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Point of No Return


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A Glimmer of Hope
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A Glimmer of Hope

Type: Event
Class: Survivor
Cost: 1
Level: 0
Wild: 1
Blessed. Fortune.
Myriad.
A Glimmer of Hope can only be played from your discard pile.
Add all copies of A Glimmer of Hope in your discard pile to your hand
(including this copy).
Quantity: 3
Number: 245
Illustrator: Jason Caffoe
A Sinister Realm
A Sinister Realm
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A Sinister Realm

Type: Agenda
Encounter Set: Point of No Return
Doom Threshold: 5
A sudden wave of pain and nausea passes over you, and for a brief moment, it seems the very fabric of reality is tearing apart. The feeling passes quickly, but it’s obvious that something is not right.
Shuffle the encounter discard pile into the encounter deck.
Place 1 damage on the scenario reference card.
The Underworld is a cavernous realm, almost another world unto itself. Its ceiling is so far in the distance that it might as well be a somber, overcast sky. The walls of the caverns are dimly lit by a flickering grey light with no apparent source. You wander through the twisting catacombs in search of the way forward, but you can’t shake the feeling that you’re being followed.
Quantity: 1
Number: 248
Illustrator: Patrick McEvoy
Beset by Monsters
Beset by Monsters
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Beset by Monsters

Type: Agenda
Encounter Set: Point of No Return
Doom Threshold: 4
(Hint—The game will not necessarily end when this agenda advances…but the stability of reality will continue to unravel.)
Again you are shaken by a sudden feeling of instability as reality shifts and bends around you. The wave is more intense than before, and it seems to originate from the Sea of Pitch in the depths of the Underworld.
Each investigator must either discard 1 card at random from their hand or lose 2 resources.
Shuffle the encounter discard pile into the encounter deck.
Place 1 damage on the scenario reference card. Then:
—If there are 5 or more damage tokens on the scenario reference card, proceed to
(->R2).
—Otherwise, flip this agenda back over.
As you continue to explore, the creatures of the Underworld grow agitated and begin to pursue you, as if compelled by some unseen force.
Quantity: 1
Number: 249
Illustrator: Patrick McEvoy
City of Gugs
City of Gugs
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City of Gugs

Type: Location
Encounter Set: Point of No Return
Victory: 1
Forced – After you enter City of Gugs: Flip it over and resolve the text on its other side.
The kingdom of the Gugs is surrounded by a colossal wall. Inside, cylindrical towers rise high into the mist, each one windowless and made of grey stone, with large looming doorways at the bottom. One black tower stands paramount among the others, rising into the very ceiling of the Underworld. You do not make it very far before you spot the sentry standing guard outside the city’s walls: a tremendous creature with huge furry arms and an obscene toothy maw extending vertically through its head.
Spawn the set-aside Gug Sentinel enemy at this location, with 1[per investigator] clues on it. Test [Agility] (3). If you succeed, Gug Sentinel enters play exhausted and unengaged. Otherwise, it enters play engaged with you.
Flip this card back over.
“...Carter followed the loping three out of the forest of monoliths and into the dark noisome streets of that awful city whose rounded towers of Cyclopean stone soared up beyond the sight.” – H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Quantity: 1
Number: 255
Illustrator: Régis Moulun
Crag of the Ghouls
Crag of the Ghouls
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Crag of the Ghouls

Type: Location
Encounter Set: Point of No Return
Victory: 1
Vale.
Veiled.
The first treachery drawn during the mythos phase by an investigator at this location gains surge.
Looking out over the barren vale, you get a sense for the threats that dwell below. Underneath the plateau upon which you stand, a forest of obscene, pale fungi extends for miles. Beyond that is a great heap of bones, like an ocean pouring forth in all directions. You swear you can see something crawling or worming its way along the surface of the bones, but perhaps it’s just your imagination. In the distance, great sharp peaks of stone loom over the vale. Black, winged creatures fly around the summits, searching for prey. You see no sign of this “ocean of pitch” Pickman described, though you do notice a wide cavern opening along a wall of stone to the right of the vale below…
Look at the top 2[per investigator] cards of the encounter deck. You may discard up to half of those cards. Return the rest to the top of the encounter deck, in any order.
For the remainder of the game, ignore the text on Crag of the Ghouls.
Flip this card back over.
“At last he discerned above him the projecting edge of the great crag of the ghouls, whose vertical side he could not glimpse...” –H.P. Lovecraft, The Dream-Quest of Unknown Kadath
Quantity: 1
Number: 258
Illustrator: Leanna Crossan
Daredevil
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Daredevil

