Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!

The Secret Name


  • You cannot add cards

Spoiler Protection: 
?
.45 Thompson
-----
0 Comments

.45 Thompson

Type: Asset
Class: Neutral
Cost: 6
Level: 0
Willpower: 0
Intellect: 0
Combat: 1
Agility: 0
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.
Used by both gangsters and police officers, the fully automatic Thompson submachine gun was favored due to its accuracy and high volume of fire.
Quantity: 2
Number: 115
Illustrator: Robert Laskey
Banish
-----
0 Comments

Banish

Type: Event
Class: Mystic
Cost: 2
Level: 1
Willpower: 1
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Spell.
Evade. Use only on a non-Elite enemy. This evasion attempt uses [Willpower] instead of [Agility]. If you succeed, move the enemy just evaded to any location in play. If you succeed and a [Skull], [Cultist], [Tablet], or [Elder Thing] symbol was revealed during this evasion attempt, that enemy does not ready during the next upkeep phase.
Quantity: 2
Number: 113
Illustrator: Stephen Somers
Beyond the Witch House
Beyond the Witch House
-----
0 Comments

Beyond the Witch House

Type: Act
Encounter Set: The Secret Name
Clue Threshold: 5
Objective – Only investigators in the Witch House Ruins may spend the requisite number of clues, as a group, to advance.
Searching through the ruins, you find a rotting hole in the slanted ceiling, leading to a closed-off attic. Amidst the debris are crushed and splintered bones, some human and some…not. More of Keziah’s awful tomes are scattered about, filled with pages of dark rituals and black spellcraft. On the floor, a circle has been carved—or perhaps gnawed—into the wood. At the center lies a spatter of dried blood and a jagged knife. What terrible rituals were performed in this profane space? Perhaps there is a way you can know for sure. You take the knife and prick your hand deep enough for blood to well in your palm. Using Keziah’s formulae, you draw a pattern in the circle, and carve a path through time…
Put the set-aside Site of the Sacrifice location into play.
—If it is agenda 1, 2, or 3, find Nahab (even if she is out of play), place 2 doom on her, and place her at the Site of the Sacrifice.
—If it is agenda 4, find Nahab (even if she is out of play) and place her at the Site of the Sacrifice. Move each doom from agenda 4a to Nahab.
Find Brown Jenkin (even if he is out of play) and place him in Nahab’s current location.
Among the books in this strange room is a black, nameless tome inscribed with dried red blood. It matches a description from Walter Gilman’s journal of a book he names “The Black Book.” This room must be the haunt of Keziah Mason, from over 200 years ago. It is rumored that Keziah had discovered deep mathematical truths that allowed her to traverse space and time. Perhaps you can find a way out using this knowledge.
Quantity: 1
Number: 126
Illustrator: Yoann Boissonnet
Crack the Case
-----
0 Comments

Crack the Case

Type: Event
Class: Seeker
Cost: 0
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Insight.
Fast. Play after an investigator discovers the last remaining clue at your location.
Investigators at that location gain a total of X resources, distributed as you wish. X is that location’s shroud value.
“...when you have eliminated all which is impossible, then whatever remains, however improbable, must be the truth.” — Arthur Conan Doyle, “The Adventure of the Blanched Soldier”
Quantity: 2
Number: 110
Illustrator: Greg Bobrowski
Decrepit Door
Decrepit Door
-----
0 Comments

Decrepit Door

Type: Location
Encounter Set: The Secret Name
Witch House.
[Action]: Search your deck for a Blessed or Item asset and add it to your hand. (Group limit once per game.)
Haunted You must either take 1 horror, or choose and discard an asset you control.
There are no markings or clues which would inform as to who this room once belonged to—only the stench of mold and the sound of rats scampering on the other side.
Quantity: 1
Number: 130
Illustrator: Yoann Boissonnet
Decrepit Door
Decrepit Door
-----
0 Comments

