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Return to the Path to Carcosa
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.32 Colt
Type: Asset
Class: Guardian
Cost: 2
Level: 2
Willpower: 0
Intellect: 0
Combat: 2
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Weapon. Firearm.
Uses (6 ammo).
[Action] Spend 1 ammo: Fight. You deal +1 damage for this attack.
[Free] Spend 1 resource: Return .32 Colt to your hand.
[Action] Spend 1 ammo: Fight. You deal +1 damage for this attack.
[Free] Spend 1 resource: Return .32 Colt to your hand.
Quantity: 2
Number: 1
Illustrator: Mauro Dal Bo






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Alchemical Transmutation
Type: Asset
Class: Mystic
Cost: 0
Level: 2
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Arcane
Spell.
Uses (4 charges).
[Action] Exhaust Alchemical Transmutation, spend 1 charge: Test [Willpower] (0). For each point you succeed by, gain 1 resource (to a maximum of 4). If a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol is revealed during this test, take 1 damage.
[Action] Exhaust Alchemical Transmutation, spend 1 charge: Test [Willpower] (0). For each point you succeed by, gain 1 resource (to a maximum of 4). If a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol is revealed during this test, take 1 damage.
Quantity: 2
Number: 7
Illustrator: Andreas Zafiratos






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Archaic Glyphs
Type: Asset
Class: Seeker
Cost: 2
Level: 3
Willpower: 0
Intellect: 1
Combat: 1
Agility: 0
Wild: 0
Slot: 1 Arcane
Spell.
You can only include this asset in your deck by upgrading it from Archaic Glyphs (Untranslated), and only if “you have translated the glyphs” in your Campaign Log.
Uses (3 charges).
[Action] Spend 1 charge: Investigate. If you succeed, you may put an asset with printed cost of X or lower into play from your hand. X is the amount you succeeded by.
Uses (3 charges).
[Action] Spend 1 charge: Investigate. If you succeed, you may put an asset with printed cost of X or lower into play from your hand. X is the amount you succeeded by.
Quantity: 2
Number: 4
Illustrator: Anna Christenson






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“Eat lead!â€
Type: Event
Class: Guardian
Cost: 1
Level: 0
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 0
Tactic.
Fast. Play when you activate the Fight ability on a Firearm asset.
Spend 1 additional ammo token from that asset. When you reveal chaos tokens for this attack, reveal 1 additional chaos token. Choose one to resolve and ignore the other.
Spend 1 additional ammo token from that asset. When you reveal chaos tokens for this attack, reveal 1 additional chaos token. Choose one to resolve and ignore the other.
Quantity: 2
Number: 2
Illustrator: David Demaret







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“The Really Bad Ones†(v. III)
Type: Act
Encounter Set: Return to The Unspeakable Oath
Clue Threshold: –
Ignore the text on the unrevealed side of Arkham Asylum locations.
Objective – Find the Patient Confinement location with Daniel Chesterfield. (It will instruct you when to advance.)
Objective – Find the Patient Confinement location with Daniel Chesterfield. (It will instruct you when to advance.)
When you enter his cell, you find Daniel huddled in a corner of the room, sobbing and rocking back and forth on the ground. “No mask, no mask…” he stammers over and over. You help him to his feet and ask him what he remembers about The King in Yellow, but he interrupts you. “I already told you!” he exclaims frantically, his eyes wide with a yellow glow. “Don’t you remember? The last time you came here?” His words make no sense. You’ve only just arrived here…haven’t you? “No, no, no…” The man stammers, falling backward onto the dirty cot in the corner of his room. “It will never end. It will never end until HE is gone for good, and he will never be gone so long as you are here! Get me out! I want out—” Daniel screams for help, but the only response is the creature that suddenly emerges from beneath his cot. Before you can react, its tendrils have wrapped around his body, devouring him whole. His final screams are muffled by the creature’s enormity.
Spawn the set-aside Host of Insanity at Patient Confinement (Daniel’s Cell). Shuffle the encounter discard pile and each enemy beneath the act deck into the encounter deck.
Spawn the set-aside Host of Insanity at Patient Confinement (Daniel’s Cell). Shuffle the encounter discard pile and each enemy beneath the act deck into the encounter deck.
Daniel is somewhere in the secured basement where the most dangerous patients are kept. Now that you have the key, you can explore this area of the asylum.
Quantity: 1
Number: 35
Illustrator: Jokubas Uogintas







