally asset, you may put it into play. Otherwise, draw it. (Limit once per round.)”
Comfortable leather couches, mahogany furniture, and an array of beautiful art greets gamblers, tempting them into the life of the would-be affluent.
Quantity: 1
Number: 16
Illustrator: Yoann Boissonnet
Clover Club Stage
Clover Club Stage
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Clover Club Stage

Type: Location
Encounter Set: Return to The House Always Wins
Clover Club.
Clover Club Bar is connected to Clover Club Stage.
Clover Club Bar is connected to Clover Club Stage.
While it is Act 1, Clover Club Stage gains:
“[Action] Spend 1 resource: Place that resource on Clover Club Stage.
[Free] If there are 1[per investigator] resources on Clover Club Stage: Gain 1[per investigator] clues from the token pool. (Group limit once per game.)”
The mesmerizing melody of a torch singer and her band grows louder as you approach the stage near the club’s lounge. Mobsters and business-types chatter quietly over the music, wheeling and dealing the night away.
Quantity: 1
Number: 17
Illustrator: Robert Laskey
Congregational Church
Congregational Church
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Congregational Church

Type: Location
Encounter Set: Return to Blood on the Altar
Dunwich.
Forced – After you reveal Congregational Church: Search the encounter deck and discard pile for a copy of Kidnapped! and draw it. Shuffle the encounter deck.
[Free] If there are no clues here: Draw the encounter card underneath Congregational Church. (Group limit once per game.)
“I my self did not more than a Fortnight ago catch a very plain Discourse of evill Powers in the Hill behind my House; wherein there were a Rattling and Rolling, Groaning, Screeching, and Hissing, such as no Things of this Earth cou’d raise up…” –H.P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 37
Illustrator: Mark Molnar
Contraband
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Contraband

Type: Event
Class: Rogue
Cost: 3
Level: 2
Willpower: 1
Intellect: 2
Combat: 0
Agility: 0
Wild: 0
Supply. Illicit.
Choose an asset controlled by an investigator at your location. Either (choose one):
—Place 2 ammo or supply tokens on that asset and draw 1 card
—Double the number of ammo or supply tokens on that asset.
It may not be legal, but it gets the job done.
Quantity: 2
Number: 5
Illustrator: Matt Bradbury
Dark Bidding
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Dark Bidding

Type: Treachery
Encounter Set: Return to The Miskatonic Museum
Power.
Revelation – Attach Dark Bidding to Hunting Horror, even if it is out of play. Dark Bidding remains attached to Hunting Horror if it enters the void.
Forced – When Hunting Horror attacks an investigator: That investigator must take 1 additional damage and 1 additional horror. Heal 2 damage from Hunting Horror. Discard Dark Bidding. (Max once per attack.)
Quantity: 2
Number: 23
Illustrator: Sabbas Apterus
Diverging Path
Diverging Path
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Diverging Path

Type: Location
Encounter Set: Return to Where Doom Awaits
Dunwich. Woods.
Forced – After you reveal Abandoned Camp: Lose 2 resources for each action you have performed this round (including this one, if applicable).
A path off the beaten trail leads deeper into the woods surrounding Sentinel Hill.
Quantity: 1
Number: 50
Illustrator: Yoann Boissonnet
Eldritch Accord
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Eldritch Accord

Type: Treachery
Encounter Set: Yog-Sothoth’s Emissaries
Pact.
Peril.
Revelation – You may draw 1 card. You may choose and discard up to 2 cards from your hand. Test [Willpower] (X). If you fail, take 2 horror. X equals the number of cards in your hand when this test begins.
Quantity: 2
Number: 72
Illustrator: Romana Kendelic
Engine Car
Engine Car
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Engine Car

Type: Location
Encounter Set: Return to The Essex County Express
Train.
Engine Car is connected to the location to the left of it.
You cannot enter Engine Car unless all of the clues on the location to its left have been discovered.
Engine Car is connected to the location to the left of it.
Engine Car cannot be investigated.
Forced – After you reveal Engine Car: Put the set-aside Engineer into play at the Engine Car.
Quantity: 1
Number: 28
Illustrator: Vlad Ricean
Engineer
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Engineer

Type: Asset
Class:
Cost: –
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health: 2
Sanity: 2
Ally. Bystander.
[Action] If Engineer is ready: Parley. Test [Willpower] or [Intellect] (4). If you succeed, take control of Engineer. If you already control Engineer, discover 1 clue from your location instead. Any investigator at Engineer’s location may trigger this action.
Forced – When Engineer would be discarded: Instead, heal all damage and horror from it, lose control of it, and exhaust it.
Quantity: 1
Number: 31
Illustrator: Derek D Edgell
Enthralled Security Guard
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Enthralled Security Guard

Type: Enemy
Encounter Set: Return to Extracurricular Activities
Fight: 2
Health: 3
Evade: 4
Damage: 1
Horror:
Humanoid. Abomination.
Hunter. Retaliate.
Forced – After Enthralled Security Guard attacks you: Discard the top 2 cards of your deck.
Forced – After Enthralled Security Guard is evaded: It is defeated.
Quantity: 2
Number: 14
Illustrator: Rafał Hrynkiewicz
Exhibit Hall
Exhibit Hall
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Exhibit Hall

Type: Location
Encounter Set: Return to The Miskatonic Museum
Miskatonic. Exhibit.
Forced – After you fail a skill test while investigating this location: Take 1 damage.
Victory 1.
What alluring artifacts are displayed inside? Do they, too, hold a sinister secret?
Quantity: 1
Number: 21
Illustrator: Dimitri Bielak
Exhibit Hall
Exhibit Hall
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Exhibit Hall

Type: Location
Encounter Set: Return to The Miskatonic Museum
Miskatonic. Exhibit.
[Action] [Action]: Gain 2 clues (from the token bank). Then, if Hunting Horror is in play, place 1 resource on Shadow-spawned. Otherwise, search the encounter deck, discard pile, and the void for Hunting Horror and spawn it in the Museum Halls. Shuffle the encounter deck.
What alluring artifacts are displayed inside? Do they, too, hold a sinister secret?
Quantity: 1
Number: 22
Illustrator: Dimitri Bielak
Haunting Recollections
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Haunting Recollections

Type: Treachery
Encounter Set: Beyond the Threshold
Hex.
Revelation – For each card in your hand, if there is a copy of that card in your discard pile, take 1 horror (to a maximum of 3 horror). If you take no horror from this effect, discard the top 3 cards of your deck.
Quantity: 2
Number: 61
Illustrator: Cristi Balanescu
Hired Gun
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Hired Gun

Type: Enemy
Encounter Set: Return to Blood on the Altar
Fight: 3
Health: 4
Evade: 1
Damage: 1
Horror: 1
Humanoid. Criminal. Syndicate.
Each Criminal enemy (including Hired Gun) gains: “Hunter. Prey – Most resources.”
Each copy of Hunted Down gains peril and surge.
“The O’Bannions send their regards.”
Quantity: 2
Number: 40
Illustrator: Rafał Hrynkiewicz