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For the Greater Good
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.45 Thompson
Type: Asset
Class: Rogue
Cost: 5
Level: 3
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 0
Slot: 2 Hand
Item. Weapon. Firearm. Illicit.
Uses (5 ammo).
[Action] Spend 1 ammo: Fight. You get +2 [Combat] and deal +1 damage for this attack. If you succeed by at least X, you may spend 1 ammo to deal this attack’s damage to another enemy at your location, where X is that enemy’s fight value.
[Action] Spend 1 ammo: Fight. You get +2 [Combat] and deal +1 damage for this attack. If you succeed by at least X, you may spend 1 ammo to deal this attack’s damage to another enemy at your location, where X is that enemy’s fight value.
Quantity: 2
Number: 187
Illustrator: Robert Laskey






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.45 Thompson
Type: Asset
Class: Guardian
Cost: 6
Level: 3
Willpower: 0
Intellect: 0
Combat: 2
Agility: 0
Wild: 0
Slot: 2 Hand
Item. Weapon. Firearm. Illicit.
Uses (5 ammo).
Ammo spent from .45 Thompson is placed in your resource pool, as resources.
[Action] Spend 1 ammo: Fight. You get +2 [Combat] and deal +1 damage for this attack.
Ammo spent from .45 Thompson is placed in your resource pool, as resources.
[Action] Spend 1 ammo: Fight. You get +2 [Combat] and deal +1 damage for this attack.
Quantity: 2
Number: 186
Illustrator: Robert Laskey






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Beneath the Lodge
Type: Treachery
Encounter Set: For the Greater Good
Scheme.
If you control at least 1 ([Skull]/[Cultist]/[Tablet]/[Elder Thing]) key, Beneath the Lodge gains peril and its skill test gets +1 difficulty.
Revelation – Test [Intellect] (3). For each point you fail by, you must either lose 1 clue or take 1 horror.
Revelation – Test [Intellect] (3). For each point you fail by, you must either lose 1 clue or take 1 horror.
Quantity: 2
Number: 225
Illustrator: Dual Brush Studios






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Call to Order
Type: Treachery
Encounter Set: For the Greater Good
Scheme.
Revelation – Find the 2 topmost Cultist enemies in the encounter discard pile and spawn them in the empty location with the most remaining clues. If no Cultist enemies are spawned by this effect, Call to Order gains surge.
Quantity: 2
Number: 223
Illustrator: Tom Garden






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Cell Keeper
Type: Enemy
Encounter Set: For the Greater Good
Fight: 3
Health: 3
Evade: 2
Damage:
Horror: 2
Humanoid. Cultist. Silver Twilight.
Spawn – Any Sanctum location.
Alert.
Forced – After Cell Keeper enters play: Place 2 doom and 1 random set-aside key on it.
Forced – When you evade Cell Keeper by 2 or more: Take control of its key.
Alert.
Forced – After Cell Keeper enters play: Place 2 doom and 1 random set-aside key on it.
Forced – When you evade Cell Keeper by 2 or more: Take control of its key.
Quantity: 1
Number: 219
Illustrator: Tiziano Baracchi






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Enchanted Blade
Type: Asset
Class: Guardian
Cost: 3
Level: 3
Willpower: 0
Intellect: 1
Combat: 1
Agility: 0
Wild: 0
Slot: Hand Arcane
Item. Relic. Weapon. Melee.
Uses (3 charges).
[Action]: Fight. You get +2 [Combat] for this attack. If you succeed, you may spend 1 charge to empower the blade, dealing +1 damage for this attack. If the blade is empowered and this attack defeats an enemy, draw 1 card and heal 1 horror.
[Action]: Fight. You get +2 [Combat] for this attack. If you succeed, you may spend 1 charge to empower the blade, dealing +1 damage for this attack. If the blade is empowered and this attack defeats an enemy, draw 1 card and heal 1 horror.
Quantity: 2
Number: 192
Illustrator: Tiziano Baracchi






