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The Secret Name


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The Familiar
The Familiar
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The Familiar

Type: Agenda
Encounter Set: The Secret Name
Doom Threshold: 6
Each non-weakness enemy gets +2 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).
A dizzying violet light emerges from the crevices of the ramshackle house, behind cracks in the wooden paneling and underneath the floor, bathing you from every angle. An inhuman squeal mocks you as a figure emerges from the witch light. Only a hint of humanity remains in her crooked and broken form. The crone cackles with a nightmarish timbre, her voice echoing and resounding from the realm beyond.
—If it is act 1, spawn the set-aside Nahab in Walter Gilman’s Room.
—If it is act 2, spawn the set-aside Nahab in Keziah’s Room.
—If it is act 3, place 1 doom on Nahab.
Find Brown Jenkin (even if he is out of play) and place him in Nahab’s current location.
...the descriptions of the darting little furry object which served as her familiar were so painfully realistic despite their incredible details. – H. P. Lovecraft, The Dreams in the Witch House
Quantity: 1
Number: 122
Illustrator: Lenka Šimečková
THE HERMIT · IX
THE HERMIT · IX
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THE HERMIT · IX

Type: Agenda
Encounter Set: The Secret Name
Doom Threshold: 4
Each non-weakness enemy gets +1 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).
As you explore the old, dilapidated house, the telltale scratching and scurrying in the walls becomes louder and more frequent. Every now and again a fanged, furry creature darts across the wooden floor, scampering in and out of ratholes in the walls. You wonder if this house is more rat than wood.
If Brown Jenkin is in play, search the encounter deck and discard pile for a Swarm of Rats and spawn it in Brown Jenkin’s location. If Brown Jenkin is not in play, search the encounter deck and discard pile for him and spawn it in the lead investigator’s location.
Additionally, if there are 3 or 4 investigators in the game, search the encounter deck and discard pile for a Swarm of Rats and spawn it in any
Witch House location.
LOOK FOR ANSWERS WITHIN AND NOT WITHOUT. MANY PATHS LEAD TO THE SAME ANSWER. CONTEMPLATE THE GREATER TRUTH.
Quantity: 1
Number: 121
Illustrator: Lenka Šimečková
The Secret Name
The Secret Name
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The Secret Name

Type: Scenario
Encounter Set: The Secret Name
[Skull]: –1 (–3 instead if you are at an Extradimensional location).
[Cultist]: Reveal another chaos token. If you fail, discard the top 3 cards of the encounter deck.
[Tablet]: –2. If you fail and Nahab is at your location, she attacks you.
[Elder Thing]: –3. If you fail, resolve the hunter keyword on each enemy in play.
[Skull]: –2 (–4 instead if you are at an Extradimensional location).
[Cultist]: Reveal another chaos token. If you fail, discard the top 5 cards of the encounter deck.
[Tablet]: –3. If you fail and Nahab is in play, she attacks you (regardless of her current location).
[Elder Thing]: –4. Resolve the hunter keyword on each enemy in play.
Quantity: 1
Number: 120a
Illustrator: —————
The Witch Light
The Witch Light
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The Witch Light

Type: Agenda
Encounter Set: The Secret Name
Doom Threshold: 8
Each non-weakness enemy gets +3 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).
A sudden flash of violet light causes you to reel backwards. The spectral form of the crone is broken and shattered, but as you fall you can see a sinister grin play across her misshapen face. A jolt of pain surges through you as your head strikes the surface of the wall, and the witch’s terrible grin is the last thing you see before everything goes black.
When you awaken, the witch light is gone, but a vision is burned in your mind—the ancient crone, bent over a slanted floor, leering gleefully at a rotting book, a misshapen knife in her crooked fingers. Behind her, the twilight abyss extends into oblivion, and a gaping maw begins to close.

—If it is act 1 or 2, set Nahab aside, out of play, and place 4 doom on agenda 4a as it enters play.
—If it is act 3, place 1 doom on Nahab.
In the dazzling violet light of dream the old woman and the fanged, furry thing came again and with a greater distinctness than on any former occasion. This time they actually reached him, and he felt the crone’s withered claws clutching at him. —H.P. Lovecraft, “The Dreams in the Witch House”
Quantity: 1
Number: 123
Illustrator: Lenka Šimečková
Unknown Places
Unknown Places
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Unknown Places