Decrepit Door

Type: Location
Encounter Set: The Secret Name
Witch House.
Haunted – You must either place 1 of your clues on Frank Elwood’s Room, or place 1 doom on the current agenda.
There are no markings or clues which would inform as to who this room once belonged to—only the stench of mold and the sound of rats scampering on the other side.
Quantity: 1
Number: 131
Illustrator: Yoann Boissonnet
Decrepit Door
Decrepit Door
-----
0 Comments

Decrepit Door

Type: Location
Encounter Set: The Secret Name
Witch House.
Forced – After you reveal Landlord’s Quarters: Search the encounter deck and discard pile for a Swarm of Rats and spawn it in Mouldy Halls. Shuffle the encounter deck.
Haunted Search the encounter deck and discard pile for a Swarm of Rats and spawn it in Mouldy Halls. Shuffle the encounter deck.
There are no markings or clues which would inform as to who this room once belonged to—only the stench of mold and the sound of rats scampering on the other side.
Quantity: 1
Number: 129
Illustrator: Yoann Boissonnet
Disquieting Dreams
-----
0 Comments

Disquieting Dreams

Type: Treachery
Encounter Set: The Secret Name
Terror.
Revelation – Test [Willpower] (5). If you fail, put Disquieting Dreams into play in your threat area.
Forced – At the end of your turn: Discard the top card of the encounter deck.
Forced – When the encounter deck runs out of cards: Discard Disquieting Dreams and reveal the top 10 cards of your deck. Draw each weakness revealed and discard each other revealed card.
Quantity: 2
Number: 147
Illustrator: Rafał Hrynkiewicz
Enchanted Blade
-----
0 Comments

Enchanted Blade

Type: Asset
Class: Neutral
Cost: 3
Level: 0
Willpower: 0
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Slot: Hand Arcane
Item. Relic. Weapon. Melee.
Uses (3 charges).
[Action]: Fight. You get +1 [Combat] for this attack. As an additional cost to initiate this ability, you may spend 1 charge to empower the blade. If you do, you get +1 [Combat] and deal +1 damage for this attack.
Quantity: 2
Number: 118
Illustrator: Tiziano Baracchi
Extradimensional Visions
-----
0 Comments

Extradimensional Visions

Type: Treachery
Encounter Set: The Secret Name
Hex.
Revelation – Test [Willpower] (2). This test gets +1 difficulty for every 10 cards in the encounter discard pile. If you fail, discard an asset you control.
On the morning of the 29th Gilman awaked into a maelstrom of horror. – H. P. Lovecraft, The Dreams in the Witch House
Quantity: 2
Number: 145
Illustrator: Ethan Patrick Harris
Ghostly Presence
-----
0 Comments

Ghostly Presence

Type: Treachery
Encounter Set: The Secret Name
Omen.
Revelation – If Nahab is in play, ready her, resolve her hunter keyword, and she attacks each investigator at her location. If Nahab is at the Site of the Sacrifice, place 1 doom on her, as well. Otherwise, search the encounter deck and discard pile for Nahab and spawn her at your location.
Quantity: 2
Number: 144
Illustrator: Apterus
Grisly Totem
-----
0 Comments

Grisly Totem

Type: Asset
Class: Neutral
Cost: 3
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Slot: Accessory
Item. Charm.
[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.
We should have thrown it back immediately. But how could we have known?
Quantity: 2
Number: 119
Illustrator: Ethan Patrick Harris
Intel Report
-----
0 Comments

Intel Report

Type: Event
Class: Rogue
Cost: 2
Level: 0
Willpower: 0
Intellect: 2
Combat: 0
Agility: 0
Wild: 0
Favor. Service.
Discover 1 clue at your location.
[Reaction] When you play Intel Report, increase its cost by 2: Change “Discover 1 clue” to “Discover 2 clues.”
[Reaction] When you play Intel Report, increase its cost by 2: Change “at your location” to “at a location up to 2 connections away.”
Quantity: 2
Number: 111
Illustrator: Alexandre Dainche
Investigating the Witch House
Investigating the Witch House
-----
0 Comments

