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Dark Side of the Moon
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The Alarm Is Raised
Type: Agenda
Encounter Set: Dark Side of the Moon
Doom Threshold: 5
Your escape route is cut off as a pack of lithe creatures surrounds you. At first glance, you believe them to be cats, but they are only vaguely catlike in shape. What you mistook for fur is more akin to a series of patterns, like strange filigrees. You silently pray for aid…
Shuffle the encounter discard pile into the encounter deck.
Raise each investigator’s alarm level by 1.
Check Campaign Log. If the investigators forced their way into the temple, read the following:
…but nobody comes.
The lead investigator searches the encounter deck and discard pile for 1 copy of Cats from Saturn and draws it.
Otherwise, read the following:
…and to your surprise, an army of cats lands in front of you, having leaped through the void of space itself. You recognize the cat at the head of the formation as the grey old cat with the scar you met months ago. “Go, human!” he yells. “We will hold them off!”
Shuffle the encounter discard pile into the encounter deck.
Raise each investigator’s alarm level by 1.
Check Campaign Log. If the investigators forced their way into the temple, read the following:
…but nobody comes.
The lead investigator searches the encounter deck and discard pile for 1 copy of Cats from Saturn and draws it.
Otherwise, read the following:
…and to your surprise, an army of cats lands in front of you, having leaped through the void of space itself. You recognize the cat at the head of the formation as the grey old cat with the scar you met months ago. “Go, human!” he yells. “We will hold them off!”
Your pace quickens as the creatures’ pursuit grows more frenzied with each passing minute. The silence you once cursed is broken; the awful piercing screeches that punctuate the night are even worse.
Quantity: 1
Number: 208
Illustrator: Régis Moulun







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The Black Core
Type: Location
Encounter Set: Dark Side of the Moon
Cave.
The path to the Moon’s core is long and winding. You cannot enter The Black Core while Caverns Beneath the Moon (Dark Side) has clues on it.
X is the number of depth tokens on The Black Core.
Forced – After The Black Core is revealed: Place 3 resources on it, as depth tokens, plus an additional 3[per investigator] depth tokens.
[Action]: Test [Willpower] (2) or [Combat] (2) to swim through the dark lake at the Moon’s core. For each point you succeed by, remove 1 depth token from The Black Core.
Forced – After The Black Core is revealed: Place 3 resources on it, as depth tokens, plus an additional 3[per investigator] depth tokens.
[Action]: Test [Willpower] (2) or [Combat] (2) to swim through the dark lake at the Moon’s core. For each point you succeed by, remove 1 depth token from The Black Core.
A thick black sludge begins to impede your progress as you draw nearer and nearer to the Moon’s dark core…
Quantity: 1
Number: 220
Illustrator: Stanislav Dikolenko







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The Dark Crater
Type: Location
Encounter Set: Dark Side of the Moon
Surface.
[Action]: Test [Intellect] (5) to hide within the crater. If you succeed, reduce your alarm level by 1. (Limit 1 success per game.)
Forced – At the end of your turn, if you are at The Dark Crater and have discovered 1 or more of its clues this turn: Test [Willpower] (3). If you fail, raise your alarm level by 1.
Forced – At the end of your turn, if you are at The Dark Crater and have discovered 1 or more of its clues this turn: Test [Willpower] (3). If you fail, raise your alarm level by 1.
“The ship made for the edge, and it soon became clear that its destination was that secret and mysterious side which is always turned away from the earth, and which no fully human person, save perhaps the dreamer Snireth-Ko, has ever beheld.â€
– H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Quantity: 1
Number: 216
Illustrator: Dual Brush Studios







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The Moon’s Core
Type: Act
Encounter Set: Dark Side of the Moon
Clue Threshold: –
Clues cannot be discovered from The Black Core except as a result of a successful investigation.
Objective – If each surviving investigator is at The Black Core and it has no clues on it, advance.
Objective – If each surviving investigator is at The Black Core and it has no clues on it, advance.
The lake of black ichor below the surface of the Moon is miles wide and bubbles with warm, noxious pockets of gas. Most of the lake bed is completely solid, and it seems for a moment that Randolph’s plan is a dead end after all. Then, you take a final step, and your foot is caught by…nothing. Before you can react, you are yanked under the surface. You try to shout a warning to your companions, but your words are swallowed by the black core, along with the rest of your body. Your lungs barely have air. You struggle not to scream as you are carried by a fierce undertow. When you finally emerge, you are in another chamber just like the one you came from, only you can see a shaft of light piercing through the grey crust above you. Moments later, the rest of your party emerges. “Did we make it?” Virgil asks. “Why, I thought that was the end, for sure. This will make for an exciting chapter!”
Put the set-aside Caverns Beneath the Moon (Light Side), Light Side of the Moon, and The White Ship locations into play.
Put the set-aside Caverns Beneath the Moon (Light Side), Light Side of the Moon, and The White Ship locations into play.
You suspend your disbelief and descend beneath the Moon’s crust. In order to reach the other side of the Moon, you must make your way though its black core, a transdimensional fluid from which nightmares are born.
Quantity: 1
Number: 212
Illustrator: Patrick McEvoy







