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The Circle Undone
Categories
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The Secret Name |
42 Cards |
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The Wages of Sin |
40 Cards |
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For the Greater Good |
43 Cards |
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Union and Disillusion |
44 Cards |
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In the Clutches of Chaos |
40 Cards |
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Before the Black Throne |
34 Cards |
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Spoiler Protection:
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Fate of All Fools
Type: Treachery
Encounter Set: Inexorable Fate
Omen. Spectral.
Peril.
Revelation – You must decide (choose one):
—If there is no other copy of Fate of All Fools in play, put Fate of All Fools into play in your threat area.
—An investigator with another copy of Fate of All Fools in his or her threat area takes 2 direct damage.
—Place 1 doom on another copy of Fate of All Fools.
Revelation – You must decide (choose one):
—If there is no other copy of Fate of All Fools in play, put Fate of All Fools into play in your threat area.
—An investigator with another copy of Fate of All Fools in his or her threat area takes 2 direct damage.
—Place 1 doom on another copy of Fate of All Fools.
Quantity: 3
Number: 108
Illustrator: Brian Valenzuela






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Fingerprint Kit
Type: Asset
Class: Seeker
Cost: 4
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Tool.
Uses (3 supplies).
[Action] Exhaust Fingerprint Kit and spend 1 supply: Investigate. You get +1 [Intellect] for this investigation. If you succeed, you discover 1 additional clue at your location.
[Action] Exhaust Fingerprint Kit and spend 1 supply: Investigate. You get +1 [Intellect] for this investigation. If you succeed, you discover 1 additional clue at your location.
Quantity: 2
Number: 24
Illustrator: quintin gleim






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Five of Pentacles
Type: Asset
Class: Survivor
Cost: 3
Level: 1
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: Tarot
Tarot.
You get +1 health and +1 sanity.
[Reaction] When the game begins, if Five of Pentacles is in your opening hand: Put it into play.
[Reaction] When the game begins, if Five of Pentacles is in your opening hand: Put it into play.
It is time to rise up again.
Quantity: 2
Number: 39
Illustrator: Chris Peuler






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Four of Cups
Type: Asset
Class: Mystic
Cost: 3
Level: 1
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: Tarot
Tarot.
You get +1 [Willpower].
[Reaction] When the game begins, if Four of Cups is in your opening hand: Put it into play.
[Reaction] When the game begins, if Four of Cups is in your opening hand: Put it into play.
Seek clarity in your heart and mind.
Quantity: 2
Number: 35
Illustrator: Chris Peuler







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Hidden Agendas
Type: Act
Encounter Set: At Death’s Doorstep
Clue Threshold: –
Objective – Find information about the disappearances. (Do not advance until you are instructed.) (Hint: it may be worthwhile to investigate the last known locations of the missing persons.)
Before you can investigate further, the building is suddenly plunged into icy darkness. All of the lights flicker once and are snuffed out. A thick, otherworldly mist begins to seep into the corridors, causing everything it touches to decay.
Move each investigator and each enemy currently in the Entry Hall to the Victorian Halls.
For each location in play, find the set-aside Spectral version of that location and swap them (all tokens and cards at the former location are now considered to be at the new location). If there is an investigator at that location, reveal it.
In player order, each investigator spawns one of the set-aside Monster enemies at his or her location, until each of the set‑aside Monster enemies has been spawned.
Spawn the set-aside The Spectral Watcher enemy in the Entry Hall. Shuffle the remainder of the set-aside The Watcher encounter set and the set-aside Realm of Death encounter set into the encounter deck, along with the encounter discard pile.
Move each investigator and each enemy currently in the Entry Hall to the Victorian Halls.
For each location in play, find the set-aside Spectral version of that location and swap them (all tokens and cards at the former location are now considered to be at the new location). If there is an investigator at that location, reveal it.
In player order, each investigator spawns one of the set-aside Monster enemies at his or her location, until each of the set‑aside Monster enemies has been spawned.
Spawn the set-aside The Spectral Watcher enemy in the Entry Hall. Shuffle the remainder of the set-aside The Watcher encounter set and the set-aside Realm of Death encounter set into the encounter deck, along with the encounter discard pile.
As you approach the patio of the Meiger estate, a man in an elegant suit checks your invitation at the door. Inside, guests mingle and chat with one another, but much of the conversation is awkward and terse. A silent tension has gripped the manor, and you are not sure why.
Quantity: 1
Number: 68
Illustrator: Joshua Cairós