Investigating the Witch House

Type: Act
Encounter Set: The Secret Name
Clue Threshold: 3
Objective – If each undefeated investigator is in Walter Gilman’s Room, investigators may spend the requisite number of clues, as a group, to advance.
Standing in a dead man’s room is disconcerting enough, but what you find within is enough to make you want to leave and never return. Walter Gilman’s journal is filled with descriptions of his dreams and visions, each more terrifying and perplexing than the last. He mentions seeing the figure of Keziah Mason on more than one occasion, and at one point calls her by another name: “Nahab.” As soon as you read the name aloud, the nearby window shatters, and an all-too-familiar spectral mist invades the cramped space. When it recedes, everything about the room has changed. A work desk and an aged bookshelf occupy the far corner of Gilman’s room, where his bed should be. The door you entered from is gone. Strange geometrical markings, drawn with a sticky red substance, cover the walls.
Swap Walter Gilman’s Room with the set-aside Keziah’s Room, taking its place (all tokens and cards at the former location are now at the new location). Remove each other location in play from the game.
Choose an investigator to take control of the set-aside The Black Book asset. Shuffle both set-aside copies of Strange Geometry into the encounter deck.
When you arrive at the old Witch House, you find it in a sorrier state than you imagined. Surrounded by a crooked picket fence, the house looks as though it may fall apart at any minute. The front door is locked, but you are able to easily enter through one of the windows after pulling apart the rotting wooden boards covering the shattered glass.
Quantity: 1
Number: 125
Illustrator: Yoann Boissonnet
Brown Jenkin
-----
0 Comments

Brown Jenkin

Type: Enemy
Encounter Set: The Secret Name
Fight: 1
Health: 1
Evade: 4
Damage: 1
Horror: 1
Creature. Familiar. Elite.
Aloof. Hunter.
Each ready
Creature enemy gets +2 fight.
Forced – When the enemy phase ends, if Brown Jenkin is ready: Each investigator at his location discards his or her hand, then draws that many cards.
Quantity: 1
Number: 148
Illustrator: Rafał Hrynkiewicz
Nahab
-----
0 Comments

Nahab

Type: Enemy
Encounter Set: The Secret Name
Fight: 1
Health: 1
Evade: 3
Damage: 1
Horror: 2
Monster. Geist. Witch. Elite.
Hunter. Retaliate.
Do not remove doom from Nahab when the agenda advances.
Nahab gets +X fight, where X is the number of the current agenda.
Forced – After the enemy phase begins, if Nahab is ready: Place 1 doom on her.
Quantity: 1
Number: 149
Illustrator: Apterus
The Black Book
-----
0 Comments

The Black Book

Type: Asset
Class: Neutral
Cost: 3
Level: 0
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 1
Slot: 1 Hand
Item. Tome. Relic.
You get +1 [Willpower] and +1 [Intellect].
[Reaction] When you play a card, exhaust The Black Book and take X horror: Reduce that card’s cost by X.
He must sign in his own blood the book of Azathoth and take a new secret name... – H. P. Lovecraft, The Dreams in the Witch House
Quantity: 1
Number: 150
Illustrator: Stanislav Dikolenko
Keziah’s Room
Keziah’s Room
-----
0 Comments

Keziah’s Room

Type: Location
Encounter Set: The Secret Name
Spectral. Witch House.
[Reaction] After you successfully investigate Keziah’s Room: Instead of discovering clues, put the top card of the Unknown Places deck into play, unrevealed. Then, you may move to that location.
Haunted – Discard cards from the top of the encounter deck until a Hex card is discarded. Draw that card.
Gilman could not have told what he expected to find there, but he knew he wanted to be in the building where some circumstance had more or less suddenly given a mediocre old woman of the seventeenth century an insight into mathematical depths perhaps beyond the utmost modern delvings of Planck, Heisenberg, Einstein, and de Sitter. – H. P. Lovecraft, The Dreams in the Witch House
Quantity: 1
Number: 133
Illustrator: Robert Laskey
Marked for Sacrifice
Marked for Sacrifice
-----
0 Comments