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“The Really Bad Ones†(v. IV)
Type: Act
Encounter Set: Return to The Unspeakable Oath
Clue Threshold: –
Ignore the text on the unrevealed side of Arkham Asylum locations.
Objective – Find the Patient Confinement location with Daniel Chesterfield. (It will instruct you when to advance.)
Objective – Find the Patient Confinement location with Daniel Chesterfield. (It will instruct you when to advance.)
When you enter Daniel’s cell, you see him sitting on a chair facing the corner of his room. He is scrawling something on the wall, his expression calm. No, not calm—almost devoid of emotion entirely. You ask him what he knows of The King in Yellow, and though he does not speak, you spot his reply written on the wall: “We both know how this ends.” Dumbfounded, you check the rest of his room. There are similar messages along the wall: “You already know of the oath,” “The price has been paid,” “The path has been opened again and again.” None of it makes any sense, but your instincts warn you there is more truth in these messages than there is lunacy. You help Daniel to his feet and try to usher him out of the room, hoping there is something you can do to help him.
Choose an investigator at Patient Confinement (Daniel's Cell). Put the set-aside Daniel Chesterfield card (asset side faceup) into play under that investigator's control. Then, attach the set-aside Radical Treatment treachery to Daniel Chesterfield.
Shuffle the encounter discard pile and each enemy beneath the act deck into the encounter deck.
Choose an investigator at Patient Confinement (Daniel's Cell). Put the set-aside Daniel Chesterfield card (asset side faceup) into play under that investigator's control. Then, attach the set-aside Radical Treatment treachery to Daniel Chesterfield.
Shuffle the encounter discard pile and each enemy beneath the act deck into the encounter deck.
Daniel is somewhere in the secured basement where the most dangerous patients are kept. Now that you have the key, you can explore this area of the asylum.
Quantity: 1
Number: 36
Illustrator: Jokubas Uogintas







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Backstage Doorway
Type: Location
Encounter Set: Return to Curtain Call
Private.
While you are investigating Prop Shop, it gets –1 shroud for each horror on you.
Forced – After you fail a skill test while investigating the Prop Shop: Take 1 horror.
Forced – After you fail a skill test while investigating the Prop Shop: Take 1 horror.
A simple wooden door leads into the back of the theatre, far from the prying eyes of patrons.
Quantity: 1
Number: 19
Illustrator: Yoann Boissonnet







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Better Never Than Late
Type: Agenda
Encounter Set: Return to The Last King
Doom Threshold: 3
Find the Bystander asset with the fewest clues on it (among Bystander assets with at least one clue). Spawn the set-aside Dianne Devine asset at that asset’s location.
Shuffle Shocking Display into the encounter deck, along with the encounter discard pile.
Shuffle Shocking Display into the encounter deck, along with the encounter discard pile.
As you pull up to the manor, you notice that something is wrong. A trail of blood leads up the porch steps, and the front door is smashed. Muted music comes from within the house, its warped and discordant notes painful to your ears. Has the madness of The King in Yellow already made its way here?
Quantity: 1
Number: 22
Illustrator: Cristi Balanescu






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Bleeding Walls
Type: Treachery
Encounter Set: Decaying Reality
Terror.
Revelation – Test [Willpower] (X). X is the shroud value of your location. If you fail, lose 1 action and take 1 horror.
Quantity: 2
Number: 66
Illustrator: Rafał Hrynkiewicz







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Canal Saint-Martin
Type: Location
Encounter Set: Return to A Phantom of Truth
Paris.
While you are at Canal Saint-Martin, you must use your [Combat] in place of your [Agility], and vice versa.
This underground canal connects the river Seine to the Canal de l’Ourcq. An old, cracked staircase leads down to the canal’s entrance.
Quantity: 1
Number: 44
Illustrator: Vlad Ricean