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Hoods
Type: Enemy
Encounter Set: Weakness
Fight: 3
Health: 3
Evade: 3
Damage: 1
Horror: 1
Humanoid. Cultist.
Prey – Rita Young only.
Alert. Hunter.
Forced – After you evade Hoods: It attacks you.
Alert. Hunter.
Forced – After you evade Hoods: It attacks you.
“You damn cowards always cover your faces. You’re just like the damn Klan, always too scared to let people see who you are...â€
—Graham McNeill, Ghouls of the Miskatonic
Quantity: 1
Number: 17
Illustrator: Stephen Somers






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Hypnotic Therapy
Type: Asset
Class: Neutral
Cost: 2
Level: 0
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 1
Talent.
Carolyn Fern deck only.
[Action] Exhaust Hypnotic Therapy: Test [Intellect] (2). If you succeed, heal 1 horror from an investigator at your location. Then, that investigator may draw 1 card.
[Reaction] After one of your other card effects heals horror from an investigator, exhaust Hypnotic Therapy: That effect heals 1 additional horror.
[Action] Exhaust Hypnotic Therapy: Test [Intellect] (2). If you succeed, heal 1 horror from an investigator at your location. Then, that investigator may draw 1 card.
[Reaction] After one of your other card effects heals horror from an investigator, exhaust Hypnotic Therapy: That effect heals 1 additional horror.
Quantity: 1
Number: 7
Illustrator: Reiko Murakami






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Interrogate
Type: Event
Class: Guardian
Cost: 2
Level: 0
Willpower: 0
Intellect: 1
Combat: 1
Agility: 0
Wild: 0
Tactic. Insight.
Parley. Choose a Humanoid enemy at your location and test [Combat] (3). This test gets +X difficulty, where X is the chosen enemy’s damage value. If you succeed, discover 1 clue at your location and 1 clue at any other location.
He was hiding something…but why?
Quantity: 2
Number: 20
Illustrator: John Pacer






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Anette Mason
Type: Enemy
Encounter Set: The Witching Hour
Fight: 4
Health: 4
Evade: 4
Damage: 1
Horror: 1
Humanoid. Witch. Elite.
Retaliate.
Forced – After the enemy phase begins: Discard the top 3 cards of the encounter deck. Spawn each Witch enemy discarded by this effect at Anette Mason’s location. If no Witch enemies are discarded by this effect, ready her.
Victory 2.
Forced – After the enemy phase begins: Discard the top 3 cards of the encounter deck. Spawn each Witch enemy discarded by this effect at Anette Mason’s location. If no Witch enemies are discarded by this effect, ready her.
Victory 2.
“Come, sisters. Our time is now.â€
Quantity: 1
Number: 57
Illustrator: Andreia Ugrai






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Baron Samedi
Type: Asset
Class:
Cost:
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: Ally
Revelation – Put Baron Samedi into play. He cannot leave play while he has less than 3 doom on him.
Forced – When any amount of damage is placed on an investigator in Baron Samedi’s location: Place 1 additional damage on that investigator.
[Free] Exhaust Baron Samedi: Place 1 doom on Baron Samedi. If he has 3 or more doom on him, discard him.
Forced – When any amount of damage is placed on an investigator in Baron Samedi’s location: Place 1 additional damage on that investigator.
[Free] Exhaust Baron Samedi: Place 1 doom on Baron Samedi. If he has 3 or more doom on him, discard him.
Quantity: 1
Number: 19
Illustrator: Magali Villeneuve







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Carolyn Fern
Type: Investigator
Class: Guardian
Willpower: 3
Intellect: 4
Combat: 2
Agility: 2
Health: 6
Sanity: 9
Medic.
[Reaction] After one of your card effects heals horror from an investigator or Ally asset: The healed card’s controller gains 1 resource.
[Elder Sign] effect: +1. You may heal 1 horror from an investigator or Ally asset at your location.
[Elder Sign] effect: +1. You may heal 1 horror from an investigator or Ally asset at your location.
Deck Size: 30.
Deckbuilding Options: Guardian cards ([Guardian]) level 0-3, Neutral cards level 0-5, cards that “heal horror” level 0-5, up to 15 other Seeker and/or Mystic cards level 0-1 ([Seeker] and/or [Mystic]).
Deckbuilding Requirements (do not count towards deck size): Hypnotic Therapy, Rational Thought, 1 random basic weakness.
Additional Restrictions: No Weapon cards level 1-5.
Deckbuilding Options: Guardian cards ([Guardian]) level 0-3, Neutral cards level 0-5, cards that “heal horror” level 0-5, up to 15 other Seeker and/or Mystic cards level 0-1 ([Seeker] and/or [Mystic]).
Deckbuilding Requirements (do not count towards deck size): Hypnotic Therapy, Rational Thought, 1 random basic weakness.
Additional Restrictions: No Weapon cards level 1-5.
“The mind is fragile, but through understanding, we can protect it.â€
Quantity: 1
Number: 1
Illustrator: Cristi Balanescu