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Enchanted Blade
Type: Asset
Class: Mystic
Cost: 3
Level: 3
Willpower: 1
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Slot: Hand Arcane
Item. Relic. Weapon. Melee.
Uses (4 charges).
[Action]: Fight. You get +2 [Combat] for this attack. As an additional cost to use this ability, you may spend up to 2 charges to empower the blade (for each charge spent in this way, you get +1 [Combat] and deal +1 damage for this attack).
[Action]: Fight. You get +2 [Combat] for this attack. As an additional cost to use this ability, you may spend up to 2 charges to empower the blade (for each charge spent in this way, you get +1 [Combat] and deal +1 damage for this attack).
Quantity: 2
Number: 193
Illustrator: Tiziano Baracchi







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Ends and Means
Type: Agenda
Encounter Set: For the Greater Good
Doom Threshold: 10
Each Silver Twilight enemy in a Sanctum location loses aloof.
Forced – When you defeat a Silver Twilight enemy: You leave behind some evidence of the scuffle. Move 1 doom from each enemy at that location to the current agenda.
Forced – When you defeat a Silver Twilight enemy: You leave behind some evidence of the scuffle. Move 1 doom from each enemy at that location to the current agenda.
Revelation – Replace the act and agenda decks with The Greater Good. Spawn the set-aside Summoned Beast at the Puzzle Box’s location (or any Sanctum location if the Puzzle Box is not in play) and remove the Puzzle Box from the game.
The Lodge will resort to drastic measures in order to achieve their goals. If you don’t act quickly, blood will surely be shed.
Quantity: 1
Number: 199a
Illustrator: Lenka Å imeÄková






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Expulsion
Type: Treachery
Encounter Set: For the Greater Good
Scheme.
Revelation – If there are no Cultist enemies in play, Expulsion gains surge. Otherwise, the nearest Cultist enemy readies, moves (one location at a time) until it reaches your location, engages you, and makes an immediate attack. Then, place each ([Skull]/[Cultist]/[Tablet]/[Elder Thing]) key you control on that enemy.
Quantity: 2
Number: 224
Illustrator: J. Edwin Stevens







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For the Greater Good
Type: Scenario
Encounter Set: For the Greater Good
[Skull]: –X. X is the highest number of doom on a Cultist enemy in play.
[Cultist]: –2. Reveal another token.
[Tablet]: –3. If you fail, place 1 doom on the nearest Cultist enemy.
[Elder Thing]: –3. If you fail, move 1 doom from the nearest Cultist enemy to the current agenda.
[Cultist]: –2. Reveal another token.
[Tablet]: –3. If you fail, place 1 doom on the nearest Cultist enemy.
[Elder Thing]: –3. If you fail, move 1 doom from the nearest Cultist enemy to the current agenda.
[Skull]: –X. X is the total number of doom among Cultist enemies in play.
[Cultist]: –2. Reveal another token.
[Tablet]: –3. If you fail, place 1 doom on each Cultist enemy in play. If there are no Cultist enemies in play, reveal another token.
[Elder Thing]: –3. If you fail, move all doom from the Cultist enemy with the most doom on it to the current agenda. If no Cultist enemies in play have doom on them, reveal another token.
[Cultist]: –2. Reveal another token.
[Tablet]: –3. If you fail, place 1 doom on each Cultist enemy in play. If there are no Cultist enemies in play, reveal another token.
[Elder Thing]: –3. If you fail, move all doom from the Cultist enemy with the most doom on it to the current agenda. If no Cultist enemies in play have doom on them, reveal another token.
Quantity: 1
Number: 197a
Illustrator: —————






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Grisly Totem
Type: Asset
Class: Seeker
Cost: 3
Level: 3
Willpower: 1
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Slot: Accessory
Item. Charm. Cursed.
[Reaction] After you commit a card to a skill test, exhaust Grisly Totem: That card gains another instance of one of its skill icons of your choice. If that skill test is successful, the performing investigator draws 1 card.
We should have thrown it back immediately.
But how could we have known?
Quantity: 2
Number: 194
Illustrator: Ethan Patrick Harris






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Grisly Totem
Type: Asset
Class: Survivor
Cost: 2
Level: 3
Willpower: 1
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Slot: Accessory
Item. Charm. Blessed.
[Reaction] After you commit a card to a skill test, exhaust Grisly Totem: That card gains another instance of one of its skill icons of your choice. If that skill test fails, return that card to your hand.
We should have thrown it back immediately.
But how could we have known?
Quantity: 2
Number: 195
Illustrator: Ethan Patrick Harris







