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!

Union and Disillusion


  • You cannot add cards

Spoiler Protection: 
?
Beyond the Mist (v. I)
Beyond the Mist (v. I)
-----
0 Comments

Beyond the Mist (v. I)

Type: Act
Encounter Set: Union and Disillusion
Clue Threshold: –
[Free] During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective – If each Unvisited Isle location in play is revealed and the brazier on each of them is lit, advance.
After nearly an hour spent searching through the dense mist, you finally arrive at the site of the Lodge’s ritual, only to find it in chaos. Members of the Silver Twilight Lodge, each wearing robes of blue and silver, are embroiled in battle with the witches. “Complete the ritual!” Carl Sanford commands you from across the clearing. “It is the only way!” Anette turns her attention to you, shocked and angered. “You again! I warned you we would not show mercy if we met a second time.” She calls to her coven: “Sisters! We must not let them interfere this time. Do not let their circle close!”
Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.
Check Campaign Log. If the witches’ spell was cast, spawn the set-aside Anette Mason at The Geist-Trap. If the witches’ spell was broken, spawn 1 set-aside Coven Initiate at The Geist-Trap (2 instead if there are 3 or 4 investigators in the game).
Shuffle each remaining set-aside
Witch enemy into the encounter deck, along with the encounter discard pile.
You are close to the site of the binding ritual. You must light the braziers to find the way. Then, all that is left to do is bait the watcher to the trap and bind it there.
Quantity: 1
Number: 243
Illustrator: Frej Agelii
Beyond the Mist (v. II)
Beyond the Mist (v. II)
-----
0 Comments

Beyond the Mist (v. II)

Type: Act
Encounter Set: Union and Disillusion
Clue Threshold: –
[Free] During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective – If each Unvisited Isle location in play is revealed and the brazier on each of them is unlit, advance.
After nearly an hour spent searching through the dense mist, you finally arrive at the site of the Lodge’s ritual, only to find it in chaos. Members of the Silver Twilight Lodge, each wearing robes of blue and silver, are embroiled in battle with the witches. “The ritual has neared completion!” Carl Sanford yells to you from across the clearing. “Bring the revenant here and end this!”
It is now or never. Glaring at the man, you throw the unlit braziers you snuffed along the way onto the ground, breaking the delicate wards placed upon them. Immediately, the dark mist invades, and hungry shapes in the mist descend upon the unfortunate members of the Lodge. “Traitor!” one yells. You try to ignore their cries of agony as you proceed towards the center of the clearing.
Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.
Remove all [Cultist] tokens from the chaos bag
(even if they are currently sealed on cards in play) for the remainder of the campaign.
You are close to the site of the binding ritual. The braziers have already been lit, enabling the trap. You will have to unlight each of them in order to break the circle.
Quantity: 1
Number: 244
Illustrator: Frej Agelii
Beyond the Mist (v. III)
Beyond the Mist (v. III)
-----
0 Comments

Beyond the Mist (v. III)

Type: Act
Encounter Set: Union and Disillusion
Clue Threshold: –
[Free] During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective – If each Unvisited Isle location in play is revealed and the brazier on each of them is unlit, advance.
After nearly an hour spent searching through the dense mist, you finally arrive at the site of the Lodge’s ritual, only to find it in chaos. Members of the Silver Twilight Lodge, each wearing robes of blue and silver, are embroiled in battle with the witches. “The ritual has neared completion!” Carl Sanford yells to you from across the clearing. “Bring the revenant here and end this!” Glaring at the man, you refuse. “So, at last you show your true colors. I thought that might be the case.” The Lodge’s enforcers turn on you without hesitation.
Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.
Spawn 1 set-aside Lodge Neophyte enemy at The Geist-Trap (2 instead if there are 3 or 4 investigators in the game).
Shuffle the remainder of the set-aside
Silver Twilight Lodge encounter set into the encounter deck, along with the encounter discard pile.
Check Campaign Log.
If Josef is alive and well, spawn the set-aside Josef Meiger enemy at The Geist-Trap. Investigators cannot parley with Josef Meiger for the remainder of the game.
You are close to the site of the binding ritual. The braziers have already been lit, enabling the trap. You will have to unlight each of them in order to break the circle.
Quantity: 1
Number: 245
Illustrator: Frej Agelii
Beyond the Mist (v. IV)
Beyond the Mist (v. IV)
-----
0 Comments