Type: Location
Encounter Set: The Secret Name
Extradimensional.
[Reaction] After you successfully investigate Physics Classroom by 2 or more: Discover a clue at another revealed location. (Limit once per round.)
It was also possible that the inhabitants of a given dimensional realm could survive entry to many unknown and incomprehensible realms of additional or indefinitely multiplied dimensions—be they within or outside the given space-time continuum—and that the converse would be likewise true.
Quantity: 1
Number: 139
Illustrator: Franz Vohwinkel
Unknown Places
Unknown Places
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0 Comments

Unknown Places

Type: Location
Encounter Set: The Secret Name
Extradimensional.
Forced – After you enter Court of the Great Old Ones, test [Willpower] (3). For each point you fail by, take 1 horror.
Haunted – The next action you perform this round must be an investigate action.
It was also possible that the inhabitants of a given dimensional realm could survive entry to many unknown and incomprehensible realms of additional or indefinitely multiplied dimensions—be they within or outside the given space-time continuum—and that the converse would be likewise true.
Quantity: 1
Number: 140
Illustrator: Franz Vohwinkel
Unknown Places
Unknown Places
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Unknown Places

Type: Location
Encounter Set: The Secret Name
Extradimensional.
[Action]: Test [Intellect] (3). If you succeed, move to any revealed location. (Limit once per game.)
Haunted Move to Keziah’s Room.
It was also possible that the inhabitants of a given dimensional realm could survive entry to many unknown and incomprehensible realms of additional or indefinitely multiplied dimensions—be they within or outside the given space-time continuum—and that the converse would be likewise true.
Quantity: 1
Number: 138
Illustrator: Franz Vohwinkel
Unknown Places
Unknown Places
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0 Comments

Unknown Places

Type: Location
Encounter Set: The Secret Name
Extradimensional.
[Action]: Investigate. If you succeed, instead of discovering clues, heal 2 horror. (Limit once per game.)
Haunted – Lose 1 action.
It was also possible that the inhabitants of a given dimensional realm could survive entry to many unknown and incomprehensible realms of additional or indefinitely multiplied dimensions—be they within or outside the given space-time continuum—and that the converse would be likewise true.
Quantity: 1
Number: 137
Illustrator: Franz Vohwinkel
Unknown Places
Unknown Places
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0 Comments

Unknown Places

Type: Location
Encounter Set: The Secret Name
Extradimensional.
[Reaction] After you reveal City of Elder Things, take 2 horror: Put the top card of the Unknown Places deck into play, unrevealed. For the remainder of the scenario, City of Elder Things is considered to be connected to that location, and vice versa.
It was also possible that the inhabitants of a given dimensional realm could survive entry to many unknown and incomprehensible realms of additional or indefinitely multiplied dimensions—be they within or outside the given space-time continuum—and that the converse would be likewise true.
Quantity: 1
Number: 136
Illustrator: Franz Vohwinkel
Unknown Places
Unknown Places
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0 Comments

Unknown Places

Type: Location
Encounter Set: The Secret Name
Extradimensional.
Forced – After you enter Twilight Abyss, test [Combat] or [Agility] (3). For each point you fail by, take 1 damage.
It was also possible that the inhabitants of a given dimensional realm could survive entry to many unknown and incomprehensible realms of additional or indefinitely multiplied dimensions—be they within or outside the given space-time continuum—and that the converse would be likewise true.
Quantity: 1
Number: 135
Illustrator: Franz Vohwinkel
Unknown Places
Unknown Places
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0 Comments

Unknown Places

Type: Location
Encounter Set: The Secret Name
Extradimensional.
[Action]: You request aid from your past self. Each investigator at this location may return 1 card from his or her discard pile to his or her hand. Each investigator who does so remembers that he or she “meddled with the past.” (Group limit once per game.)
It was also possible that the inhabitants of a given dimensional realm could survive entry to many unknown and incomprehensible realms of additional or indefinitely multiplied dimensions—be they within or outside the given space-time continuum—and that the converse would be likewise true.
Quantity: 1
Number: 134
Illustrator: Franz Vohwinkel
Walter Gilman’s Room
Walter Gilman’s Room
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Walter Gilman’s Room

Type: Location
Encounter Set: The Secret Name
Witch House.
The door to Walter Gilman’s room is locked. As an additional cost to enter Walter Gilman’s room, investigators in the Moldy Halls must spend 1[per investigator] clues, as a group.
[Action]: Draw 3 cards and take 1 horror. (Limit once per game.)
Haunted – Discard the top 2 cards of the encounter deck.
Quantity: 1
Number: 132
Illustrator: Yoann Boissonnet