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Catacombs
Type: Location
Encounter Set: Return to The Pallid Mask
As an additional cost for you to enter Catacombs, investigators at your location must spend 1[per investigator] clues, as a group.
Forced – When Mound of Bones is revealed: Put the top 4 Catacombs in the Catacombs deck into play above, below, to the left, and to the right of Mound of Bones. At the end of the current round, search the encounter deck and discard pile for a Malformed Skeleton and spawn it at Mound of Bones.
Skulls and bones decorate the walls of this wide hallway in a macabre fashion.
Quantity: 1
Number: 50
Illustrator: Greg Bobrowski







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Catacombs
Type: Location
Encounter Set: Return to The Pallid Mask
As an additional cost for you to enter Catacombs, investigators at your location must spend 1[per investigator] clues, as a group.
[Reaction] After you successfully investigate Research Site: Reveal any Catacombs location. (Group limit once per game.)
Forced – When Research Site is revealed: Put the topmost Catacombs in the Catacombs deck into play above, below, or to the right of any other location.
Forced – When Research Site is revealed: Put the topmost Catacombs in the Catacombs deck into play above, below, or to the right of any other location.
Skulls and bones decorate the walls of this wide hallway in a macabre fashion.
Quantity: 1
Number: 51
Illustrator: Greg Bobrowski







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Catacombs
Type: Location
Encounter Set: Return to The Pallid Mask
As an additional cost for you to enter Catacombs, investigators at your location must spend 1[per investigator] clues, as a group.
[Action] If you control Clasp of Black Onyx: You place the clasp within the skull’s eye socket, and the passage opens. Reveal the Catacombs location to the right of Secret Passage.
Forced – When Secret Passage is revealed: Put the topmost Catacombs in the Catacombs deck into play to the right of Secret Passage.
Forced – When Secret Passage is revealed: Put the topmost Catacombs in the Catacombs deck into play to the right of Secret Passage.
Skulls and bones decorate the walls of this wide hallway in a macabre fashion.
Quantity: 1
Number: 49
Illustrator: Greg Bobrowski







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Catacombs
Type: Location
Encounter Set: Return to The Pallid Mask
As an additional cost for you to enter Catacombs, investigators at your location must spend 1[per investigator] clues, as a group.
Forced – After you end your turn at Sea of Skulls: You must either take 1 direct horror or choose and discard 3 cards from your hand.
Forced – When Sea of Skulls is revealed: Put the topmost Catacombs in the Catacombs deck into play above, below, or to the right of the location farthest from Sea of Skulls and mark it with a horror token. For the remainder of the game, Sea of Skulls is connected to the marked location.
Forced – When Sea of Skulls is revealed: Put the topmost Catacombs in the Catacombs deck into play above, below, or to the right of the location farthest from Sea of Skulls and mark it with a horror token. For the remainder of the game, Sea of Skulls is connected to the marked location.
Skulls and bones decorate the walls of this wide hallway in a macabre fashion.
Quantity: 1
Number: 52
Illustrator: Greg Bobrowski







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Cloister
Type: Location
Encounter Set: Return to Black Stars Rise
[Action] If there are no clues on Cloister: Parley. Test [Willpower] or [Intellect] (4). If you succeed, remember that you have “found the tower key.”
The open arcade of the cloister is normally restricted to the monastery’s monks and religious leaders, but with the abbey seemingly abandoned, it takes little effort for you to sneak your way in.
Quantity: 1
Number: 55
Illustrator: Andreas Rocha






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Clouded Memory
Type: Treachery
Encounter Set: Return to The Unspeakable Oath
Terror.
Peril.
Revelation – You must either (choose one):
— Forget something an investigator has “remembered” from an ability on a location (It is no longer true.)
— Take 1 horror and Clouded Memory gains surge.
Revelation – You must either (choose one):
— Forget something an investigator has “remembered” from an ability on a location (It is no longer true.)
— Take 1 horror and Clouded Memory gains surge.
Quantity: 1
Number: 39
Illustrator: Sedone Thongvilay