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Diana Stanley
Type: Investigator
Class: Mystic
Willpower: 1
Intellect: 3
Combat: 3
Agility: 3
Health: 7
Sanity: 7
Cultist. Silver Twilight.
Diana Stanley gets +1 [Willpower] for each card beneath her.
[Reaction] After a card you own cancels or ignores a card effect or game effect, if there are fewer than 5 cards beneath Diana Stanley: Place that card facedown beneath her. Draw 1 card and gain 1 resource. (Limit once per phase.)
[Elder Sign] effect: +2. You may choose a card beneath Diana Stanley and add it to your hand.
[Reaction] After a card you own cancels or ignores a card effect or game effect, if there are fewer than 5 cards beneath Diana Stanley: Place that card facedown beneath her. Draw 1 card and gain 1 resource. (Limit once per phase.)
[Elder Sign] effect: +2. You may choose a card beneath Diana Stanley and add it to your hand.
Deck Size: 35.
Deckbuilding Options: Mystic cards ([Mystic]) level 0-5, Guardian cards ([Guardian]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Twilight Blade, Dark Insight, Terrible Secret, 1 random basic weakness.
Additional Setup: You begin each game with Dark Insight as an additional card in your opening hand.
Deckbuilding Options: Mystic cards ([Mystic]) level 0-5, Guardian cards ([Guardian]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Twilight Blade, Dark Insight, Terrible Secret, 1 random basic weakness.
Additional Setup: You begin each game with Dark Insight as an additional card in your opening hand.
Quantity: 1
Number: 4
Illustrator: Magali Villeneuve






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Family Inheritance
Type: Asset
Class: Neutral
Cost: –
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Boon.
Permanent. Preston Fairmont deck only.
[Action]: Move all resources from this card to your resource pool.
Forced – When your turn begins: Place 4 resources (from the token pool) on this card. Resources on this card may be spent as if they were in your resource pool. Discard all resources from this card at the end of your turn.
[Action]: Move all resources from this card to your resource pool.
Forced – When your turn begins: Place 4 resources (from the token pool) on this card. Resources on this card may be spent as if they were in your resource pool. Discard all resources from this card at the end of your turn.
Quantity: 1
Number: 11
Illustrator: John Pacer







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Gavriella Mizrah
Type: Investigator
Class: Neutral
Willpower: 3
Intellect: 2
Combat: 4
Agility: 1
Health: 8
Sanity: 4
Veteran.
[Reaction] After an enemy attacks you, even if that attack was canceled: Discover 1 clue at your location. (Limit once per round.)
[Elder Sign] effect: +1. Heal 1 damage and 1 horror.
[Elder Sign] effect: +1. Heal 1 damage and 1 horror.
Setup: You begin play in the Victorian Halls. Place 1 damage on The Spectral Watcher. Search the gathered cards for 1 copy of Fate of All Fools and put it into play in your threat area. You begin with 1 resource instead of 5.
Starting Play Area: .45 Automatic with 2 ammo tokens remaining, Physical Training.
Opening Hand: First Aid, Guard Dog, Evidence!, Dodge, Extra Ammunition, 2 copies of Delay the Inevitable.
A former member of the Haganah, Gavriela Mizrah now works private security for wealthy homeowners. Josef Meiger—a man who takes his confidentiality quite seriously—has retained Gavriela to make sure there are no problems during tonight’s event. But even she is not prepared for what is to come.
Starting Play Area: .45 Automatic with 2 ammo tokens remaining, Physical Training.
Opening Hand: First Aid, Guard Dog, Evidence!, Dodge, Extra Ammunition, 2 copies of Delay the Inevitable.
A former member of the Haganah, Gavriela Mizrah now works private security for wealthy homeowners. Josef Meiger—a man who takes his confidentiality quite seriously—has retained Gavriela to make sure there are no problems during tonight’s event. But even she is not prepared for what is to come.
Quantity: 1
Number: 46
Illustrator: Ilich Henriquez







