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In the Clutches of Chaos


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Agency Backup
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Agency Backup

Type: Asset
Class: Guardian
Cost: 7
Level: 5
Willpower: 1
Intellect: 1
Combat: 1
Agility: 0
Wild: 0
Health: 4
Sanity: 4
Slot: Ally
Ally. Agency.
Agency Backup may be assigned damage and/or horror dealt to other investigators at your location.
[Free] Exhaust Agency Backup and deal 1 damage to it: Deal 1 damage to an enemy at your location.
[Free] Exhaust Agency Backup and deal 1 horror to it: Discover 1 clue at your location.
Quantity: 2
Number: 274
Illustrator: Kyri Koniotou
Another Day, Another Dollar
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Another Day, Another Dollar

Type: Asset
Class: Rogue
Cost: –
Level: 3
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Talent.
Permanent.
You begin each game with 2 additional resources.
Never lose sight of what’s really important.
Quantity: 2
Number: 278
Illustrator: Mark Behm
Bait and Switch
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Bait and Switch

Type: Event
Class: Survivor
Cost: 1
Level: 3
Willpower: 0
Intellect: 1
Combat: 0
Agility: 2
Wild: 0
Tactic.
Either (choose one):
Evade. If you succeed and the enemy is non-Elite, evade the enemy and move it to a connecting location.
Evade. Use only on a non-Elite enemy at a connecting location. If you succeed, evade that enemy and switch locations with it.
Quantity: 2
Number: 282
Illustrator: Rafał Hrynkiewicz
Beyond the Grave
Beyond the Grave
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Beyond the Grave

Type: Act
Encounter Set: Music of the Damned
Clue Threshold: –
[Free] Remove 3 breaches from this act: Place 1 clue on a random location.
Objective – If Anette Mason is defeated, advance.
Somehow, despite all odds, you have managed to defeat the resurrected spirit which torments Anette Mason. She passes out and collapses to the ground, but the revenant inside forces her eyes open and puppeteers her body in a lurid display. “Fools!” the ragged, disembodied voice of Keziah declares through Anette’s lips as she rises once more. “You are naught but insects. I have seen the truth. I have seen the face of Chaos itself, and you will soon be a part of it. Now, come; join me, kneel before the Black Throne, and be one with the universe!”
You shudder as the words reach your ears. Nothing she says makes sense to you, but you can tell her intent is dark and wicked. “Leave this place,” you muster up the will to command, “Go back to the beyond from which you were summoned, and never return.”
(→R1)
This nightmare will not end until you stop the one behind it: Anette Mason and the spirit which possesses her. The world is falling apart all around you, and the coven is only bringing the end closer.
Quantity: 1
Number: 287
Illustrator: Matthew Cowdery
Chaos Manifest
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Chaos Manifest

Type: Treachery
Encounter Set: In the Clutches of Chaos
Power.
Revelation – Test [Willpower] (3). Place 1 breach on X different random locations, where X is the amount you failed by.
You look upon the face of true chaos. Everything you have ever known, everything you have ever loved—it is all meaningless by comparison.
Quantity: 3
Number: 306
Illustrator: Alexandr Elichev
Dark Knowledge (v. I)
Dark Knowledge (v. I)
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Dark Knowledge (v. I)

Type: Act
Encounter Set: Music of the Damned
Clue Threshold: 3
[Free] Remove 3 breaches from this act: Place 1 clue on a random location.
Objective – When the investigators have collected the requisite number of clues, they must immediately spend them and advance. When this act advances, move all of the breaches on it to the next act.
Spawn – Hangman’s Hill.
Alert. Hunter.
Anette Mason gets –2 health for each clue controlled by an investigator.
Forced – After 1 or more breaches are placed on Anette Mason’s location: Each investigator must either take 1 damage or 1 horror.
The state of the city continues to decay. Breaches in reality begin to rip through the fabric of the Earth, and a faint melody of discordant pipes can be heard throughout the streets.
Quantity: 1
Number: 286a
Illustrator: Matthew Cowdery
Dark Knowledge (v. II)
Dark Knowledge (v. II)
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Dark Knowledge (v. II)