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The White Ship
Type: Location
Encounter Set: Dark Side of the Moon
Ship.
The mysterious ship’s captain cannot let you board until the pursuing moon-beasts have retreated. You cannot enter The White Ship while your alarm level is 5 or higher.
You cannot enter The White Ship while your alarm level is 5 or higher.
Forced – After The White Ship is revealed: Put the set-aside The Captain story asset into play at The White Ship.
Forced – After The White Ship is revealed: Put the set-aside The Captain story asset into play at The White Ship.
“…it would always glide smoothly and silently, its sails distant and its long strange tiers of oars moving rhythmically.â€
– H. P. Lovecraft, “The White Shipâ€
Quantity: 1
Number: 223
Illustrator: A.M. Sartor







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They Are Upon You!
Type: Agenda
Encounter Set: Dark Side of the Moon
Doom Threshold: 4
(Hint—The game will not end when this agenda advances…but the agents of Nyarlathotep will tighten their noose.)
There is nowhere left to run.
Raise each investigator’s alarm level by 1.
Each investigator takes horror equal to half their alarm level (rounded up).
Reset the agenda deck to agenda 3a. Then, place 2 doom on that agenda.
Raise each investigator’s alarm level by 1.
Each investigator takes horror equal to half their alarm level (rounded up).
Reset the agenda deck to agenda 3a. Then, place 2 doom on that agenda.
The entirety of the Moon’s denizens are raised against you now. Behind every corner, a group of Corsairs lies in wait, or a pack of hunting cats lurks to herd you toward its vicious masters. The skies above swarm with winged beasts and black galleys. If you cannot find a way back to Earth, you will surely be captured.
Quantity: 1
Number: 209
Illustrator: Régis Moulun






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Three Aces
Type: Skill
Class: Rogue
Level: 1
Wild: 1
Fortune. Practiced.
Myriad.
If you commit 3 copies of Three Aces to a skill test, that test automatically succeeds (do not reveal chaos tokens from the chaos bag). Then, draw 3 cards and gain 3 resources (max once per test).
If you commit 3 copies of Three Aces to a skill test, that test automatically succeeds (do not reveal chaos tokens from the chaos bag). Then, draw 3 cards and gain 3 resources (max once per test).
Quantity: 3
Number: 199
Illustrator: Diana MartÃnez







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Unexpected Rescue
Type: Act
Encounter Set: Dark Side of the Moon
Clue Threshold: –
Objective – Find a way off the Moon. (You will be instructed when to advance.)
With your party safely aboard the White Ship, you beseech its captain to leave the Moon at once. You have no desire to stay in this perilous place any longer than you have to. “Not yet,” the captain replies with an amiable smile. You plead with him, but he raises a hand in a gesture of silence, peering out into the distance. You squint against the light from the sun, which hangs static in the dark sky. There, miles away, you spot the thing that drew the captain’s eye: a bird with many wings and even more colors, its feathers bright and vivid. It perches on a ruined stone structure and preens itself. Then, just as your patience is beginning to wear thin, it launches itself into space, and the captain pulls up the ship’s anchor.
(->R1)
(->R1)
The surface of the light side of the Moon is patrolled by ships that sail through the windless sky. One, however, looks different from the rest. Its hull is stark and shining, casting a white glow into the night. “The White Ship!†breathes Randolph.
Quantity: 1
Number: 213
Illustrator: Patrick McEvoy






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Word of Command
Type: Event
Class: Mystic
Cost: 2
Level: 2
Wild: 0
Spell.
Name a Spell card. Search your deck for 1 copy of the named card and draw it. Shuffle your deck.
Light for the saving of our eyes.
Heat for the saving of our skin.
A spark for the saving of our souls.
Quantity: 2
Number: 202
Illustrator: Andreas Zafiratos