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Infiltrating the Lodge
Type: Act
Encounter Set: For the Greater Good
Clue Threshold: 2
[Reaction] After you evade an enemy: Remove all doom from it.
At first, your investigation yields few answers. There is indeed a meeting of some sort happening at the manor tonight, though you’re not sure why. Finally, you catch a break. On a nearby table, a written summons explains the reason for tonight’s gathering:
“Our timetable has moved forward. We must complete the trap by midnight tonight. The device we found will aid us in binding the revenant, so it is imperative that we find a way to open it before the ceremony begins. We have no time to waste with prudence or cowardice. Report to Nathan Wick in the sanctum at once.”
You are left with more questions than answers.
If the Inner Sanctum is not in play, put it into play.
Spawn the set-aside Nathan Wick enemy in the Inner Sanctum, (Master of Indoctrination) side faceup. Attach the set-aside Puzzle Box story asset to him.
For the remainder of the game, the current act gains “[Reaction] After you evade an enemy: Remove all doom from it.” Place this card next to the act deck as a reminder, then advance to act 2a.
“Our timetable has moved forward. We must complete the trap by midnight tonight. The device we found will aid us in binding the revenant, so it is imperative that we find a way to open it before the ceremony begins. We have no time to waste with prudence or cowardice. Report to Nathan Wick in the sanctum at once.”
You are left with more questions than answers.
If the Inner Sanctum is not in play, put it into play.
Spawn the set-aside Nathan Wick enemy in the Inner Sanctum, (Master of Indoctrination) side faceup. Attach the set-aside Puzzle Box story asset to him.
For the remainder of the game, the current act gains “[Reaction] After you evade an enemy: Remove all doom from it.” Place this card next to the act deck as a reminder, then advance to act 2a.
The Lodge is up to something—you’re sure of it. You’re not sure exactly what their plans entail, but your suspicions have proven correct so far. You have decided to sneak into the Lodge’s manor in French Hill to learn what they are plotting.
Quantity: 1
Number: 201
Illustrator: A.M. Sartor







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Inner Sanctum
Type: Location
Encounter Set: For the Greater Good
Lodge. Sanctum.
The door to the Inner Sanctum is locked. You cannot enter the Inner Sanctum unless you control the [Cultist] key.
Forced – After the Inner Sanctum is revealed: Place 1 random set-aside key on it.
At the end of the catacombs lies a set of iron doors adorned with the symbol of the Silver Twilight Lodge—three arrows pointed upwards. Unsurprisingly, the doors are locked tight.
Quantity: 1
Number: 216
Illustrator: Yoann Boissonnet






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August Lindquist
Type: Asset
Class: Neutral
Cost: –
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Cultist. Silver Twilight.
[Action] If investigators at August Lindquist’s location spend 2[per investigator] clues, as a group: Parley. Each investigator who spent at least 1 clue must either take 1 damage or 1 horror. Remove August Lindquist from the game and take control of his key.
“I don’t really care what you’re doing here. But perhaps we can make an arrangement...â€
Quantity: 1
Number: 227
Illustrator: Lucas Soriano Beltrán







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Nathan Wick
Type: Enemy
Encounter Set: For the Greater Good
Fight: 3
Health: 5
Evade: 4
Damage: 1
Horror: 1
Victory: 1
Humanoid. Cultist. Silver Twilight. Elite.
Retaliate.
[Action]: Parley. Test [Willpower] (3) to persuade Nathan to let you find another option. If you succeed, place 1 resource on Nathan Wick. Then, if there are 1[per investigator] resources on him, add him to the victory display. If you fail, Nathan Wick attacks you.
[Action]: Parley. Test [Willpower] (3) to persuade Nathan to let you find another option. If you succeed, place 1 resource on Nathan Wick. Then, if there are 1[per investigator] resources on him, add him to the victory display. If you fail, Nathan Wick attacks you.
Alert.
Forced – After you evade Nathan Wick by 3 or more: You steal the puzzle box. Add Nathan Wick to the victory display.
Forced – After you evade Nathan Wick by 3 or more: You steal the puzzle box. Add Nathan Wick to the victory display.
Quantity: 1
Number: 217a
Illustrator: Dleoblack