Beyond the Mist (v. IV)

Type: Act
Encounter Set: Union and Disillusion
Clue Threshold: –
[Free] During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective – If each Unvisited Isle location in play is revealed and the brazier on each of them is unlit, advance.
After nearly an hour spent searching through the dense mist, you finally arrive at the site of the Lodge’s ritual, only to find it in chaos. Members of the Silver Twilight Lodge, each wearing robes of blue and silver, are embroiled in battle with the witches. “The ritual has neared completion!” Carl Sanford yells to you from across the clearing. “Bring the revenant here and end this!” Glaring at the man, you refuse. He looks surprised for a moment, then growls, “So, you are on their side after all. How disappointing.” He turns to his inner circle and commands, “Kill them! Do not let them interfere!”
Reveal The Geist-Trap location. Move each investigator at an Unvisited Isle location to The Geist-Trap.
Shuffle the set-aside
Silver Twilight Lodge encounter set into the encounter deck, along with the encounter discard pile.
Check Campaign Log.
If Josef is alive and well, spawn the set-aside Josef Meiger enemy at The Geist-Trap. Investigators cannot parley with Josef Meiger for the remainder of the game.
You are close to the site of the binding ritual. The braziers have already been lit, enabling the trap. You will have to unlight each of them in order to break the circle.
Quantity: 1
Number: 246
Illustrator: Frej Agelii
Crossroads of Fate
Crossroads of Fate
-----
0 Comments

Crossroads of Fate

Type: Agenda
Encounter Set: Union and Disillusion
Doom Threshold: 10
A powerful gale sweeps through the island from its center, and the spectral pillar marking the site of the Lodge’s ritual suddenly bursts outward. Dozens of specters and phantasmal shapes fly across the treetops and weave through the woods. You will never forget their shrieks, like hundreds of deathcries sounding at once.
With a final surge of power, the stone obelisk at the center of the island shatters. Trees bend from the tremendous force that is unleashed, and you are pummeled to the ground. Everything goes black.
Each surviving investigator is defeated and suffers 1 physical trauma.
(→ R5)
As you continue through the woods, you notice the dark mist which has permeated the island is starting to drift away from the shoreline, toward the center of the island where the beacon of spectral energy still rises into the sky.
Quantity: 1
Number: 240
Illustrator: Lenka Šimečková
Death Approaches
-----
0 Comments

Death Approaches

Type: Treachery
Encounter Set: Union and Disillusion
Terror.
Surge. Peril.
Revelation – Add Death Approaches to any investigator’s threat area.
Forced – When you would take 1 or more horror: Take 2 additional horror and discard Death Approaches.
Quantity: 2
Number: 270
Illustrator: Nele Diel
Decoy
-----
0 Comments

Decoy

Type: Event
Class: Rogue
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 2
Wild: 0
Favor. Service.
Evade. Automatically evade a non-Elite enemy at your location.
[Reaction] When you play Decoy, increase its cost by 2: Change “a non-Elite enemy” to “up to 2 non-Elite enemies.”
[Reaction] When you play Decoy, increase its cost by 2: Change “at your location” to “at a location up to 2 connections away.”
Quantity: 2
Number: 234
Illustrator: Tim Tsang
Eager for Death
-----
0 Comments

Eager for Death

Type: Treachery
Encounter Set: Union and Disillusion
Omen.
Revelation – Test [Willpower] (2). Increase this skill test’s difficulty by 1 for each damage on you. If you fail, take 2 horror.
Quantity: 2
Number: 268
Illustrator: Frej Agelii
Esoteric Atlas
-----
0 Comments

Esoteric Atlas

Type: Asset
Class: Seeker
Cost: 3
Level: 1
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Slot: 1 Hand
Item. Tome.
Uses (4 secrets).
[Action] Spend 1 secret and exhaust Esoteric Atlas: Choose a revealed location that is exactly 2 connections away from your location. Move to that location.
Quantity: 2
Number: 232
Illustrator: Derek D. Edgell
Fated Souls
Fated Souls
-----
0 Comments