Type: Act
Encounter Set: Secrets of the Universe
Clue Threshold: 3
[Free] Remove 3 breaches from this act: Place 1 clue on a random location.
Objective – When the investigators have collected the requisite number of clues, they must immediately spend them and advance. When this act advances, move all of the breaches on it to the next act.
Spawn – Silver Twilight Lodge.
Hunter. Retaliate.
Carl Sanford gets –2 health for each clue controlled by an investigator.
Forced – After any number of breaches are removed from the current act: Place 1 of them on Carl Sanford’s location.
The state of the city continues to decay. Breaches in reality begin to rip through the fabric of the Earth, and a faint melody of discordant pipes can be heard throughout the streets.
Quantity: 1
Number: 288a
Illustrator: Matthew Cowdery
Deny Existence
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Deny Existence

Type: Event
Class: Mystic
Cost: 0
Level: 5
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. Then, perform the opposite of that aspect (draw cards, gain resources, gain additional actions, heal damage, or heal horror, respectively).
Quantity: 2
Number: 280
Illustrator: Ilich Henriquez
French Hill
French Hill
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French Hill

Type: Location
Encounter Set: In the Clutches of Chaos
Arkham.
[Action]: Test [Willpower] (2). For each point you succeed by, move 1 breach from French Hill to the current act.
One of the richest and most historical neighborhoods in Arkham, the many decaying mansions and estates of French Hill hold a lot of old wealth...and many more secrets.
Quantity: 1
Number: 291
Illustrator: Cristi Balanescu
French Hill
French Hill
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French Hill

Type: Location
Encounter Set: In the Clutches of Chaos
Arkham.
[Action] Choose and discard a card from your hand: Move 1 breach from French Hill to the current act, +1 additional breach for each [Willpower] icon on that card.
One of the richest and most historical neighborhoods in Arkham, the many decaying mansions and estates of French Hill hold a lot of old wealth...and many more secrets.
Quantity: 1
Number: 290
Illustrator: Cristi Balanescu
Ghastly Revelation
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Ghastly Revelation

Type: Event
Class: Seeker
Cost: 0
Level: 0
Willpower: 0
Intellect: 2
Combat: 0
Agility: 0
Wild: 0
Spirit.
Discover 3 clues at your location. Give any number of your clues to another investigator, or place any number of your clues on any location. You are defeated and suffer 1 mental trauma. This action does not provoke attacks of opportunity.
Quantity: 2
Number: 275
Illustrator: David Auden Nash
Hangman’s Hill
Hangman’s Hill
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Hangman’s Hill

Type: Location
Encounter Set: Music of the Damned
Arkham.
[Action]: Search the encounter deck and discard pile for a Witch enemy and draw it. Then, move all breaches from Hangman’s Hill to the current act. Shuffle the encounter deck.
As you approach Hangman’s Hill once more, a torrent of spirits ascend into the sky from the graveyard below. The spirits howl in torment as they surround the city, their cries becoming a music of its own.
Quantity: 1
Number: 302
Illustrator: Joshua Cairós
Hangman’s Hill
Hangman’s Hill
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Hangman’s Hill

Type: Location
Encounter Set: Secrets of the Universe
Arkham.
[Free] Take 1 damage: Move 1 breach from Hangman’s Hill to the current act.
As you approach Hangman’s Hill once more, you find it devoid of any activity—from the living or otherwise. It seems the coven has left this place behind, at least for the time being.
Quantity: 1
Number: 304
Illustrator: Joshua Cairós
In the Clutches of Chaos
In the Clutches of Chaos
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In the Clutches of Chaos

Type: Scenario
Encounter Set: In the Clutches of Chaos
[Skull]: –X. X is the total amount of doom and breaches on your location.
[Cultist]: Reveal another token. If there are fewer than 3 breaches on your location, place 1 breach on your location.
[Tablet]: –2. For each point you fail by, remove 1 breach from the current act.
[Elder Thing]: –3. If you fail, place 1 breach on a random location.
[Skull]: –X. X is 1 higher than the total amount of doom and breaches on your location.
[Cultist]: Reveal another token. If there are fewer than 3 breaches on your location, place 1 breach on your location.
[Tablet]: –3. For each point you fail by, remove 1 breach from the current act.
[Elder Thing]: –4. If you fail, place 1 breach on a random location.
Quantity: 1
Number: 284a
Illustrator: —————
Anna Kaslow
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Anna Kaslow

