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The Dunwich Legacy


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Administration
Administration
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Administration

Type: Location
Encounter Set: Extracurricular Activity
Miskatonic.
Forced – After Administration is revealed: Put the set-aside Faculty Offices into play.
Forced – At the end of your turn, if you are in Administration: Discard the top card of your deck.
Around the aged administration building, creepers of ivy climb from the ground in an effort to claim it. The old hall stands alone in an isolated section of the campus, apart from the day-to-day bustle of students.
Quantity: 1
Number: 53
Illustrator: Tomasz Jedruszek
After Hours
After Hours
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After Hours

Type: Act
Encounter Set: Extracurricular Activity
Clue Threshold: 3󲆃
You were unable to find Professor Rice, but one of the students you spoke with mentioned a strange man entering Rice’s office. Unfortunately, the door leading to the faculty offices is locked at this late hour. The student says that the head janitor, “Jazz”, might be able to let you in, if you can find him.
Shuffle the encounter discard pile and the set-aside “Jazz” Mulligan into the encounter deck.
Professor Rice was last seen several hours ago by one of Armitage’s students, in the Humanities building.
Quantity: 1
Number: 45
Illustrator: Tomasz Jedruszek
Alchemical Concoction
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Alchemical Concoction

Type: Asset
Class:
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Item. Science.
[Action]: Fight. This attack uses [Intellect] instead of [Combat]. If used to attack The Experiment, this attack deals +6 damage. If you succeed, remove Alchemical Concoction from the game.
Quantity: 1
Number: 59
Illustrator: Dani Hartel
Alchemy Labs
Alchemy Labs
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Alchemy Labs

Type: Location
Encounter Set: Extracurricular Activity
Miskatonic.
The door leading into the Alchemy Labs is locked. You cannot move into the Alchemy Labs.
[Action]: Investigate. If you are successful, instead of discovering clues, take the Alchemical Concoction from underneath this location if able.
A pungent stench rises from the laboratory downstairs. The silence of the hall is broken by the unmistakable hiss of a burner.
Quantity: 1
Number: 57
Illustrator: Ignacio Bazán Lazcano
All In
All In
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All In

Type: Act
Encounter Set: The House Always Wins
Clue Threshold:
While Dr. Morgan is not controlled by a player, he gains “[Action]: Parley. Test [Willpower] (3) to shake Dr. Morgan out of his daze. If you succeed, place 1 clue from the token bank on him. If there are 1[per investigator] clues on Dr. Morgan, take control of him.”
Objective – If each undefeated investigator has resigned, advance.
You escape the club, doing your best to look inconspicuous as several cars pull up near the street. A handful of grim-faced men and women exit, running toward the restaurant’s entrance to take control of the situation. One of them catches your eye, his hand on the grip of his .38, but thankfully he turns his attention back to the rest of his crew and follows them into the club. You breathe a sigh of relief...
– If an investigator resigned with Dr. Francis Morgan under his or her control, (-> R2)
– Otherwise,
(-> R1)
With or without Dr. Morgan, you have to get out of here. Fast.
Quantity: 1
Number: 68
Illustrator: Chris Peuler
Altered Beast
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Altered Beast

Type: Treachery
Encounter Set: Beast-thralls
Power.
Revelation – If there are no Abomination enemies in play, Altered Beast gains surge. Otherwise, choose an Abomination enemy. Heal all damage from that enemy and attached Altered Beast to it.
Forced – When you enter attached enemy’s location (or vice-versa): Take 1 horror.
Quantity: 2
Number: 96
Illustrator: Chun Lo
Arcane Barrier
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Arcane Barrier

Type: Treachery
Encounter Set: The Beyond
Hex. Obstacle.
Revelation – Attach to your location.
As an additional cost to move into or out of attached location, test [Willpower] (4). If successful, discard Arcane Barrier. Otherwise, you must either cancel the effects of the move or discard the top 5 cards of your deck.
Quantity: 2
Number: 102
Illustrator: Stephen Somers
Arousing Suspicions
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Arousing Suspicions