Fated Souls

Type: Act
Encounter Set: Union and Disillusion
Clue Threshold: 2
Each investigator cannot leave the location in front of him or her.
Before long, the revenant arrives.
It rises from the depths of the Miskatonic River, unfazed by the water or the mist. Sensing fear and blood, it glides slowly toward the island with its arm outstretched. Its gaze brings dismay. Its grasp brings death.
Spawn The Spectral Watcher at the Miskatonic River.
Shuffle each set-aside copy of Watcher’s Grasp and Watcher’s Gaze into the encounter deck, along with the encounter discard pile.
Return the location in front of each investigator to the center of the play area. (Investigators are no longer prevented from leaving their location.)
Put the set-aside The Geist-Trap location into play.
If the investigators sided with the coven, the brazier at The Geist-Trap is already lit. Place a resource token on it to signify this.
The trap set by the Silver Twilight Lodge has drawn the attention of the spectral realm and its inhabitants. One way or another, those who were trapped in the mist will end up here.
Quantity: 1
Number: 242
Illustrator: Frej Agelii
Forbidding Shore
Forbidding Shore
-----
0 Comments

Forbidding Shore

Type: Location
Encounter Set: Union and Disillusion
Woods.
[Action]: Circle. Test [Willpower] or [Intellect] (3) to find the brazier by the wooded trail. If you succeed, you may light or unlight the brazier.
Haunted – You must either lose 1 action or lose 2 resources.
As you land on the shore of the island, a flock of birds chatter from the treetops, admonishing you for your trespass. You intrude nonetheless, ignoring the many warnings and indicators that you should turn away.
Quantity: 1
Number: 250
Illustrator: Frej Agelii
Fortune or Fate
-----
0 Comments

Fortune or Fate

Type: Event
Class: Survivor
Cost: 2
Level: 2
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Fortune. Blessed.
Fast. Play when doom would be placed on any scenario card.
Max 1 per game.
Cancel 1 doom just placed on that card. Exile Fortune or Fate.
Quantity: 2
Number: 237
Illustrator: Joshua Cairós
Gavriella’s Fate
Gavriella’s Fate
-----
0 Comments

Gavriella’s Fate

Type: Story
Encounter Set: Union and Disillusion
Check the “Missing Persons” section of the Campaign Log. If Gavriella disappeared into the mist and you are on Gavriella’s trail:
Gavriella stumbles out of the mist, her eyes bloodshot and her voice strained. “Where am I?... Who are you?”
Take control of the set-aside Gavriella Mizrah asset. For the remainder of this scenario, she does not take up an ally slot. Next to Gavriella Mizrah’s profile, record Gavriella is alive.
If Gavriella was claimed by specters:
Flip this card to its enemy side and spawn it at your location. If you are on Gavriella’s trail, it spawns exhausted and unengaged. Otherwise, it spawns engaged with you.
Otherwise:
You find Gavriella’s weapon lying in the grass, decayed and broken. No other sign of her can be seen.
Alert. Hunter.
Forced – After you successfully attack Gavriella Mizrah, if she is ready: Take 1 horror.
Quantity: 1
Number: 262
Illustrator: —————
Guiding Spirit
-----
0 Comments

Guiding Spirit

Type: Asset
Class: Survivor
Cost: 1
Level: 1
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health: –
Sanity: 3
Slot: Ally
Ally. Geist.
You get +1 [Intellect].
Non-direct horror must be assigned to Guiding Spirit before it can be assigned to your investigator card.
Forced – After Guiding Spirit is defeated by horror: Exile it.
Quantity: 2
Number: 236
Illustrator: Quintin Gleim
Investments
-----
0 Comments

Investments

Type: Asset
Class: Rogue
Cost: 1
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Connection.
Uses (0 supplies). Limit 10 supplies on Investments.
[Free] Exhaust Investments: Place 1 supply on it.
[Action] Exhaust and discard Investments: Move all supplies from it to your resource pool, as resources.
Quantity: 2
Number: 233
Illustrator: Tiziano Baracchi
De Vermis Mysteriis
-----
0 Comments

De Vermis Mysteriis

Type: Asset
Class: Mystic
Cost: 2
Level: 2
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Tome.
[Action] Exhaust De Vermis Mysteriis and place 1 doom on it: Play a Spell or Insight event from your discard pile, reducing its resource cost by 1. After that event resolves, remove it from the game.
Ludvig Prinn was its author; he who had perished at the inquisitorial stake in Brussels when the witchcraft trials were at their height. —Robert Bloch, “The Shambler from the Stars”
Quantity: 2
Number: 235
Illustrator: Douglas Sirois
Gavriella Mizrah
-----
0 Comments

