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Return to the Dunwich Legacy
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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.
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







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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.
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:







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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







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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.
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






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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].
While you have Weapon assets held in 2 or more hand slots, you get +1 [Willpower].
Quantity: 2
Number: 1
Illustrator: Stanislav Dikolenko







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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!”
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







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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.)
[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 Horrorâ€
Quantity: 1
Number: 34
Illustrator: Alexander Tooth






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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







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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






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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.
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






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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.
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






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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.
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






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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.
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







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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.)
[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 Horrorâ€
Quantity: 1
Number: 35
Illustrator: Mariusz Gandzel






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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.
Revelation – Each player who has “cheated” must lose 2 resources and take 1 damage.
Quantity: 2
Number: 18
Illustrator: Borja Pindado






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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.
[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







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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.)”
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







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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.)”
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







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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.)
[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…â€
–H.P. Lovecraft, “The Dunwich Horrorâ€
Quantity: 1
Number: 37
Illustrator: Mark Molnar






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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.
—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






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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.)
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







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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






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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.
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







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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.
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.
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






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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.
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






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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.
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







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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.
Victory 1.
What alluring artifacts are displayed inside?
Do they, too, hold a sinister secret?
Quantity: 1
Number: 21
Illustrator: Dimitri Bielak







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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






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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






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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.
Each copy of Hunted Down gains peril and surge.
“The O’Bannions send their regards.â€
Quantity: 2
Number: 40
Illustrator: Rafał Hrynkiewicz