Type: Skill
Class: Rogue
Level: 2
Wild: 1
Fortune. Practiced.
After you commit Daredevil to a skill test, reveal cards from the top of your deck until you reveal a [Rogue] skill you can commit to this test. Commit it. Shuffle each other revealed card back into your deck.
“You’re a maniac, Wini!” “I know! Isn’t it wonderful?”
Quantity: 2
Number: 240
Illustrator: Borja Pindado
Dhole Tunnel
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Dhole Tunnel

Type: Treachery
Encounter Set: Terror of the Vale
Hazard.
Revelation – If Slithering Dhole is in play, it moves and attacks as if it were the enemy phase. Otherwise, attach Dhole Tunnel to a location at least 2 connections away from the nearest Dhole Tunnel (or to your location if you cannot). Then, if Slithering Dhole is in the victory display, spawn it at attached location, exhausted.
Quantity: 3
Number: 272
Illustrator: Germán Nóbile
Dream Diary
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Dream Diary

Type: Asset
Class: Seeker
Cost: 2
Level: 3
Wild: 0
Slot: 1 Hand
Item. Tome. Charm.
You can only include this asset in your deck by upgrading it from Dream Diary (Untranslated), and only if “you have interpreted the dreams” in your Campaign Log.
While you are at a location with 4 or more shroud, your Essence of the Dream gains ? ?.
[Reaction] When your turn begins: Search your bonded cards for Essence of the Dream and add it to your hand.
Quantity: 2
Number: 236
Illustrator: Germán Nóbile
Dream Diary
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Dream Diary

Type: Asset
Class: Seeker
Cost: 2
Level: 3
Wild: 0
Slot: 1 Hand
Item. Tome. Charm.
You can only include this asset in your deck by upgrading it from Dream Diary (Untranslated), and only if “you have interpreted the dreams” in your Campaign Log.
While you are engaged with an enemy, your Essence of the Dream gains ? ?.
[Reaction] When your turn begins: Search your bonded cards for Essence of the Dream and add it to your hand.
Quantity: 2
Number: 237
Illustrator: Germán Nóbile
Dream Diary
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Dream Diary

Type: Asset
Class: Seeker
Cost: 2
Level: 3
Wild: 0
Slot: 1 Hand
Item. Tome. Charm.
You can only include this asset in your deck by upgrading it from Dream Diary (Untranslated), and only if “you have interpreted the dreams” in your Campaign Log.
While you have 8 or more cards in hand, your Essence of the Dream gains ? ?.
[Reaction] When your turn begins: Search your bonded cards for Essence of the Dream and add it to your hand.
Quantity: 2
Number: 238
Illustrator: Germán Nóbile
Empower Self
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Empower Self

Type: Asset
Class: Mystic
Cost: 3
Level: 2
Wild: 0
Slot: 1 Arcane
Ritual.
Myriad. Limit 1 Empower Self (Alacrity) per deck.
Up to 3 Empower Self cards take up a single arcane slot.
Anytime a card effect requires you to use [Willpower] instead of [Agility], you may ignore that aspect of the effect.
[Free] Exhaust Empower Self: You get +2 [Agility] for this test.
Quantity: 1
Number: 242
Illustrator: Felipe Gaona
Empower Self
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Empower Self

Type: Asset
Class: Mystic
Cost: 3
Level: 2
Wild: 0
Slot: 1 Arcane
Ritual.
Myriad. Limit 1 Empower Self (Acuity) per deck.
Up to 3 Empower Self cards take up a single arcane slot.
Anytime a card effect requires you to use [Willpower] instead of [Intellect], you may ignore that aspect of the effect.
[Free] Exhaust Empower Self: You get +2 [Intellect] for this test.
Quantity: 1
Number: 243
Illustrator: Felipe Gaona
Empower Self
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Empower Self

Type: Asset
Class: Mystic
Cost: 3
Level: 2
Wild: 0
Slot: 1 Arcane
Ritual.
Myriad. Limit 1 Empower Self (Stamina) per deck.
Up to 3 Empower Self cards take up a single arcane slot.
Anytime a card effect requires you to use [Willpower] instead of [Combat], you may ignore that aspect of the effect.
[Free] Exhaust Empower Self: You get +2 [Combat] for this test.
Quantity: 1
Number: 241
Illustrator: Felipe Gaona
Entering the Underworld (v. I)
Entering the Underworld (v. I)
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Entering the Underworld (v. I)