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Jerome Davids
Type: Investigator
Class: Neutral
Willpower: 2
Intellect: 4
Combat: 1
Agility: 3
Health: 4
Sanity: 8
Assistant. Silver Twilight.
[Reaction] When an investigator at your location draws a treachery from the encounter deck, discard cards from your hand with a total of at least 2 [Intellect] icons: Cancel that card's revelation effect. (Limit once per round.)
[Elder Sign] effect: +1. Discover 1 clue at your location.
[Elder Sign] effect: +1. Discover 1 clue at your location.
Setup: You begin play in the Office. Search the gathered cards for 1 copy of Nether Mist and 1 copy of Obscuring Fog. Spawn the Nether Mist in the Office and attach Obscuring Fog to the Office. You begin with 3 resources instead of 5.
Starting Play Area: Nothing.
Opening Hand: Hyperawareness, Mind over Matter, Working a Hunch, Barricade, Deduction, Magnifying Glass (level 1), Fingerprint Kit, Connect the Dots, 2 copies of Curiosity.
Jerome is Josef Meiger’s personal assistant and secretary. He is a close friend of Josef’s and—like Josef—is also an upstanding member of the Silver Twilight Lodge. He helps keep the Meiger estate’s vast finances in order and manages Josef’s time, which has become increasingly precious as of late.
Starting Play Area: Nothing.
Opening Hand: Hyperawareness, Mind over Matter, Working a Hunch, Barricade, Deduction, Magnifying Glass (level 1), Fingerprint Kit, Connect the Dots, 2 copies of Curiosity.
Jerome is Josef Meiger’s personal assistant and secretary. He is a close friend of Josef’s and—like Josef—is also an upstanding member of the Silver Twilight Lodge. He helps keep the Meiger estate’s vast finances in order and manages Josef’s time, which has become increasingly precious as of late.
Quantity: 1
Number: 47
Illustrator: Tiziano Baracchi







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Joe Diamond
Type: Investigator
Class: Seeker
Willpower: 2
Intellect: 4
Combat: 4
Agility: 2
Health: 8
Sanity: 6
Detective.
Forced – When the investigation phase begins: Reveal the top card of your hunch deck. Until the end of the phase, you may play that card as if it were in your hand, at –2 cost. If it is still revealed at the end of the phase, shuffle it back into your hunch deck.
[Elder Sign] effect: +1. You may move an Insight event from your discard pile to the bottom of your hunch deck.
[Elder Sign] effect: +1. You may move an Insight event from your discard pile to the bottom of your hunch deck.
Deck Size: 40.
Deckbuilding Options: Seeker cards ([Seeker]) level 0-5, Guardian cards ([Guardian]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Detective’s Colt 1911s, Unsolved Case, 1 random basic weakness.
Additional Requirements: Your deck must include at least 11 Insight events (including Unsolved Case). During the setup of each scenario, you must choose 11 Insight events from your deck (one of which must be Unsolved Case) and shuffle them into a separate “hunch deck.”
Deckbuilding Options: Seeker cards ([Seeker]) level 0-5, Guardian cards ([Guardian]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Detective’s Colt 1911s, Unsolved Case, 1 random basic weakness.
Additional Requirements: Your deck must include at least 11 Insight events (including Unsolved Case). During the setup of each scenario, you must choose 11 Insight events from your deck (one of which must be Unsolved Case) and shuffle them into a separate “hunch deck.”
Quantity: 1
Number: 2
Illustrator: Cristi Balanescu







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Marie Lambeau
Type: Investigator
Class: Mystic
Willpower: 4
Intellect: 4
Combat: 1
Agility: 3
Health: 6
Sanity: 8
Performer. Sorcerer.
While you have 1 or more doom among cards you control, you may take an additional action during your turn, which can only be used to play Spell cards or activate Spell [Action] abilities.
[Elder Sign] effect: +1. You may add 1 doom to or remove 1 doom from a card you control.
[Elder Sign] effect: +1. You may add 1 doom to or remove 1 doom from a card you control.
Deck Size: 30.
Deckbuilding Options: Spell cards level 0-5, Mystic cards ([Mystic]) level 0-3, Neutral cards level 0-5, Occult cards level 0, up to five other level 0 Seeker and/or Survivor cards ([Seeker] and/or [Survivor]).
Deckbuilding Requirements (do not count towards deck size): Mystifying Song, Baron Samedi, 1 random basic weakness.
Deckbuilding Options: Spell cards level 0-5, Mystic cards ([Mystic]) level 0-3, Neutral cards level 0-5, Occult cards level 0, up to five other level 0 Seeker and/or Survivor cards ([Seeker] and/or [Survivor]).
Deckbuilding Requirements (do not count towards deck size): Mystifying Song, Baron Samedi, 1 random basic weakness.
Quantity: 1
Number: 6
Illustrator: Tony Foti







