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The Circle Undone


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The Secret Name

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The Wages of Sin

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For the Greater Good

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Union and Disillusion

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A Circle Unbroken
A Circle Unbroken
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A Circle Unbroken

Type: Act
Encounter Set: The Witching Hour
Clue Threshold: –
Locations in front of you are connected to one another.
Objective – If Anette Mason is defeated, advance.
Objective – If there are no clues on the Witches’ Circle, advance.
If you advanced by defeating Anette Mason:
“Stop!” the coven’s leader yells in a commanding voice, grimacing from the wounds you’ve inflicted. You’re not sure if she’s speaking to you or to the hooded women surrounding you, but regardless, there is a sudden stillness in the clearing around the circle.
(->R1)
If you advanced by discovering all of the clues in the Witches’ Circle:
A loud crack echoes throughout the woods as you break the circle and reverse the witches’ spell. “No! They have broken the ritual!” one of the witches screams as the spell’s energy backfires. White-hot lightning strikes the center of the field, sending dirt and debris flying in every direction. You duck for cover.
(->R2)
You come across a clearing where a ritual circle has been constructed. Several hooded figures stand around it in a trance, unaware of your presence. Overlooking the ritual is a powerfully built woman who brandishes a long wavy dagger as she sees you approach. “Leave this place at once!” she commands.
Quantity: 1
Number: 56
Illustrator: Sebastian Rodriguez
Able Bodied
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Able Bodied

Type: Skill
Class: Survivor
Level: 0
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 0
Innate.
While you control 2 or fewer Item assets, Able Bodied gains [Combat] [Agility] (while you control 1 or fewer Item assets, Able Bodied gains [Combat] [Combat] [Agility] [Agility], instead).
Quantity: 2
Number: 38
Illustrator: Anna Steinbauer
Ace of Rods
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Ace of Rods

Type: Asset
Class: Neutral
Cost: 3
Level: 1
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: Tarot
Tarot.
[Free] During your turn, remove Ace of Rods from the game: You may take an additional action this turn, during which you get +2 to each of your skills.
[Reaction] When the game begins, if Ace of Rods is in your opening hand: Put it into play.
Quantity: 2
Number: 40
Illustrator: Robert Laskey
Ace of Swords
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Ace of Swords

Type: Asset
Class: Guardian
Cost: 3
Level: 1
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: Tarot
Tarot.
You get +1 [Combat].
[Reaction] When the game begins, if Ace of Swords is in your opening hand: Put it into play.
Cut to the heart of the matter.
Quantity: 2
Number: 23
Illustrator: Chris Peuler
Act of Desperation
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Act of Desperation

Type: Event
Class: Survivor
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 2
Agility: 0
Wild: 0
Tactic. Gambit.
As an additional cost to play Act of Desperation, choose and discard an Item asset that takes up at least 1 hand slot from your hand or play area.
Fight. You get +X [Combat] and deal +1 damage for this attack, where X is the chosen asset’s printed resource cost. If you succeed and that asset was in your play area, gain X resources.
Quantity: 2
Number: 37
Illustrator: Joshua Cairós
At Death’s Doorstep
At Death’s Doorstep
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At Death’s Doorstep

Type: Scenario
Encounter Set: At Death’s Doorstep
[Skull]: –1 (–3 instead if your location is haunted).
[Tablet]: –2. If you fail and this is an attack or evasion attempt, resolve each haunted ability on your location.
[Elder Thing]: –2. If there is a Spectral enemy at your location, take 1 damage.
[Skull]: –2 (–4 instead if your location is haunted).
[Tablet]: –3. If this is an attack or evasion attempt, resolve each haunted ability on your location.
[Elder Thing]: –4. If there is a Spectral enemy at your location, take 1 damage and 1 horror.
Quantity: 1
Number: 65a
Illustrator: —————
“I’m done runnin’!”
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“I’m done runnin’!”

Type: Event
Class: Neutral
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 1
Spirit.
Rita Young deck only.
Fast. Play only during your turn.
Ready and engage all enemies at your location. For the remainder of your turn, whenever you evade an enemy, instead of exhausting and disengaging from that enemy, you may deal it 1 damage.
(All other effects of the successful evasion still apply.)
Quantity: 1
Number: 16
Illustrator: Andreia Ugrai
Balcony
Balcony
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Balcony

Type: Location
Encounter Set: At Death’s Doorstep
[Action] Discard cards from your hand with a total of at least 3 [Intellect] icons: Parley. The guest here knows more about the Lodge than they let on. Gain 2 clues (from the token pool). (Group limit once per game.)
An open glass door leads onto the balcony outside the estate’s master bedroom.
Quantity: 1
Number: 76
Illustrator: Yoann Boissonnet
Balcony
Balcony
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Balcony

Type: Location
Encounter Set: At Death’s Doorstep
Spectral.
Haunted – Each of your cards with health takes 1 direct damage.
A shattered glass door leads onto the balcony outside the estate’s master bedroom.
Quantity: 1
Number: 83
Illustrator: Yoann Boissonnet
Bedeviled
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Bedeviled