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Delusory Evils
Type: Treachery
Encounter Set: Delusory Evils
Curse.
Peril. Hidden.
Revelation – You must either secretly add Delusory Evils to your hand, or place 1 doom on the current agenda and discard Delusory Evils (this effect may cause the current agenda to advance).
Forced – When you would succeed at a skill test by 3 or more: You automatically fail, instead. Discard Delusory Evils from your hand.
Revelation – You must either secretly add Delusory Evils to your hand, or place 1 doom on the current agenda and discard Delusory Evils (this effect may cause the current agenda to advance).
Forced – When you would succeed at a skill test by 3 or more: You automatically fail, instead. Discard Delusory Evils from your hand.
Quantity: 3
Number: 65
Illustrator: Camille Kuo






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Figure in the Shadows
Type: Treachery
Encounter Set: Return to A Phantom of Truth
Scheme.
Revelation – Check Campaign Log.
—If you have more (or equal) Doubt than Conviction, move The Organist 1 location away from the nearest investigator (to a location with no investigators, if possible).
—If you have more Conviction than Doubt, resolve The Organist’s hunter keyword.
—If you have more (or equal) Doubt than Conviction, move The Organist 1 location away from the nearest investigator (to a location with no investigators, if possible).
—If you have more Conviction than Doubt, resolve The Organist’s hunter keyword.
Quantity: 2
Number: 47
Illustrator: Shane M. Tyree






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Fragile Thoughts
Type: Treachery
Encounter Set: Decaying Reality
Terror.
Revelation – Discard events from your hand with a total printed resource cost of at least X, where X is the shroud value of your location. If no cards are discarded by this effect, Fragile Thoughts gains surge.
Quantity: 2
Number: 67
Illustrator: Stephen Somers







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Gardens of Luxembourg
Type: Location
Encounter Set: Return to A Phantom of Truth
Paris.
Forced – After you enter Gardens of Luxembourg, if there is at least 1 Byakhee enemy in play: Reveal a random token from the chaos bag. If you reveal a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol, each Byakhee enemy in play readies and moves to Gardens of Luxembourg.
The gardens of Luxembourg Palace contain hundreds of scattered statues, monuments, and fountains. It would make for a relaxing walk if you hadn’t come here to escape the winged creatures that screech and soar in the dark sky overhead.
Quantity: 1
Number: 46
Illustrator: Borja Pindado







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Grand Guignol
Type: Location
Encounter Set: Return to A Phantom of Truth
Paris.
[Action] Spend 5 resources: Either place 1 doom on the current agenda, or remove 1 doom from the current agenda. (Group limit once per game.)
Le Théâtre du Grand-Guignol specializes in horror shows of a graphic and sometimes amoral nature. It is among the smallest venues in Paris, and one of the most popular.
Quantity: 1
Number: 42
Illustrator: Jeff Lee Johnson






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Gravedigger’s Shovel
Type: Asset
Class: Survivor
Cost: 1
Level: 2
Willpower: 0
Intellect: 0
Combat: 2
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Tool. Weapon. Melee.
[Action]: Fight. You get +2 [Combat] for this attack.
[Action] Discard Gravedigger’s Shovel: Discover 1 clue at your location (or remove Gravedigger’s Shovel from the game to discover 2 clues, instead).
[Action] Discard Gravedigger’s Shovel: Discover 1 clue at your location (or remove Gravedigger’s Shovel from the game to discover 2 clues, instead).
I knew I should have, but I couldn’t stop digging.
Quantity: 2
Number: 10
Illustrator: Matt Bradbury






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Hastur’s Gaze
Type: Treachery
Encounter Set: Return to Black Stars Rise
Peril. Hidden.
Revelation – Secretly add Hastur’s Gaze to your hand.
Forced – After 1 or more doom is placed on the “c” agenda: Take 2 horror and discard Hastur’s Gaze from your hand.
Revelation – Secretly add Hastur’s Gaze to your hand.
Forced – After 1 or more doom is placed on the “c” agenda: Take 2 horror and discard Hastur’s Gaze from your hand.
Quantity: 1
Number: 57
Illustrator: Alexander Chelyshev