Gavriella Mizrah

Type: Asset
Class: Neutral
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 1
Agility: 0
Wild: 1
Health: 4
Sanity: 1
Slot: Ally
Ally. Veteran.
You get +1 [Combat].
[Reaction] After an enemy attacks you, even if that attack was canceled, exhaust Gavriella Mizrah: Discover 1 clue at your location.
Quantity: 1
Number: 258
Illustrator: Ilich Henriquez
Jerome Davids
-----
0 Comments

Jerome Davids

Type: Asset
Class: Neutral
Cost: 2
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 1
Health: 1
Sanity: 4
Slot: Ally
Ally. Assistant.
You get +1 [Intellect].
[Reaction] When an investigator at your location draws a treachery from the encounter deck, exhaust Jerome Davids and discard cards from your hand with a total of at least 2 [Intellect] icons: Cancel that card's revelation effect.
Quantity: 1
Number: 259
Illustrator: Tiziano Baracchi
Penny White
-----
0 Comments

Penny White

Type: Asset
Class: Neutral
Cost: 2
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Health: 3
Sanity: 2
Slot: Ally
Ally. Assistant.
You get +1 [Willpower].
[Reaction] After you succeed at a skill test during a revelation effect, exhaust Penny White: Discover 1 clue at your location.
Quantity: 1
Number: 260
Illustrator: Owen William Weber
Valentino Rivas
-----
0 Comments

Valentino Rivas

Type: Asset
Class: Neutral
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 1
Health: 2
Sanity: 3
Slot: Ally
Ally. Socialite.
You get +1 [Agility].
[Free] During a skill test you are performing, spend 2 resources and exhaust Valentino Rivas: Reduce the difficulty of this test by 1.
Quantity: 1
Number: 261
Illustrator: Tiziano Baracchi
Jerome’s Fate
Jerome’s Fate
-----
0 Comments

Jerome’s Fate

Type: Story
Encounter Set: Union and Disillusion
Check the “Missing Persons” section of the Campaign Log. If Jerome disappeared into the mist and you are on Jerome’s trail:
Jerome crawls out of the mist, and you help him to his feet. “My god... the mist...” he whispers. “It’s all connected... It’s all connected...”
Take control of the set-aside Jerome Davids asset. For the remainder of this scenario, she does not take up an ally slot. Next to Jerome Davids’s profile, record Jerome is alive.
If Jerome was claimed by specters:
Flip this card to its enemy side and spawn it at your location. If you are on Jerome’s trail, it spawns exhausted and unengaged. Otherwise, it spawns engaged with you.
Otherwise:
You find a scrap of paper from Jerome’s pocket notebook on the ground. It simply reads: “HELP”
Hunter.
Forced – After Jerome Davids engages you: Choose and discard 2 cards from your hand.
Quantity: 1
Number: 263
Illustrator: —————
Knowledge is Power
-----
0 Comments

Knowledge is Power

Type: Event
Class: Seeker
Cost: 0
Level: 0
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Insight.
Fast. Play only during your turn.
Choose a
Tome or Spell asset you control, or reveal a Tome or Spell asset from your hand. Resolve an [Action] or [Free] ability on that asset, ignoring all costs (including its [Action] cost, if any). Then, if that asset was in your hand, you may discard it to draw 1 card.
...and power corrupts.
Quantity: 2
Number: 231
Illustrator: Michał Miłkowski
Marked for Death
-----
0 Comments

Marked for Death

Type: Treachery
Encounter Set: Union and Disillusion
Curse.
Revelation – Test [Agility] (2). Increase this skill test’s difficulty by 1 for each horror on you. If you fail, take 2 damage.
Quantity: 2
Number: 271
Illustrator: Patrick Mcevoy
Miskatonic River
Miskatonic River
-----
0 Comments

Miskatonic River

Type: Location
Encounter Set: Union and Disillusion
River.
[Action]: Resign. You take your rowboat back to the shore of the Miskatonic River, leaving the mysterious island behind.
Your boat sways gently along the current of the rippling water. The river is deep and dark, and you find yourself suddenly wondering how many bodies might lie forgotten along the riverbed, never to be seen again.
Quantity: 1
Number: 249
Illustrator: Dual Brush Studios
Penny’s Fate
Penny’s Fate
-----
0 Comments