Type: Act
Encounter Set: Point of No Return
Clue Threshold: –
Forced – After an enemy with 1 or more clues on it is defeated: Take control of each of those clues.
Objective – Explore this region. (You will be instructed when to advance.)
You launch into a panicked explanation of everything that’s happened to you. When the ghoul hears the name “Randolph Carter,” his demeanor changes. He asks you what has become of Randolph, and you tell him of his friend’s fate. Sadness overcomes the creature. He introduces himself as Richard Pickman, and tells you that Randolph was once his friend. He agrees to let you pass in peace, but not before giving you a warning: strange happenings have been occurring within the Underworld. He tells of dark forces spreading throughout the vale below the Plain of the Ghouls, of vile weavers that crawl along the cavern walls, and of a terrible howling cry that penetrates throughout the realm. All of it, he explains in gibbering speech, emanates from one place: an ocean of pitch in the realm’s deepest layer.
Put each set-aside
Vale location into play.
Find each card from the
Ghouls encounter set and the Striking Fear encounter set (even if they are out of play). Remove them from the game.
Shuffle the set-aside
Terror of the Vale and Nightgaunts encounter sets into the encounter deck, along with the discard pile.
You have succeeded in reaching the Dreamlands, but this is not quite what you expected. You are in the Underworld, and it will take some work to find your bearings in this sinister place.
Quantity: 1
Number: 250
Illustrator: Daria Khlebnikova
Entering the Underworld (v. II)
Entering the Underworld (v. II)
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Entering the Underworld (v. II)

Type: Act
Encounter Set: Point of No Return
Clue Threshold: –
Forced – After an enemy with 1 or more clues on it is defeated: Take control of each of those clues.
Objective – Find Richard Upton Pickman. (You will be instructed when to advance.)
Randolph gives a shout of recognition as the ghoul approaches. He and the creature shake hands and converse for a short while, after which he introduces you. “This is the ghoul I spoke to you about. He is an old friend of mine, and he has offered to guide us through the Underworld. He has some dire news, however…” Randolph goes on to explain: strange happenings have been occurring within the Underworld. He tells of dark forces spreading throughout the vale below the Plain of the Ghouls, of vile weavers that crawl along the cavern walls, and of a terrible howling cry that penetrates throughout the realm. All of it, he says, emanates from one place: an ocean of pitch in the realm’s deepest layer.
Choose an investigator to take control of the set-aside Richard Upton Pickman story-asset. For the remainder of the scenario, if Richard Upton Pickman leaves play, remove him from the game.
Put each set-aside
Vale location into play.
Find each card from the
Striking Fear encounter set (even if they are out of play). Remove them from the game.
Shuffle the set-aside
Terror of the Vale and Nightgaunts encounter sets into the encounter deck, along with the discard pile.
You have succeeded in reaching the Dreamlands, but this is not quite what you expected. You are in the Underworld, and it will take some work to find your bearings in this sinister place.
Quantity: 1
Number: 251
Illustrator: Daria Khlebnikova
Expeditious Retreat
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Expeditious Retreat

Type: Skill
Class: Survivor
Level: 1
Wild: 0
Innate. Developed.
Max 1 committed per skill test.
While Expeditious Retreat is committed during a basic evade action, it gains [Agility] [Agility] and the text: “If this test is successful by 2 or more, you may automatically evade another enemy at your location.”
Quantity: 2
Number: 246
Illustrator: Ilich Henriquez
False Awakening
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False Awakening

Type: Treachery
Encounter Set: Point of No Return
Curse.
False Awakening begins each game next to the agenda deck, with 1 doom on it.
[Action]: Test any skill (2). This test gets +1[per investigator] difficulty. If you succeed, remove False Awakening from the game. Any investigator may trigger this ability.
Quantity: 1
Number: 275
Illustrator: Adam S. Doyle
Gug Sentinel
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Gug Sentinel

Type: Enemy
Encounter Set: Point of No Return
Fight: 5
Health: 2
Evade: 3
Damage: 2
Horror: 1
Victory: 1
Monster. Gug.
Gug Sentinel gets +2[per investigator] health.
Forced – After Gug Sentinel readies: Deal 1 horror to each investigator at its location.
“Then two pink eyes shone, and the head of the awakened gug sentry, large as a barrel, wobbled into view.”– H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Quantity: 1
Number: 267
Illustrator: Ryan Barger
Haste
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Haste