Type: Treachery
Encounter Set: Witchcraft
Hex.
Revelation – Put Bedeviled into play in your threat area.
You cannot trigger [Action] abilities on cards you control.
[Action]: Test [Willpower] (3). If you succeed, discard Bedeviled. If there is an exhausted
Witch enemy at your location, this test is automatically successful.
Quantity: 2
Number: 94
Illustrator: Lukas Banas
Billiards Room
Billiards Room
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Billiards Room

Type: Location
Encounter Set: At Death’s Doorstep
[Action]: Test [Agility] (3) to compete with the other guests. If you succeed, gain 1 clue (from the token pool). (Limit once per round.)
From outside this room, you can hear the telltale clacking of billiard balls clattering against one another, along with idle chatter and laughter.
Quantity: 1
Number: 74
Illustrator: Yoann Boissonnet
Billiards Room
Billiards Room
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Billiards Room

Type: Location
Encounter Set: At Death’s Doorstep
Spectral.
Haunted – You must either discard an asset you control or take 1 damage.
From outside this room, you can hear the creaking of old wood and the patter of soft footsteps along the ground.
Quantity: 1
Number: 81
Illustrator: Yoann Boissonnet
Centuries of Secrets
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Centuries of Secrets

Type: Treachery
Encounter Set: City of Sins
Curse.
Revelation – Test [Willpower] (5). For each point you fail by, discard the top card of the encounter deck. If a Curse treachery is discarded by this effect, deal 1 direct damage to your investigator and to each of your Ally assets.
Perhaps these mysteries are better left unknown.
Quantity: 3
Number: 99
Illustrator: Ed Mattinian
Connect the Dots
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Connect the Dots

Type: Event
Class: Seeker
Cost: 4
Level: 0
Willpower: 0
Intellect: 2
Combat: 0
Agility: 0
Wild: 0
Insight.
Fast. Play after you discover the last clue at your location.
Discover 2 clues at a location with a lower printed shroud value than your location.
They thought you were being unreasonable. Paranoid. Delusional. Turns out you were right all along.
Quantity: 2
Number: 25
Illustrator: quintin gleim
Coven Initiate
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Coven Initiate

Type: Enemy
Encounter Set: Anette’s Coven
Fight: 2
Health: 2
Evade: 2
Damage:
Horror: 1
Humanoid. Witch.
Revelation – Discard the top 2 cards of the encounter deck. If this effect causes the encounter deck to run out of cards, draw the topmost Hex card in the encounter discard pile.
The hidden cults to which these witches belonged often guarded and handed down surprising secrets from elder, forgotten aeons…—H. P. Lovecraft, “The Dreams in the Witch House”
Quantity: 3
Number: 90
Illustrator: Andreia Ugrai
Cunning
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Cunning

Type: Skill
Class: Rogue
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 1
Wild: 0
Innate.
While you have 5 or more resources, Cunning gains [Intellect] [Agility] (while you have 10 or more resources, Cunning gains [Intellect] [Intellect] [Agility] [Agility], instead).
“Don’t worry,” she insisted. “I can handle it.”
Quantity: 2
Number: 30
Illustrator: Michel Koch
Curiosity
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Curiosity

Type: Skill
Class: Seeker
Level: 0
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Innate.
While you have 4 or more cards in hand, Curiosity gains [Willpower] [Intellect] (while you have 7 or more cards in hand, Curiosity gains [Willpower] [Willpower] [Intellect] [Intellect], instead).
What if you are the cat?
Quantity: 2
Number: 26
Illustrator: Nacho Molina
Daemonic Piping
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Daemonic Piping

Type: Treachery
Encounter Set: Agents of Azathoth
Power. Terror.
Surge.
Revelation – If Piper of Azathoth is in play, deal 1 horror to each investigator at its location and each investigator at each connecting location. Otherwise, put Daemonic Piping into play next to the agenda deck.
If there are 3 copies of Daemonic Piping in play, discard them and spawn the Piper of Azathoth engaged with its prey
(from any out of play area).
Quantity: 3
Number: 89
Illustrator: Helge C. Balzer
Dark Insight
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Dark Insight

Type: Event
Class: Neutral
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Insight.
Diana Stanley deck only.
Fast. Play when an investigator at your location draws an encounter card or a weakness.
Cancel all of that card’s effects and shuffle it back into its deck.
(Do not draw a new card to replace it.)
Quantity: 1
Number: 14
Illustrator: Robert Laskey
Death · XIII
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Death · XIII

Type: Asset
Class: Seeker
Cost: 3
Level: 1
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: Tarot
Tarot.
You get +1 [Intellect].
[Reaction] When the game begins, if Death
· XIII is in your opening hand: Put it into play.
Let go, and embrace a new truth.
Quantity: 2
Number: 27
Illustrator: Chris Peuler
Delay the Inevitable
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Delay the Inevitable

Type: Event
Class: Guardian
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 0
Insight. Spirit. Tactic.
Fast. Play only during your turn. Attach to an investigator at your location, under his or her control.
[Reaction] When you are dealt damage and/or horror: Discard Delay the Inevitable and cancel all damage and/or horror just dealt.
Forced – When the mythos phase ends: You must either spend 2 resources or discard Delay the Inevitable.
Quantity: 2
Number: 21
Illustrator: Stephen Somers
Deny Existence
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Deny Existence