Penny’s Fate

Type: Story
Encounter Set: Union and Disillusion
Check the “Missing Persons” section of the Campaign Log. If Penny disappeared into the mist and you are on her trail:
Penny nearly runs directly into you. Her whole body shakes with panic as you hold her safe. “A–are you alive?” she cries. “Is this nightmare finally over?”
Take control of the set-aside Penny White asset. For the remainder of this scenario, she does not take up an ally slot. Next to Penny White’s profile, record Penny is alive.
If Penny was claimed by specters:
Flip this card to its enemy side and spawn it at your location. If you are on Penny’s trail, it spawns exhausted and unengaged. Otherwise, it spawns engaged with you.
Otherwise:
You find Penny’s apron lying on the ground, covered in blood. There is no other sign of her.
Hunter.
Forced – After you successfully evade Penny White: Take 1 damage.
Quantity: 1
Number: 264
Illustrator: —————
Psychopomp’s Song
-----
0 Comments

Psychopomp’s Song

Type: Treachery
Encounter Set: Union and Disillusion
Omen.
Surge. Peril.
Revelation – Add Psychopomp’s Song to any investigator’s threat area.
Forced – When you would take 1 or more damage: Take 2 additional damage and discard Psychopomp’s Song.
Quantity: 2
Number: 269
Illustrator: Stanislav Dikolenko
Spectral Raven
-----
0 Comments

Spectral Raven

Type: Enemy
Encounter Set: Union and Disillusion
Fight: 2
Health: 2
Evade: 2
Damage: 1
Horror: 1
Creature. Spectral.
Prey – Lowest [Intellect].
Alert. Hunter. Retaliate.
Forced – After Spectral Raven engages you: You must either resolve each haunted ability on your location, or Spectral Raven gets +2 fight and +2 evade until the end of the investigation phase.
Quantity: 2
Number: 267
Illustrator: Frank Walls
Telescopic Sight
-----
0 Comments

Telescopic Sight

Type: Event
Class: Guardian
Cost: 3
Level: 3
Willpower: 0
Intellect: 1
Combat: 1
Agility: 1
Wild: 0
Item. Upgrade.
Fast. Attach to a Firearm asset you control that takes up two hand slots. Attached asset cannot be used to attack enemies engaged with you.
[Reaction] When you perform a Fight action using attached asset, if you are engaged with no enemies, exhaust Telescopic Sight: This attack can target a non-Elite enemy at a connecting location. Ignore the aloof and retaliate keywords for this attack.
Quantity: 2
Number: 230
Illustrator: Tiziano Baracchi
The Binding Rite
The Binding Rite
-----
0 Comments

The Binding Rite

Type: Act
Encounter Set: Union and Disillusion
Clue Threshold: –
[Free] During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective – If The Spectral Watcher is defeated at The Geist-Trap while the brazier there is lit, advance.
The watcher wails in agony as the shadow-wreath around its form is pulled away, exposing its true form. You and the members of the Lodge surround the shattered soul to prevent it from escaping. (→ R1)
At the center of the clearing lies the spectral trap: a pillar of ghostly energy which swirls about a stone obelisk. Hundreds of phantasmal faces and a conglomeration of rotted limbs and flesh intertwine within, a revolting display of death and despair. An unlit silver brazier stands in front of the pillar, ready for you to act.
Quantity: 1
Number: 247a
Illustrator: Frej Agelii
The Broken Rite
The Broken Rite
-----
0 Comments

The Broken Rite

Type: Act
Encounter Set: Union and Disillusion
Clue Threshold: –
[Free] During a circle action, spend 1 clue: Reduce the difficulty of this skill test by 2.
Objective – If The Spectral Watcher is defeated at The Geist-Trap while the brazier there is unlit, advance.
As the blue flame of the brazier is snuffed out, the energy around the circle disperses. (→ R4)
At the center of the clearing lies the spectral trap: a pillar of ghostly energy which swirls about a stone obelisk. Hundreds of phantasmal faces and a conglomeration of rotted limbs and flesh intertwine within, a revolting display of death and despair. A silver brazier stands in front of the pillar, its blue flame flickering in the wind.
Quantity: 1
Number: 248a
Illustrator: Frej Agelii