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Penny White
Type: Investigator
Class: Neutral
Willpower: 4
Intellect: 1
Combat: 3
Agility: 2
Health: 7
Sanity: 5
Assistant.
[Reaction] After you succeed at a skill test during a revelation effect: Discover 1 clue at your location. (Limit once per round.)
[Elder Sign] effect: +1. If this is a skill test during a revelation effect, you may take an additional action during your next turn.
[Elder Sign] effect: +1. If this is a skill test during a revelation effect, you may take an additional action during your next turn.
Setup: You begin play at the Balcony. Search the gathered cards for 1 copy of Wraith and 1 copy of Whispers in the Dark. Spawn the Wraith engaged with you and put Whispers in the Dark into play next to the agenda deck. You begin with 2 resources instead of 5.
Starting Play Area: Dig Deep, Knife, Flashlight with 2 supplies on it.
Opening Hand: Stray Cat, Lucky!, Knife, Flashlight, 2 copies of Able Bodied, 2 copies of Act of Desperation.
Penny White is the Meiger estate’s head housekeeper. She has been working in the Meiger estate for several years. Though she has only spoken with Josef a few times, his overly fastidious nature has kept her quite busy. Tonight, she is tasked with keeping the manor spotless, the food hot, and the hooch flowing.Blood too will flow.
Starting Play Area: Dig Deep, Knife, Flashlight with 2 supplies on it.
Opening Hand: Stray Cat, Lucky!, Knife, Flashlight, 2 copies of Able Bodied, 2 copies of Act of Desperation.
Penny White is the Meiger estate’s head housekeeper. She has been working in the Meiger estate for several years. Though she has only spoken with Josef a few times, his overly fastidious nature has kept her quite busy. Tonight, she is tasked with keeping the manor spotless, the food hot, and the hooch flowing.Blood too will flow.
Quantity: 1
Number: 49
Illustrator: Owen William Weber







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Preston Fairmont
Type: Investigator
Class: Rogue
Willpower: 1
Intellect: 1
Combat: 1
Agility: 1
Health: 7
Sanity: 7
Silver Twilight. Socialite.
Anytime you gain 1 or more resources from a card effect, place them on Family Inheritance instead of in your resource pool.
[Elder Sign] effect: +0. You may spend 2 resources to automatically succeed, instead.
[Elder Sign] effect: +0. You may spend 2 resources to automatically succeed, instead.
Deck Size: 30.
Deckbuilding Options: Rogue cards ([Rogue]) level 0-5, Survivor cards ([Survivor]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Family Inheritance, Lodge “Debts”, 1 random basic weakness.
Deckbuilding Restrictions: No Illicit cards.
Deckbuilding Options: Rogue cards ([Rogue]) level 0-5, Survivor cards ([Survivor]) level 0-2, Neutral cards level 0-5.
Deckbuilding Requirements (do not count towards deck size): Family Inheritance, Lodge “Debts”, 1 random basic weakness.
Deckbuilding Restrictions: No Illicit cards.
“My money, my legacy, my problem. Let me handle it in my own way.â€
Quantity: 1
Number: 3
Illustrator: Magali Villeneuve







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Rita Young
Type: Investigator
Class: Survivor
Willpower: 3
Intellect: 2
Combat: 3
Agility: 5
Health: 9
Sanity: 5
Miskatonic.
[Reaction] After you evade an enemy: Either deal 1 damage to that enemy, or move to a connecting location. (Limit once per round.)
[Elder Sign] effect: +2. Until the end of the round, ignore the limit on the above [Reaction] ability.
[Elder Sign] effect: +2. Until the end of the round, ignore the limit on the above [Reaction] ability.
Deck Size: 30.
Deckbuilding Options: Survivor cards ([Survivor]) level 0-5, Neutral cards level 0-5, Trick cards level 0-3.
Deckbuilding Requirements (do not count towards deck size): “I’m done runnin’!”, Hoods, 1 random basic weakness.
Deckbuilding Options: Survivor cards ([Survivor]) level 0-5, Neutral cards level 0-5, Trick cards level 0-3.
Deckbuilding Requirements (do not count towards deck size): “I’m done runnin’!”, Hoods, 1 random basic weakness.
“You got a bone to pick? Fine by me. I don’t need your permission to leave you in the dust.â€
Quantity: 1
Number: 5
Illustrator: Tony Foti