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Puzzle Box
Type: Asset
Class:
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Item. Relic.
Forced – When you are defeated: Give control of the Puzzle Box to another investigator.
[Action]: Unlight a brazier at your location, exhaust The Spectral Watcher, or deal 5 damage to The Spectral Watcher if it is exhausted. This action does not provoke attacks of opportunity from The Spectral Watcher. (Group limit once per game.)
[Action]: Unlight a brazier at your location, exhaust The Spectral Watcher, or deal 5 damage to The Spectral Watcher if it is exhausted. This action does not provoke attacks of opportunity from The Spectral Watcher. (Group limit once per game.)
Quantity: 1
Number: 228
Illustrator: Dimitri Bielak






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The Council’s Coffer
Type: Asset
Class: Neutral
Cost: 0
Level: 2
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Item. Relic.
Uses (1[per investigator] locks). If there are no locks on The Council’s Coffer, each investigator searches his or her deck or discard pile for any card and immediately plays it at no cost. Exile The Council’s Coffer. (Max once per campaign.)
[Action] [Action]: Test any skill (5). If you succeed, remove 1 lock. Any investigator at your location may activate this ability.
Card design by The Council at Arkham Nights 2017.
[Action] [Action]: Test any skill (5). If you succeed, remove 1 lock. Any investigator at your location may activate this ability.
Card design by The Council at Arkham Nights 2017.
Quantity: 2
Number: 196
Illustrator: Mauro Dal Bo






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Knight of the Inner Circle
Type: Enemy
Encounter Set: For the Greater Good
Fight: 4
Health: 4
Evade: 2
Damage: 2
Horror:
Humanoid. Cultist. Silver Twilight.
Spawn – Any location connected to yours.
Prey – Most ([Skull]/[Cultist]/[Tablet]/[Elder Thing]) keys controlled.
Alert. Aloof. Hunter.
Forced – After you enter Knight of the Inner Circle’s location (or vice-versa): Test [Agility] (4). If you fail, Knight of the Inner Circle engages you.
Prey – Most ([Skull]/[Cultist]/[Tablet]/[Elder Thing]) keys controlled.
Alert. Aloof. Hunter.
Forced – After you enter Knight of the Inner Circle’s location (or vice-versa): Test [Agility] (4). If you fail, Knight of the Inner Circle engages you.
Quantity: 2
Number: 221
Illustrator: Bryce Cook






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Knight of the Outer Void
Type: Enemy
Encounter Set: For the Greater Good
Fight: 3
Health: 3
Evade: 4
Damage: 1
Horror: 1
Humanoid. Cultist. Silver Twilight.
Spawn – Any location connected to yours.
Aloof. Peril. Retaliate.
Revelation – After Knight of the Outer Void spawns, place either 1 or 2 doom on it.
[Action]: Parley. Test [Willpower] or [Intellect] (4). If you succeed, take control of 1 doom on Knight of the Outer Void, and flip it to its clue side. If you fail, Knight of the Outer Void attacks you.
Aloof. Peril. Retaliate.
Revelation – After Knight of the Outer Void spawns, place either 1 or 2 doom on it.
[Action]: Parley. Test [Willpower] or [Intellect] (4). If you succeed, take control of 1 doom on Knight of the Outer Void, and flip it to its clue side. If you fail, Knight of the Outer Void attacks you.
Quantity: 2
Number: 222
Illustrator: A.M. Sartor







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Library
Type: Location
Encounter Set: For the Greater Good
Lodge.
While you are investigating the Library, if you control the [Tablet] key, the Library gets –3 shroud.
A narrow, windowless hallway slopes upward from the lounge, leading you to a tall, wooden door.
Quantity: 1
Number: 212
Illustrator: Yoann Boissonnet







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Lobby
Type: Location
Encounter Set: For the Greater Good
Lodge.
The entrance to the Silver Twilight Lodge is guarded. You cannot enter the Lobby.
Lodge Gates gains: “[Action]: Parley. The guards recognize you from the Meiger estate and let you pass. Reveal the Lobby.”
Lodge Gates gains: “[Action]: Parley. The guards recognize you from the Meiger estate and let you pass. Reveal the Lobby.”
The front entrance to the Lodge’s manor is guarded by two men in trenchcoats, who nod to you as you approach.
Quantity: 1
Number: 206
Illustrator: Yoann Boissonnet