Marked for Sacrifice

Type: Agenda
Encounter Set: The Secret Name
Doom Threshold: 8
Each non-weakness enemy gets +4 health.
[Reaction] After you defeat Brown Jenkin or Nahab: Gain 1 clue (from the token bank) (2 clues instead if there are 3 or more investigators in the game).
Flashes of vision spark your memory as you are dragged along the dirty wooden floor. A foul ceremony—the house—Nahab—a rhythmic chant—the spiraling black vortex—a dark revelry—the Primal Chaos—a child’s cries—a writhing tunnel inside your chest.
(→ R1)
Either this house is truly haunted, or its strange angles and eerie light are playing tricks on your curse-addled mind. Are these ghostly visions real? Or echoes of the house’s gruesome past?
Quantity: 1
Number: 124
Illustrator: Lenka Šimečková
Meat Cleaver
-----
0 Comments

Meat Cleaver

Type: Asset
Class: Survivor
Cost: 3
Level: 0
Willpower: 0
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Weapon. Melee.
[Action]: Fight. You get +1 [Combat] for this attack (+2 [Combat] instead if you have 3 or fewer remaining sanity). If this attack defeats an enemy, you may heal 1 horror. As an additional cost to initiate this ability, you may take 1 horror to have this attack deal +1 damage.
Quantity: 2
Number: 114
Illustrator: Robert Laskey
Meddlesome Familiar
-----
0 Comments

Meddlesome Familiar

Type: Treachery
Encounter Set: The Secret Name
Curse.
Revelation – If Brown Jenkin is not in play, search the encounter deck and discard pile for him, spawn him at your location, and take 1 damage. Otherwise, search the encounter deck and discard pile for a Swarm of Rats, spawn it engaged with you, then take 1 damage.
Quantity: 3
Number: 143
Illustrator: Stephen Somers
Moldy Halls
Moldy Halls
-----
0 Comments

Moldy Halls

Type: Location
Encounter Set: The Secret Name
Witch House.
Haunted – Lose 3 resources.
As you enter the Witch House, you are immediately struck by the musty, stale air. The timber smells of decay and mold. Paper peels off the walls. It is no wonder this house was condemned.
Quantity: 1
Number: 128
Illustrator: Robert Laskey
Pulled by the Stars
-----
0 Comments

Pulled by the Stars

Type: Treachery
Encounter Set: The Secret Name
Hex.
Revelation – Put Pulled by the Stars into play in your threat area.
Forced – At the end of your turn, if you did not move at least once during your turn: Take 2 horror.
[Action]: Test [Willpower] (3). If you succeed, discard Pulled by the Stars from play. If there is an exhausted
Witch enemy at your location, this test is automatically successful.
Quantity: 2
Number: 146
Illustrator: Stanislav Dikolenko
Scroll of Secrets
-----
0 Comments

Scroll of Secrets

Type: Asset
Class: Neutral
Cost: 1
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Tome.
Uses (3 secrets).
[Action] Exhaust Scroll of Secrets and spend 1 secret: Look at the bottom card of any investigator's deck or the encounter deck. Then, either discard that card, add it to its owner’s hand, place it on the bottom of its deck, or place it on the top of its deck.
Quantity: 2
Number: 116
Illustrator: Matthew Cowdery
Sign Magick
-----
0 Comments