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The Spectral Watcher
Type: Enemy
Encounter Set: The Watcher
Fight: 3
Health: 5
Evade: 3
Damage: 1
Horror: 1
Ancient One. Spectral. Elite.
Alert. Hunter.
Forced – When The Spectral Watcher is defeated: Instead of discarding it, heal all damage from her, disengage it from all investigators, and exhaust it. It does not ready during the upkeep phase this round.
Forced – When The Spectral Watcher is defeated: Instead of discarding it, heal all damage from her, disengage it from all investigators, and exhaust it. It does not ready during the upkeep phase this round.
There is no escaping fate.
Quantity: 1
Number: 86
Illustrator: Amélie Hutt






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Twilight Blade
Type: Asset
Class: Neutral
Cost: 3
Level: 0
Willpower: 1
Intellect: 0
Combat: 1
Agility: 0
Wild: 1
Slot: 1 Hand
Item. Relic. Weapon.
Diana Stanley deck only.
[Action]: Fight. You may use [Willpower] instead of [Combat] for this attack.
You may play or commit events and skills beneath Diana Stanley as if they were in your hand. As an additional cost to play or commit a card in this way, exhaust Twilight Blade. You cannot trigger Diana Stanley’s [Reaction] ability while playing or committing a card in this way.
[Action]: Fight. You may use [Willpower] instead of [Combat] for this attack.
You may play or commit events and skills beneath Diana Stanley as if they were in your hand. As an additional cost to play or commit a card in this way, exhaust Twilight Blade. You cannot trigger Diana Stanley’s [Reaction] ability while playing or committing a card in this way.
Quantity: 1
Number: 13
Illustrator: Robert Laskey







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Valentino Rivas
Type: Investigator
Class: Neutral
Willpower: 1
Intellect: 3
Combat: 2
Agility: 4
Health: 5
Sanity: 7
Silver Twilight. Socialite.
[Free] During a skill test you are performing, spend 2 resources: Reduce the difficulty of this test by 1. (Limit once per round.)
[Elder Sign] effect: +1. Gain 2 resources.
[Elder Sign] effect: +1. Gain 2 resources.
Setup: You begin play in the Billiards Room. Search the gathered cards for 1 copy of Shadow Hound and 1 copy of Terror in the Night. Spawn the Shadow Hound engaged with you and put Terror in the Night into play next to the agenda deck. You begin with 10 resources instead of 5.
Starting Play Area: Well Connected.
Opening Hand: .41 Derringer, Opportunist, Sure Gamble, 2 copies of Money Talks, 2 copies of Cunning.
“Tino” is a wealthy philanthropist, and one of tonight’s most esteemed guests. The recipient of a fortuitous windfall, Valentino lives a life of luxury and recreation. Despite his wealth, he remains connected to his community, and takes great joy in giving large sums of money to good causes.
Starting Play Area: Well Connected.
Opening Hand: .41 Derringer, Opportunist, Sure Gamble, 2 copies of Money Talks, 2 copies of Cunning.
“Tino” is a wealthy philanthropist, and one of tonight’s most esteemed guests. The recipient of a fortuitous windfall, Valentino lives a life of luxury and recreation. Despite his wealth, he remains connected to his community, and takes great joy in giving large sums of money to good causes.
Quantity: 1
Number: 48
Illustrator: Tiziano Baracchi