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Lobby
Type: Location
Encounter Set: For the Greater Good
Lodge.
Forced – After the Lobby is revealed: Place 1 random set-aside key on it.
The front entrance to the Lodge’s manor is guarded by two men in trenchcoats. Perhaps there is another way into the building...
Quantity: 1
Number: 207
Illustrator: Yoann Boissonnet







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Lodge Catacombs
Type: Location
Encounter Set: For the Greater Good
Lodge. Sanctum.
The door to the catacombs is locked. You cannot enter the Lodge Catacombs unless you control at least 1 ([Skull]/[Cultist]/[Tablet]/[Elder Thing]) key.
Forced – When Lodge Catacombs is revealed: Put the set-aside Inner Sanctum and each of the set-aside Sanctum Doorway locations into play.
A windowless steel door blocks your way into paths unknown. You get the feeling this basement is much larger than it appears.
Quantity: 1
Number: 213
Illustrator: Yoann Boissonnet







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Lodge Cellar
Type: Location
Encounter Set: For the Greater Good
Lodge.
Forced – After the Lodge Cellar is revealed: Place 1 random set-aside key on it.
Several locked windows along the basement level of the manor reveal the dark cellar within.
Quantity: 1
Number: 208
Illustrator: Yoann Boissonnet







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Lodge Cellar
Type: Location
Encounter Set: For the Greater Good
Lodge.
The rear entrance to the Silver Twilight Lodge is hidden. You cannot enter the Lodge Cellar.
Lodge Gates gains: “[Action] Investigators at the Lodge Gates spend 1[per investigator] clues, as a group: Reveal the Lodge Cellar."
Lodge Gates gains: “[Action] Investigators at the Lodge Gates spend 1[per investigator] clues, as a group: Reveal the Lodge Cellar."
Several windows along the basement level of the manor reveal the dark cellar within.
Quantity: 1
Number: 209
Illustrator: Yoann Boissonnet







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Lodge Gates
Type: Location
Encounter Set: For the Greater Good
Lodge.
Enemies cannot spawn at the Lodge Gates.
[Action]: Resign. On second thought, maybe coming here was a bad idea.
[Action]: Resign. On second thought, maybe coming here was a bad idea.
As you approach the gates of the Lodge’s manor in French Hill, you are surprised to see several automobiles parked nearby, in the street. Light shines in several of the windows of the manor. Is there a gathering of some sort here tonight?
Quantity: 1
Number: 204
Illustrator: Yoann Boissonnet







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Lodge Gates
Type: Location
Encounter Set: For the Greater Good
Lodge.
Enemies cannot spawn at the Lodge Gates.
[Action]: Resign. On second thought, maybe coming here was a bad idea.
[Action]: Resign. On second thought, maybe coming here was a bad idea.
As you approach the gates of the Lodge’s manor in French Hill, you are surprised to see several automobiles parked nearby, in the street. Light shines in several of the windows of the manor. Is there a gathering of some sort here tonight?
Quantity: 1
Number: 205
Illustrator: Yoann Boissonnet






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Lodge Jailor
Type: Enemy
Encounter Set: For the Greater Good
Fight: 2
Health: 3
Evade: 3
Damage:
Horror: 2
Humanoid. Cultist. Silver Twilight.
Spawn – Any Sanctum location.
Aloof.
Forced – After Lodge Jailor enters play: Place 2 doom and 1 random set-aside key on it.
[Action]: Parley. Test [Intellect] (3). If you succeed, either remove 1 doom from Lodge Jailor, or take control of its key.
Aloof.
Forced – After Lodge Jailor enters play: Place 2 doom and 1 random set-aside key on it.
[Action]: Parley. Test [Intellect] (3). If you succeed, either remove 1 doom from Lodge Jailor, or take control of its key.
Quantity: 1
Number: 218
Illustrator: Darek Zabrocki







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Lounge
Type: Location
Encounter Set: For the Greater Good
Lodge.
Forced – After the Lounge is revealed: Put the set-aside Vault and Library locations into play. Put the set-aside August Lindquist asset into play in the Lounge. Place 1 random set-aside key on him.
As you approach the staircase leading to the second floor of the mansion, you smell burning candle wax. It is quiet enough that you can hear the gentle crinkling of a page being turned.
Quantity: 1
Number: 210
Illustrator: Yoann Boissonnet