Sign Magick

Type: Asset
Class: Mystic
Cost: 3
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Hand
Ritual. Talent.
Fast.
You have 1 additional arcane slot, which can only be used to hold a
Spell or Ritual asset.
The body is but an extension of the mind.
Quantity: 2
Number: 112
Illustrator: John Pacer
Site of the Sacrifice
Site of the Sacrifice
-----
0 Comments

Site of the Sacrifice

Type: Location
Encounter Set: The Secret Name
Extradimensional. Witch House.
[Action] Investigators at this location spend 1[per investigator] clues, as a group: Remove 1 doom from Nahab. This action does not provoke attacks of opportunity from Nahab.
Forced – At the end of the round: Add clues to this location until it has 3[per investigator] clues on it.
Haunted – You must either place 1 doom on Nahab, or Nahab attacks you.
…presently he was in a crude, windowless little space with rough beams and planks rising to a peak just above his head, and with a curious slanting floor underfoot. Propped level on that floor were low cases full of books of every degree of antiquity and disintegration, and in the centre were a table and bench, both apparently fastened in place. – H. P. Lovecraft, The Dreams in the Witch House
Quantity: 1
Number: 141
Illustrator: Brenda Bae
Something Worth Fighting For
-----
0 Comments

Something Worth Fighting For

Type: Asset
Class: Guardian
Cost: 3
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health:
Sanity: 3
Talent.
Something Worth Fighting For may be assigned horror dealt to other investigators at your location.
I can’t die here. Not now. Not yet.
Quantity: 2
Number: 109
Illustrator: Mauro Dal Bo
Stopping the Ritual
Stopping the Ritual
-----
0 Comments

Stopping the Ritual

Type: Act
Encounter Set: The Secret Name
Clue Threshold: –
Nahab cannot leave the Site of the Sacrifice.
Forced – When Nahab is defeated: Instead of discarding her, heal all damage from her, disengage her from all investigators, and exhaust her. She does not ready during the upkeep phase this round.
Objective – If there is no doom on Nahab, advance.
The ancient crone lets out a banshee’s wail as you dismantle her unholy ritual. The room unfurls through space-time, the cramped, slanted walls unfolding to reveal the oblivion beyond. The creature who was once Keziah Mason croaks a loathsome curse as her shapeless form is pulled into the void. Bit by bit, the wood-paneled flooring below your feet breaks apart. Then you are ripped—the pull from the stars—a muddy alleyway—the flute in the woods—the roaring abyss—the gaze of the watcher—The Tower—a green hillside—the black vortex—the screams of the accused—the piper—three arrows—a sacrifice—a ringing bell—an ascension—and you emerge from the anomaly, crashing painfully onto the floor.
(→ R2)
You part the seams of space-time and arrive at your destination. It is the same cramped attic, but in a different time. The room is dark save for a violet glow emanating from the far edge, where the floor falls into oblivion. From out of the abyss, the ancient crone and her familiar emerge...
Quantity: 1
Number: 127
Illustrator: Yoann Boissonnet
Strange Geometry
-----
0 Comments

Strange Geometry

Type: Location
Encounter Set: The Secret Name
Extradimensional.
Revelation – Put Strange Geometry into play and move to it.
Forced – After the investigation phase ends: Discard Strange Geometry and move each investigator and enemy here to the location with the most clues. Each investigator who moved by this effect takes 1 damage and 1 horror.
[Free] If Strange Geometry has no clues on it: Move to any revealed location.
Quantity: 2
Number: 142
Illustrator: Stanislav Dikolenko
Tennessee Sour Mash
-----
0 Comments

Tennessee Sour Mash

Type: Asset
Class: Neutral
Cost: 3
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Item. Illicit.
Uses (2 supplies).
[Free] Exhaust Tennessee Sour Mash and spend 1 supply: You get +2 [Willpower] for a skill test on a treachery card.
[Action] Discard Tennessee Sour Mash:
Fight. You get +3 [Combat] for this attack.
Quantity: 2
Number: 117
Illustrator: Greg Bobrowski