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Josef’s Plan
Type: Story
Encounter Set: At Death’s Doorstep
Josef lowers his weapon and studies you for a moment. “Perhaps you are telling the truth. But if that is true...” He ponders the situation, then holsters his weapon and checks his pocket watch. “Regardless, we have little time. If my estimate is correct, the anomaly will recede soon. We must be out of the manor before that occurs, or we’ll all be trapped here.”
You ask how he knows all of this, but he merely shakes his head. “This is not the time. Ask again if we make it out of here alive.”
Remove all doom from this card.
For the remainder of the game, doom cannot be placed on Silver Twilight enemies, and Josef Meiger gains aloof.
Flip this card back to its enemy side and disengage it from all investigators.
You ask how he knows all of this, but he merely shakes his head. “This is not the time. Ask again if we make it out of here alive.”
Remove all doom from this card.
For the remainder of the game, doom cannot be placed on Silver Twilight enemies, and Josef Meiger gains aloof.
Flip this card back to its enemy side and disengage it from all investigators.
Retaliate.
[Action] If no other Silver Twilight enemy has doom on it: Parley. Test [Intellect] (4) to convince Josef that this is not your doing. If you fail, Josef Meiger attacks you. If you succeed, flip this card over and resolve its text.
Victory 2.
[Action] If no other Silver Twilight enemy has doom on it: Parley. Test [Intellect] (4) to convince Josef that this is not your doing. If you fail, Josef Meiger attacks you. If you succeed, flip this card over and resolve its text.
Victory 2.
A thick, oppressive haze fills what was once an impressive office. Cracks fork up and down the wooden paneling of the walls, and the bookshelves surrounding Josef’s desk sag with the weight of rotten, decayed books.
Quantity: 1
Number: 85
Illustrator: —————







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JUDGEMENT · XX
Type: Agenda
Encounter Set: Disappearance at the Twilight Estate
Doom Threshold: –
Forced – After doom is placed on any card: Each investigator must either take 1 damage or 1 horror (2 damage or 2 horror instead if there is 5 or more doom in play).
Objective – When any investigator is defeated, that investigator must advance this agenda. Do not remove any doom from this agenda when it advances.
Objective – When any investigator is defeated, that investigator must advance this agenda. Do not remove any doom from this agenda when it advances.
In the “Missing Persons” section of your Campaign Log, next to your character’s profile, make a record of that character’s fate, as follows. Then flip this agenda back over.
—If you were defeated by The Spectral Watcher’s attack, record (character’s name) was taken by the Watcher.
—If you were defeated by a Monster enemy’s attack, record (character’s name) was claimed by specters.
—If there was 7 or more doom in play when this agenda advanced, and you were defeated by horror or damage dealt by the Forced ability on agenda 1a, record (character’s name) disappeared into the mist.
—If you were defeated by any other effect, record (character’s name) was pulled into the spectral realm.
—If you were defeated by The Spectral Watcher’s attack, record (character’s name) was taken by the Watcher.
—If you were defeated by a Monster enemy’s attack, record (character’s name) was claimed by specters.
—If there was 7 or more doom in play when this agenda advanced, and you were defeated by horror or damage dealt by the Forced ability on agenda 1a, record (character’s name) disappeared into the mist.
—If you were defeated by any other effect, record (character’s name) was pulled into the spectral realm.
There is no escaping fate.
Hear the call and be reborn.
Quantity: 1
Number: 44
Illustrator: Lenka Å imeÄková







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JUSTICE · XI
Type: Agenda
Encounter Set: At Death’s Doorstep
Doom Threshold: 8
Silver Twilight enemies cannot be damaged or defeated.
Forced – When you draw a Monster enemy: Instead of spawning it, set it aside, out of play, and place 1 doom on this agenda. This effect can cause this agenda to advance.
Forced – When you draw a Monster enemy: Instead of spawning it, set it aside, out of play, and place 1 doom on this agenda. This effect can cause this agenda to advance.
You have uncovered some of the evidence pertaining to the disappearances, but the truth has yet to be unveiled.
If the investigators do not possess 3[per investigator] clues as a group, they must lose all of their clues.
If the investigators possess at least 3[per investigator] clues as a group, they must spend 3[per investigator] clues and spawn the set‑aside Josef Meiger enemy at the location farthest from all investigators, other than the Entry Hall.
If the investigators played the prologue during this campaign, open the Campaign Guide and proceed to Interlude I: A Record of Those Lost.
Once this interlude has been resolved, or if the investigators skipped the prologue during this campaign, remove all clues from each location in play, and advance the current act to act 1b.
If the investigators do not possess 3[per investigator] clues as a group, they must lose all of their clues.
If the investigators possess at least 3[per investigator] clues as a group, they must spend 3[per investigator] clues and spawn the set‑aside Josef Meiger enemy at the location farthest from all investigators, other than the Entry Hall.
If the investigators played the prologue during this campaign, open the Campaign Guide and proceed to Interlude I: A Record of Those Lost.
Once this interlude has been resolved, or if the investigators skipped the prologue during this campaign, remove all clues from each location in play, and advance the current act to act 1b.
BE TRUE TO YOURSELF, AND SEEK THE TRUTH IN OTHERS.
BALANCE THE SCALES.
YOU SHALL BE CALLED TO ACCOUNT FOR YOUR ACTIONS.
Quantity: 1
Number: 66
Illustrator: Lenka Å imeÄková