Type: Event
Class: Mystic
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Spell. Paradox.
Fast. Play when an encounter card or enemy attack would cause you to do one of the following (choose one): Discard cards from hand, lose resources, lose actions, take damage, or take horror.
You ignore that aspect of the effect.
(Each other aspect resolves normally.)
Quantity: 2
Number: 32
Illustrator: Ilich Henriquez
Detective’s Colt 1911s
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Detective’s Colt 1911s

Type: Asset
Class: Neutral
Cost: 4
Level: 0
Willpower: 0
Intellect: 1
Combat: 1
Agility: 0
Wild: 1
Slot: 2 Hand
Item. Weapon. Firearm.
Joe Diamond deck only. Uses (4 ammo).
Up to 2
Tool assets you control do not take up hand slots.
[Action] Spend 1 ammo: Fight. You get +1 [Combat] (Combat) and deal +1 damage for this attack. If this attack defeats an enemy, you may move an Insight event from your discard pile to the bottom of your hunch deck.
Quantity: 1
Number: 9
Illustrator: John Pacer
Diabolic Voices
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Diabolic Voices

Type: Treachery
Encounter Set: Witchcraft
Curse.
Revelation – Test [Willpower] (3). For each point you fail by, discard 1 random card from your hand. For each card you cannot discard, take 1 horror or 1 damage. This test gets +1 difficulty for each copy of Diabolic Voices in the encounter discard pile.
The infernal wailing and cackling rattle endlessly through your mind.
Quantity: 3
Number: 92
Illustrator: Derek D Edgell
Disappearance at the Twilight Estate
Disappearance at the Twilight Estate
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Disappearance at the Twilight Estate

Type: Scenario
Encounter Set: Disappearance at the Twilight Estate
[Skull]: –3. If you fail and this is an attack or evasion attempt, resolve each haunted ability on your location.
[Skull]: –5. If you fail and this is an attack or evasion attempt, resolve each haunted ability on your location.
Quantity: 1
Number: 43a
Illustrator: —————
Eldritch Inspiration
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Eldritch Inspiration

Type: Event
Class: Mystic
Cost: 0
Level: 0
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Spell. Spirit.
Fast. Play when you would resolve an effect on a [Mystic] card that triggers when a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol is revealed.
Either cancel that effect, or resolve it an additional time.
Quantity: 2
Number: 33
Illustrator: Rafał Hrynkiewicz
Entry Hall
Entry Hall
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Entry Hall

Type: Location
Encounter Set: At Death’s Doorstep
[Action]: Resign. “I guess there is nothing to those disappearances after all.”
Clearly, whatever business Josef Meiger has his hands in, it’s doing well. A soft red carpet guides you deeper into the opulent hall, flanked by small statues of marble and ivory. Above, a glimmering chandelier casts a brilliant shine along the polished floor and wooden stairs.
Quantity: 1
Number: 71
Illustrator: Logan Feliciano
Entry Hall
Entry Hall
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Entry Hall

Type: Location
Encounter Set: At Death’s Doorstep
Spectral.
The Entry Hall is blocked by a wall of spectral mist. You cannot enter the Entry Hall. Silver Twilight enemies cannot spawn in the Entry Hall.
[Action]: Resign. You tear through the front doors of the manor, escaping the spectral realm and leaving the remainder of the survivors to their fate.
A wall of dark mist blocks your escape, decaying everything it touches. Ghostly hands grasp at you from the mist, desperately trying to pull you in. You suspect that if you tried to cross through the mist, you wouldn’t emerge alive.
Quantity: 1
Number: 78
Illustrator: Yoann Boissonnet
Escape the Cage
Escape the Cage
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Escape the Cage

Type: Act
Encounter Set: At Death’s Doorstep
Clue Threshold: –
Forced – At the end of the round: Each Silver Twilight enemy in the Entry Hall escapes; place them beneath the Entry Hall, out of play. Move each ready Silver Twilight enemy with the aloof keyword once toward the Entry Hall.
Objective – If each undefeated investigator has resigned, advance.
Coming to this place was a terrible mistake. You had hoped to uncover evidence pertaining to the disappearances at the estate, not become victims yourselves. As you tear through the entry hall and slam through the manor’s heavy front doors, you vow to put as much distance between you and the Meiger estate as you possibly can. Unfortunately, your plan is quickly derailed...
(->R1)
Now that the mist has receded, you might be able to escape with your lives…but what about Josef Meiger and the other Lodge members left behind? Should you stay to make sure they escape, or flee while you have the chance?
Quantity: 1
Number: 70
Illustrator: Joshua Cairós
Evil Past
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Evil Past

Type: Treachery
Encounter Set: City of Sins
Curse.
Revelation – Put Evil Past into play in your threat area if there is no copy of it in your threat area (if there is, discard Evil Past and it gains surge instead).
Forced – When the encounter deck runs out of cards: Take 2 horror and test [Willpower] (3). If you succeed, discard Evil Past.
Quantity: 2
Number: 98
Illustrator: Stephen Somers