Type: Asset
Class: Rogue
Cost: 3
Level: 2
Wild: 0
Slot: 1 Arcane
Ritual.
Limit 1 per investigator.
[Reaction] After you perform the same type of action twice in a row, exhaust Haste: Take another action of that type again (types include activate, draw, engage, evade, fight, investigate, move, play, resource, and draw).
Quantity: 2
Number: 239
Illustrator: Patrick McEvoy
Heroic Rescue
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Heroic Rescue

Type: Event
Class: Guardian
Cost: 0
Level: 2
Wild: 0
Spirit. Tactic.
Fast. Play when a non-Elite enemy would attack another investigator at your location or a connecting location.
Move to that location if you are not already there. Engage that enemy and resolve its attack against you instead. Then, deal it 1 damage.
Quantity: 2
Number: 234
Illustrator: Cynthia Sheppard
Richard Upton Pickman
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Richard Upton Pickman

Type: Asset
Class:
Cost: –
Level: 0
Wild: 0
Health: 3
Sanity: 1
Ally. Ghoul. Artist.
[Free] Exhaust Richard Upton Pickman: Choose a Ghoul enemy at your location and attach it to him, facedown.
[Action] Exhaust Richard Upton Pickman: Fight. You attack with a base [Combat] of 5. Instead of its standard damage, this attack deals damage equal to the number of facedown encounter cards attached to Richard Upton Pickman.
Quantity: 1
Number: 266
Illustrator: Uwe Jarling
Twila Katherine Price
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Twila Katherine Price

Type: Asset
Class: Mystic
Cost: 3
Level: 3
Wild: 0
Health: 1
Sanity: 2
Slot: Ally
Ally. Artist. Dreamer.
[Reaction] After you spend 1 or more charges from a Spell asset, exhaust Twila Katherine Price: Place 1 charge on that asset.
“Sometimes, this world… I wish I never came back.”
Quantity: 2
Number: 244
Illustrator: Sacha Diener
Leadership
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Leadership

Type: Skill
Class: Guardian
Level: 2
Wild: 1
Practiced.
While Leadership is committed to a skill test being performed by another investigator, Leadership gains [Willpower] ? .
If this test is successful, gain 2 resources. If Leadership is committed to a skill test being performed by another investigator, that investigator also gains 2 resources.
Quantity: 2
Number: 235
Illustrator: Jeff Lee Johnson
Lit by Death-Fire
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Lit by Death-Fire

Type: Treachery
Encounter Set: Point of No Return
Hazard.
Revelation – Each investigator loses 1 resource. Each investigator at a Vale or Depths location chooses and discards 1 card from their hand. Each investigator at a Depths location loses 1 action.
Quantity: 2
Number: 269
Illustrator: Shane Tyree
Peaks of Thok
Peaks of Thok
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Peaks of Thok

Type: Location
Encounter Set: Point of No Return
Vale. Central.
[Action]: Test [Agility] (5) to attempt to scale the treacherous peaks. If you succeed, flip this card over and resolve the text on its other side.
Forced – When you leave Peaks of Thok: You must test [Agility] (2) to climb down safely. If you fail, take 1 damage.
You climb to the top of the hazardous peaks to survey the lands below. From this vantage point, you are able to see the movements of the various creatures that live in the vale. Soaring all around the peaks are black, winged things that somehow scowl at you with empty, expressionless faces. Upon the cliff that hangs over the vale, ghoul eyes watch your progress with morbid curiosity. The mound of bones and detritus below the precipice is home to nothing but the churning and dredging of something massive under the surface. To your left, the misty vale extends for miles until it reaches an enormous stone wall. Opposite the wall, far in the distance, you barely make out the shape of a city in the darkness. Incomprehensible whispers and mocking laughter seep into your ears. You dare no further study.
Search the encounter deck and discard pile for a Hunting Nightgaunt and spawn it at Vale of Pnath, exhausted.
Each investigator at Peaks of Thok may draw 2 cards.
Choose any enemy in play and place 2 clues on it.
Flip this card back over.
Quantity: 1
Number: 260
Illustrator: Dual Brush Studios
Pitch Spider
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Pitch Spider

Type: Enemy
Encounter Set: Descent into the Pitch
Fight: 2
Health: 1
Evade: 4
Damage: 1
Horror: 1
Monster. Spider.
Spawn – Any Sea of Pitch location (empty, if able).
Swarming X. X is the amount of damage on the scenario reference card.
Forced – When Pitch Spider attacks you: It deals either its damage or its horror, instead of both.
Quantity: 2
Number: 273
Illustrator: Mark Molnar
Plain of the Ghouls
Plain of the Ghouls
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Plain of the Ghouls