Type: Treachery
Encounter Set: The House Always Wins
Revelation – Place 1 doom on each Criminal enemy at your location. If no doom was placed by this effect, lose 2 resources.
Eyes are all around you, watching your every move.
Quantity: 2
Number: 82
Illustrator: Clark Huggins
Avian Thrall
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Avian Thrall

Type: Enemy
Encounter Set: Beast-thralls
Fight: 5
Health: 4
Evade: 3
Damage: 1
Horror: 1
Creature. Monster. Abomination.
Prey – Lowest [Intellect].
Hunter.
While Avian Thrall is being attacked using a
Ranged, Firearm or Spell asset, it gets –3 fight.
Quantity: 2
Number: 94
Illustrator: Chun Lo
“Ashcan” Pete
“Ashcan” Pete
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• “Ashcan” Pete

Type: Investigator
Class: Survivor
Willpower: 4
Intellect: 2
Combat: 2
Agility: 3
Health: 6
Sanity: 5
Drifter.
You begin the game with Duke in play.
[Free] Discard a card from your hand: Ready an asset you control. (Limit once per round.)
[Elder Sign] effect: +2. Ready Duke.
Deck Size: 30.
Deckbuilding Options: Survivor cards ([Survivor]) level 0-5, Neutral cards level 0-5, up to five level 0 cards from any other class.
Deckbuilding Requirements (do not count towards deck size): Duke, Wracked by Nightmares, 1 random basic weakness.
“C’mere, boy. We got work to do.”
Quantity: 1
Number: 5
Illustrator: Jake Murray
“Jazz” Mulligan
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3 Comments

• “Jazz” Mulligan

Type: Asset
Class:
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health: 2
Sanity: 2
Ally. Miskatonic.
Revelation – Put “Jazz” Mulligan into play at your location.
While “Jazz” Mulligan is not controlled by a player, he gains: “[Action]:
Parley. Test [Intellect] (3). If successful, take control of ‘Jazz’ Mulligan. ”
While you control “Jazz” Mulligan, you ignore the text on each unrevealed
Miskatonic location.
Quantity: 1
Number: 60
Illustrator: Nicholas Elias
Back Hall Doorway
Back Hall Doorway
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Back Hall Doorway

Type: Location
Encounter Set: The House Always Wins
Clover Club.
Forced – After you fail a skill test while investigating the Art Gallery: Lose 2 resources.
You approach an unmarked door toward the back of the Clover Club.
Quantity: 1
Number: 75
Illustrator: Yoann Boissonnet
Back Hall Doorway
Back Hall Doorway
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Back Hall Doorway

Type: Location
Encounter Set: The House Always Wins
Clover Club.
While you are in the VIP Area, you cannot draw cards or gain resources during the upkeep phase.
You approach an unmarked door toward the back of the Clover Club.
Quantity: 1
Number: 76
Illustrator: Yoann Boissonnet
Back Hall Doorway
Back Hall Doorway
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Back Hall Doorway

Type: Location
Encounter Set: The House Always Wins
Clover Club.
[Action]: Resign. We can get out this way!
You approach an unmarked door toward the back of the Clover Club.
Quantity: 1
Number: 77
Illustrator: Yoann Boissonnet
Bait and Switch
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Bait and Switch

Type: Event
Class: Survivor
Cost: 1
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 1
Wild: 0
Tactic.
Evade. If you succeed, if the enemy is non-Elite, evade the enemy and move it to a connecting location.
Quantity: 2
Number: 34
Illustrator: Rafał Hrynkiewicz
Beginner’s Luck
Beginner’s Luck
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Beginner’s Luck