Type: Asset
Class: Neutral
Cost: 3
Level: 4
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Health: 1
Sanity: 1
Slot: Ally
Ally. Clairvoyant.
You have 2 additional tarot slots.
[Reaction] When the game begins, if Anna Kaslow is in your opening hand: Put her into play.
[Reaction] After Anna Kaslow enters play: Search your deck for a Tarot asset and put it into play.
Quantity: 2
Number: 283
Illustrator: Tiziano Baracchi
Dayana Esperence
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Dayana Esperence

Type: Asset
Class: Mystic
Cost: 4
Level: 3
Willpower: 2
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health: 3
Sanity: 1
Slot: Ally
Ally. Witch.
Uses (3 secrets).
[Free]: Attach a non-weakness Spell event from your hand to Dayana Esperence. Limit 1 event attached to her.
The attached event may be played as if it were in your hand. It is not placed in your discard pile after it is played (it remains attached). As an additional cost to play the attached event, exhaust Dayana Esperence and spend 1 secret.
Quantity: 2
Number: 279
Illustrator: Ilich Henriquez
Lodge Enforcer
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Lodge Enforcer

Type: Enemy
Encounter Set: Secrets of the Universe
Fight: 3
Health: 4
Evade: 3
Damage: 1
Horror: 1
Victory: 1
Humanoid. Cultist. Silver Twilight.
Spawn – Most breaches (or Silver Twilight Lodge if there are no locations in play with breaches on them).
Retaliate.
Treat Lodge Enforcer’s location as if its printed text box were blank (except for
Traits).
Quantity: 2
Number: 309
Illustrator: Diana Martínez
Merchant District
Merchant District
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Merchant District

Type: Location
Encounter Set: In the Clutches of Chaos
Arkham.
[Free] Spend 2 resources: Move 1 breach from Merchant District to the current act.
The commercial center of Arkham, the Merchant District is usually bustling at all hours. But tonight, the dockhands and sailors have vanished, leaving you with a sense of unease. The mist over the dark waters of the Miskatonic River seems to take unnatural shapes as you watch from afar.
Quantity: 1
Number: 301
Illustrator: Cristi Balanescu
Merchant District
Merchant District
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Merchant District

Type: Location
Encounter Set: In the Clutches of Chaos
Arkham.
[Action] Discard the top 5, 10, or 15 cards of your deck: For every 5 cards discarded in this way, move 1 breach from Merchant District to the current act. Draw each weakness discarded in this way.
The commercial center of Arkham, the Merchant District is usually bustling at all hours. But tonight, the dockhands and sailors have vanished, leaving you with a sense of unease. The mist over the dark waters of the Miskatonic River seems to take unnatural shapes as you watch from afar.
Quantity: 1
Number: 300
Illustrator: Cristi Balanescu
Mk 1 Grenades
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Mk 1 Grenades

Type: Asset
Class: Guardian
Cost: 3
Level: 4
Willpower: 0
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Item. Weapon. Ranged.
Uses (3 supplies). If Mk 1 Grenades has no supplies, discard it.
[Action] Spend 1 supply: Fight. You get +2 [Combat] for this attack. If this attack is successful, instead of its standard damage, this attack deals 2 damage to each enemy and investigator at your location, other than yourself (any additional damage is dealt to the attacked enemy).
Quantity: 2
Number: 273
Illustrator: Greg Bobrowski
New World Order
New World Order
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New World Order

Type: Act
Encounter Set: Secrets of the Universe
Clue Threshold: –
[Free] Remove 3 breaches from this act: Place 1 clue on a random location.
Objective – If Carl Sanford is defeated, advance.
Using force and ingenuity, you have managed to defeat Carl Sanford at his own game. The power he was drawing from surges painfully through him. “You imbeciles,” he spits, “what do you think you have accomplished? We could have been immortal. Don’t you understand? We could have been gods!” he struggles to remain on his feet, his strength waning as he loses control of his power.
“At what cost?” You reply, taking in the sight before you. “You would have made us slaves, not gods. Slaves to your greed and the Order’s power. I’d rather stay mortal than be your thrall.”
“Then we will all perish,” Carl responds bitterly. “I could have made us into celestials. Instead, we will be extinct. I hope you are satisfied.”
(→R2)
This nightmare will not end until you overthrow the one behind it: Carl Sanford and the Order of the Silver Twilight. Even with the world falling apart all around you, the cult seems intent on continuing their plot to the bitter end.
Quantity: 1
Number: 289
Illustrator: Matthew Cowdery
Primordial Gateway
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Primordial Gateway