Type: Location
Encounter Set: Point of No Return
Victory: 1
Central.
Veiled.
Gug enemies cannot enter the Plain of the Ghouls. If a Gug enemy would spawn at the Plain of the Ghouls, spawn it at the City of Gugs instead.
If the investigators possess fewer than 3[per investigator] clues:
Try as you might, you cannot make any headway with the creatures that dwell in this region.
Flip this card back over. Come back when you have a greater understanding of this region. This card may be flipped over again when you are ready.
If the investigators possess at least 3[per investigator] clues:
Having spent considerable time exploring the upper layer, you understand the ghouls’ nature a bit more. They are more welcoming than their kin have been in the past, speaking to you in grunting, monosyllabic English. As you consider your options, you are approached by one of their kind who still wears human clothing. Unlike the rest, he is able to communicate with you perfectly. With an air of authority and wisdom about him, he demands to know why you have come to this place.
The investigators must spend 3[per investigator] clues, as a group.
Advance the current act.
Flip this card back over.
“The ghouls were in general respectful, even if one did attempt to pinch him while several others eyed his leanness speculatively.” – H. P. Lovecraft, The Dream-Quest of Unknown Kadath
Quantity: 1
Number: 257
Illustrator: Stanislav Dikolenko
Point of No Return
Point of No Return
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Point of No Return

Type: Scenario
[Skull]: –X. X is the amount of damage on this card.
[Cultist]: Reveal another token. If you fail, after this skill test ends, draw the top card of the encounter deck.
[Tablet]: +1. The black cat helps you navigate through the death-fire. If this token is revealed during an investigation and you succeed, draw 1 card.
[Elder Thing]: –3. If you fail by 2 or more, choose a ready enemy at your location or a connecting location. That enemy moves to your location, engages you, and makes an immediate attack.
[Skull]: –X. X is 1 more than the amount of damage on this card.
[Cultist]: Reveal another token. If you fail, after this skill test ends, draw the top card of the encounter deck.
[Tablet]: 0. The black cat helps you navigate through the death-fire. If this token is revealed during an investigation and you succeed, draw 1 card.
[Elder Thing]: –4. If you fail by 2 or more, choose a ready enemy at your location or a connecting location. That enemy moves to your location, engages you, and makes an immediate attack.
Quantity: 1
Number: 247a
Illustrator: —————
Sea of Bones
Sea of Bones
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Sea of Bones

Type: Location
Encounter Set: Point of No Return
Victory: 1
Vale.
Forced – After you discover 1 or more clues at Sea of Bones: Flip it over.
Traversing this canyon of cadavers and monstrous remains is laborious enough, but it is the churning and digging below the surface that causes you to hate this awful place. What sort of monstrosity could span the entirety of this ocean of bones? Your answer presents itself as you come across a great pit in the ravine. It is swallowing the bones and scraps of rotten meat like a whirlpool. When you reach the base of the tunnel and realize its true purpose, a shudder courses through you. It was made by an enormous creature: the thing that dwells below the sea of bones.
If there is no Dhole Tunnel at this location, search the encounter deck and discard pile for a Dhole Tunnel and attach it to this location, if able. Shuffle the encounter deck.
If Slithering Dhole is in play, move it to this location and add 2 clues to it. Otherwise, search the encounter deck, discard pile, and victory display for Slithering Dhole, and spawn it at this location, exhausted and with 2 clues on it.
Flip this card back over.
“There was nothing anywhere but blackness and horror and silence and bones.” –H.P. Lovecraft, "The Dream-Quest of Unknown Kadath”
Quantity: 1
Number: 259
Illustrator: Mark Molnar
Sea of Pitch
Sea of Pitch
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Sea of Pitch

Type: Location
Encounter Set: Point of No Return
Depths.
Veiled.
X is the number of damage tokens on the scenario reference card.
The ocean’s waves are steady and slow, like rolling pits of sludge, but eventually you find a spot where the ocean is eerily still, and all is silent. You peer over the edge of your boat and gaze into the depths. Somewhere in the black vastness below is your destination...
Look at the other side of another copy of Sea of Pitch.
Flip this card back over.
Deep in the vacuous expanse lies another dimension. Will you take the plunge?
Quantity: 1
Number: 263
Illustrator: Mark Molnar