Type: Act
Encounter Set: The House Always Wins
Clue Threshold: 4󲆃
[Reaction] When you reveal a chaos token: You may treat that token as if it were any other token in the chaos bag. If you do, remember that you have “cheated.” (Group limit once per round.)
Objective – When the investigators have collected the requisite number of clues, they must immediately spend them and advance.
After speaking to a number of gamblers and servers, it seems as though Dr. Morgan has had quite the run lately. Instead of cashing out his winnings, he was convinced to double down. He was last seen entering the guarded hall near the back of the cardroom.
Put the set-aside Darkened Hall into play.
If it is Agenda 1, discard cards from the top of the encounter deck until a
Criminal enemy is discarded, and spawn that enemy in the Darkened Hall.
You need to find Dr. Morgan. The club is packed; perhaps somebody knows where he is.
Quantity: 1
Number: 66
Illustrator: Chris Peuler
Beyond the Veil
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Beyond the Veil

Type: Treachery
Encounter Set: Sorcery
Hex.
Surge.
Revelation – Put Beyond the Veil into play in your threat area if there is no copy of Beyond the Veil in your threat area.
Forced – If your deck has no cards in it: Take 10 damage and discard Beyond the Veil.
Quantity: 3
Number: 84
Illustrator: Brian Valenzuela
Bind Monster
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Bind Monster

Type: Event
Class: Mystic
Cost: 3
Level: 2
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Spell.
Evade. This evasion attempt uses [Willpower] instead of [Agility]. If you succeed and the enemy is non-Elite, evade it and attach Bind Monster to it.
[Reaction] When attached enemy would ready: Test [Willpower] (3). If you succeed, attached enemy does not ready. If you fail, discard Bind Monster.
Quantity: 2
Number: 31
Illustrator: Christina Davis
Blackjack
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2 Comments

Blackjack

Type: Asset
Class: Guardian
Cost: 1
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. If you perform this attack against an enemy engaged with another investigator and you fail, you deal no damage.
Quantity: 2
Number: 16
Illustrator: Matthew Cowdery
Campus Safety
Campus Safety
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Campus Safety

Type: Act
Encounter Set: Extracurricular Activity
Clue Threshold:
Objective – Find and complete an objective on another encounter card.
The monstrous creature lets out a terrible shriek as it succumbs to its wounds and collapses onto the ground. A foul odor emanates from the corpse as its flesh begins to bubble and froth. Your relief turns to disgust as the body begins to shrink and disintegrate. Minutes later, the body has almost entirely evaporated into a sticky mass, and the awful odor has vanished. Inside the remnants of the creature’s body, all you can find is a set of bones – the skeletal structure of a canine.
(->R3)
You have only moments to react. You could warn the students in the dormitories and escort them to safety, or continue your task of searching the faculty offices for Professor Rice. Or, perhaps you could try to slay the beast that threatens the campus.
Quantity: 1
Number: 47
Illustrator: Tomasz Jedruszek
Chaos in the Clover Club
Chaos in the Clover Club
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Chaos in the Clover Club

Type: Agenda
Encounter Set: The House Always Wins
Doom Threshold: 7
Forced – At the start of the enemy phase: Discard each Criminal enemy in the same location as an Abomination enemy.
As the strange abominations continue to rampage through the club, the building’s foundations shake and tremble. You flee toward the exit, but you are caught in the collapsing rubble as the club is destroyed.
(->R4)
Amidst the chaos and confusion, the strange abominations attack everyone in the club. Screams echo through the halls as the blood begins to spray.
Quantity: 1
Number: 65
Illustrator: Matthew Cowdery
Chronophobia
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2 Comments

Chronophobia

Type: Treachery
Encounter Set: Basic Weakness
Madness.
Revelation – Put Chronophobia into play in your threat area.
Forced – At the end of your turn: Take 1 direct horror.
[Action] [Action]: Discard Chronophobia.
Quantity: 2
Number: 39
Illustrator: Sara Biddle
Clarity of Mind
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Clarity of Mind