Type: Treachery
Encounter Set: In the Clutches of Chaos
Power.
Revelation – Attach to a random location. Place breaches on attached location until there are exactly 3 breaches on it.
Treat the attached location as if its printed text box were blank (except for
Traits).
[Action]: Test [Intellect] or [Willpower] (4) to close the gateway. If you succeed, discard Primordial Gateway.
Quantity: 2
Number: 307
Illustrator: Adam S. Doyle
Rivertown
Rivertown
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Rivertown

Type: Location
Encounter Set: In the Clutches of Chaos
Arkham.
[Action]: Test [Intellect] (2). For each point you succeed by, move 1 breach from Rivertown to the current act.
These past few weeks, the warehouses and docks of Rivertown have been swathed in grey mist, making an already quiet district even more empty and desolate.
Quantity: 1
Number: 293
Illustrator: Cristi Balanescu
Rivertown
Rivertown
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Rivertown

Type: Location
Encounter Set: In the Clutches of Chaos
Arkham.
[Action] Choose and discard a card from your hand: Move 1 breach from Rivertown to the current act, +1 additional breach for each [Intellect] icon on that card.
These past few weeks, the warehouses and docks of Rivertown have been swathed in grey mist, making an already quiet district even more empty and desolate.
Quantity: 1
Number: 292
Illustrator: Cristi Balanescu
Secrets of the Beyond
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Secrets of the Beyond

Type: Treachery
Encounter Set: Secrets of the Universe
Hex.
Revelation – Find the Cultist enemy in play with the most doom on it. For each doom on that enemy, place 1 breach on that enemy’s location. If no breaches are placed by this effect, Secrets of the Beyond gains surge.
Quantity: 2
Number: 310
Illustrator: Joshua Cairós
Silver Twilight Lodge
Silver Twilight Lodge
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Silver Twilight Lodge

Type: Location
Encounter Set: Music of the Damned
Arkham.
[Free] Take 1 horror: Move 1 breach from Silver Twilight Lodge to the current act.
As you approach the manor of the Lodge once more, you find it dark and empty. It seems that its members are still laying low, at least for the time being.
Quantity: 1
Number: 303
Illustrator: Jokubas Uogintas
Silver Twilight Lodge
Silver Twilight Lodge
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Silver Twilight Lodge

Type: Location
Encounter Set: Secrets of the Universe
Arkham.
[Action]: Search the encounter deck and discard pile for a Silver Twilight enemy and draw it. Then, move all breaches from Silver Twilight Lodge to the current act. Shuffle the encounter deck.
As you approach the manor of the Lodge once more, bright light shines from behind its windows. You can hear faint chanting from within.
Quantity: 1
Number: 305
Illustrator: Jokubas Uogintas
Small Favor
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Small Favor

Type: Event
Class: Rogue
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 2
Agility: 0
Wild: 0
Favor. Service.
Deal 1 damage to a non-Elite enemy at your location.
[Reaction] When you play Small Favor, increase its cost by 2: Change “Deal 1 damage” to “Deal 2 damage.”
[Reaction] When you play Small Favor, increase its cost by 2: Change “at your location” to “at a location up to 2 connections away.”
Quantity: 2
Number: 277
Illustrator: John Pacer
South Church
South Church
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South Church

Type: Location
Encounter Set: In the Clutches of Chaos
Arkham.
[Action]: Draw the top card of the encounter deck. Then, move all breaches from South Church to the current act.
[Action]: Resign. You hide through the night.
The massive Romanesque building towers over the rest of Uptown, light shining from within its stained glass windows. Father Michael has made it a point to keep the church open at all hours, and despite the strange happenings throughout town, tonight is no different.
Quantity: 1
Number: 298
Illustrator: Mark Molnar
South Church
South Church
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South Church

Type: Location
Encounter Set: In the Clutches of Chaos
Arkham.
[Action] Discard an asset you control from play: Move all breaches from South Church to the current act.
[Action]: Resign. You hide through the night.
The massive Romanesque building towers over the rest of Uptown, light shining from within its stained glass windows. Father Michael has made it a point to keep the church open at all hours, and despite the strange happenings throughout town, tonight is no different.
Quantity: 1
Number: 299
Illustrator: Mark Molnar