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Hastur’s Grasp
Type: Treachery
Encounter Set: Return to Black Stars Rise
Peril. Hidden.
Revelation – Secretly add Hastur’s Grasp to your hand.
Forced – After 1 or more doom is placed on the “a” agenda: Take 2 damage and discard Hastur’s Grasp from your hand.
Revelation – Secretly add Hastur’s Grasp to your hand.
Forced – After 1 or more doom is placed on the “a” agenda: Take 2 damage and discard Hastur’s Grasp from your hand.
Quantity: 1
Number: 58
Illustrator: Frej Agelii






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High Priest of Hastur
Type: Enemy
Encounter Set: Return to Dim Carcosa
Fight: 6
Health: 4
Evade: 2
Damage: 0
Horror: 0
Humanoid. Cultist. Elite.
Spawn – Palace of the King.
Prey – Most cards in hand.
Hunter.
Forced – When High Priest of Hastur attacks you, if you have a copy of Possession in your hand: Reveal it. The high priest welcomes you into the grand company of the King. You are eliminated and driven insane.
Prey – Most cards in hand.
Hunter.
Forced – When High Priest of Hastur attacks you, if you have a copy of Possession in your hand: Reveal it. The high priest welcomes you into the grand company of the King. You are eliminated and driven insane.
Quantity: 1
Number: 64
Illustrator: Guy Gentry







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Historical Society
Type: Location
Encounter Set: Return to Echoes of the Past
Basement.
Forced – When an enemy spawns at this location: Reveal this location.
While you have at least 1 hidden card in your hand, you cannot investigate this location.
An unadorned wooden door leads to one of the basement rooms used by the Historical Society.
Quantity: 1
Number: 30
Illustrator: Yoann Boissonnet







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Historical Society
Type: Location
Encounter Set: Return to Echoes of the Past
Basement.
Forced – When an enemy spawns at this location: Reveal this location.
Forced – When you investigate this location, if there is at least 1 Cultist enemy in play: This location gets –3 shroud for this investigation. If a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol is revealed during this test, move 1 clue from this location to the Cultist enemy farthest from you (before resolving the effects of the test).
An unadorned wooden door leads to one of the basement rooms used by the Historical Society.
Quantity: 1
Number: 31
Illustrator: Yoann Boissonnet







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Historical Society
Type: Location
Encounter Set: Return to Echoes of the Past
Basement.
Forced – When an enemy spawns at this location: Reveal this location.
Forced – After you discover 1 or more clues at this location: One at a time, draw that many cards from the top of the encounter deck.
An unadorned wooden door leads to one of the basement rooms used by the Historical Society.
Quantity: 1
Number: 32
Illustrator: Yoann Boissonnet






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Host of Insanity
Type: Enemy
Encounter Set: Return to The Unspeakable Oath
Fight: 4
Health: 4
Evade: 4
Damage: 1
Horror: 1
Victory: 1
Avatar. Elite.
Massive. Hunter.
Host of Insanity gets +2[per investigator] health.
[Action] If you control Clasp of Black Onyx: Parley. You reveal the clasp to the creature. It freezes in place, whispering a garbled prayer. Automatically evade Host of Insanity.
Host of Insanity gets +2[per investigator] health.
[Action] If you control Clasp of Black Onyx: Parley. You reveal the clasp to the creature. It freezes in place, whispering a garbled prayer. Automatically evade Host of Insanity.
Quantity: 1
Number: 37
Illustrator: Jon Bosco






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Dianne Devine
Type: Asset
Class:
Cost: –
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Cultist.
Each investigator at Dianne Devine's location cannot discover or take control of clues.
Forced – At the beginning of the enemy phase: Find the Bystander asset with the fewest clues on it (among Bystander assets with at least one clue). Move Dianne Devine to that asset's location, if able.
Forced – At the beginning of the enemy phase: Find the Bystander asset with the fewest clues on it (among Bystander assets with at least one clue). Move Dianne Devine to that asset's location, if able.
Quantity: 1
Number: 25
Illustrator: Anna Steinbauer