Type: Asset
Class: Mystic
Cost: 2
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Arcane
Spell.
Uses (3 charges).
[Action] Spend 1 charge: Heal 1 horror from an investigator at your location.
From the unreal lead me to the real From the darkness lead me to the light From the dead lead me to the immortal
Quantity: 2
Number: 30
Illustrator: Aaron B. Miller
Clover Club Bar
Clover Club Bar
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Clover Club Bar

Type: Location
Encounter Set: The House Always Wins
Clover Club.
While it is Act 1, Clover Club Bar gains:
“[Action] Spend 2 resources: Gain 2 clues from the token pool and draw 2 cards. Remember that you have ‘had a drink.’ (Limit once per game.)”
The shelves behind the bar sag beneath the weight of all manner of bootlegged drinks: cheap ales, moonshine, expensive bottles of wine, aged whiskey. If only you had a couple hours to kill…
Quantity: 1
Number: 72
Illustrator: Romana Kendelic
Clover Club Cardroom
Clover Club Cardroom
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Clover Club Cardroom

Type: Location
Encounter Set: The House Always Wins
Clover Club.
While it is Act 1, Clover Club Cardroom gains:
“[Action] Spend 2 resources: Reveal a random chaos token.
If it is a [Elder Sign] symbol, gain 2 clues and 2 resources from the token bank.
If it is an even number, gain 2 clues from the token bank.
If it is an odd number or a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol, nothing happens.”
As you approach the cardroom, the clinking of poker chips and the shuffling of cards is punctuated by shouts of revelry and frustration. Your thoughts are nearly drowned out by the racket.
Quantity: 1
Number: 73
Illustrator: Jonny Klein
Clover Club Lounge
Clover Club Lounge
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Clover Club Lounge

Type: Location
Encounter Set: The House Always Wins
Clover Club.
While it is Act 1, Clover Club Lounge gains:
“[Action] Discard an
Ally asset from your hand: Gain 2 clues from the token pool. (Limit once per game.)”
Comfortable leather couches, mahogany furniture, and an array of beautiful art greets gamblers, tempting them into the life of the would-be affluent.
Quantity: 1
Number: 71
Illustrator: Yoann Boissonnet
Clover Club Pit Boss
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Clover Club Pit Boss

Type: Enemy
Encounter Set: The House Always Wins
Fight: 3
Health: 4
Evade: 3
Damage: 2
Horror:
Victory: 1
Criminal. Elite.
Prey – Highest [Intellect].
Hunter.
Forced – After an investigator at Clover Club Pit Boss’s location gains any number of clues: Clover Club Pit Boss readies, engages that investigator, and makes an immediate attack.
Quantity: 1
Number: 78
Illustrator: Bryce Cook
Conglomeration of Spheres
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Conglomeration of Spheres

Type: Enemy
Encounter Set: Hideous Abominations
Fight: 1
Health: 6
Evade: 4
Damage: 1
Horror: 1
Monster. Abomination.
Prey – Lowest [Willpower].
Hunter.
Forced – After you perform an attack against the Conglomeration of Spheres using a Melee card: Discard that card.
Quantity: 2
Number: 103
Illustrator: Stephen Somers
Cursed Luck
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Cursed Luck

Type: Treachery
Encounter Set: Bad Luck
Omen.
Revelation – Put Cursed Luck into play in your threat area.
You get –1 skill value during skill tests.
Forced – After you succeed at a skill test by 1 or more: Discard Cursed Luck.
Quantity: 3
Number: 92
Illustrator: Adam Lane
Darkened Hall
Darkened Hall
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Darkened Hall

Type: Location
Encounter Set: The House Always Wins
Clover Club.
Forced – When Darkened Hall is revealed: Put into play the 3 set-aside Back Hall Doorway locations.
A heavy oak door stands in a secluded corner of the club. As you approach it, the air grows heavy and the clamor of the cardroom fades behind you.
Quantity: 1
Number: 74
Illustrator: Mark Molnar