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Keeper of Secrets
Type: Enemy
Encounter Set: Silver Twilight Lodge
Fight: 4
Health: 2
Evade: 3
Damage: 1
Horror: 1
Humanoid. Cultist. Silver Twilight.
Spawn – Any empty location.
Aloof. Retaliate.
Forced – When the mythos phase ends: Place 1 doom on Keeper of Secrets.
[Action]: Parley. Test [Intellect] (3). If you succeed, remove all doom from Keeper of Secrets.
Aloof. Retaliate.
Forced – When the mythos phase ends: Place 1 doom on Keeper of Secrets.
[Action]: Parley. Test [Intellect] (3). If you succeed, remove all doom from Keeper of Secrets.
Quantity: 1
Number: 96
Illustrator: Tiziano Baracchi






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Lodge “Debtsâ€
Type: Event
Class:
Cost: 10
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Pact.
Remove Lodge “Debts” from the game.
Forced – When the game ends or you are eliminated, if Lodge “Debts” is still in your hand: You suffer 1 mental trauma.
Forced – When the game ends or you are eliminated, if Lodge “Debts” is still in your hand: You suffer 1 mental trauma.
He spoke of bargains and of debts owed, yet they were clearly no mere monetary obligations. —The Investigators of Arkham Horror
Quantity: 1
Number: 12
Illustrator: Sara Biddle






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Lodge Neophyte
Type: Enemy
Encounter Set: Silver Twilight Lodge
Fight: 3
Health: 1
Evade: 2
Damage:
Horror: 1
Humanoid. Cultist. Silver Twilight.
Spawn – Any empty location.
Aloof.
Forced – After Lodge Neophyte enters play: Place 1 doom on it.
[Action]: Parley. Test [Willpower] (2). If you succeed, remove all doom from Lodge Neophyte.
Aloof.
Forced – After Lodge Neophyte enters play: Place 1 doom on it.
[Action]: Parley. Test [Willpower] (2). If you succeed, remove all doom from Lodge Neophyte.
Quantity: 3
Number: 95
Illustrator: Lin Bo







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Lost in the Woods
Type: Act
Encounter Set: The Witching Hour
Clue Threshold: 2
Locations in front of you are connected to one another. You cannot enter locations in front of other investigators.
Objective – At the end of the round, investigators may spend the requisite number of clues, as a group, to advance.
Objective – At the end of the round, investigators may spend the requisite number of clues, as a group, to advance.
As the rain lets up, a dense fog rolls in throughout the area. Soon all of the woods have vanished within the hazy fog. You call out for your companions, but none answer. You grope blindly in the haze, searching for something, anything to which you can cling.
Each investigator must randomly choose 1 of the set-aside Arkham Woods locations, put it into play in front of him or her, and immediately move to that location (cannot be canceled).
Each investigator spawns a set-aside Goat Spawn at his or her location (if there are 4 investigators in the game, the lead investigator spawns the set-aside Relentless Dark Young, and each other investigator spawns a set-aside Goat Spawn, instead). Each investigator then tests [Willpower] or [Agility] (3). Each investigator who succeeds exhausts that enemy and disengages from it.
Shuffle one of the set-aside copies of Daemonic Piping into the encounter deck. Place the other two copies in the encounter discard pile.
Each investigator must randomly choose 1 of the set-aside Arkham Woods locations, put it into play in front of him or her, and immediately move to that location (cannot be canceled).
Each investigator spawns a set-aside Goat Spawn at his or her location (if there are 4 investigators in the game, the lead investigator spawns the set-aside Relentless Dark Young, and each other investigator spawns a set-aside Goat Spawn, instead). Each investigator then tests [Willpower] or [Agility] (3). Each investigator who succeeds exhausts that enemy and disengages from it.
Shuffle one of the set-aside copies of Daemonic Piping into the encounter deck. Place the other two copies in the encounter discard pile.
You have awakened alone deep in the woods south of Arkham. The mysterious soothsayer is nowhere to be seen. You rise up from the muddy trail and try to find your bearings. An oppressive weight hangs in the air.
Quantity: 1
Number: 53
Illustrator: Sebastian Rodriguez