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Undimensioned and Unseen


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“If it bleeds...”
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“If it bleeds...”

Type: Event
Class: Guardian
Cost: 1
Level: 0
Willpower: 1
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Fast. Play after you defeat a Monster enemy.
Each investigator at your location heals horror equal to that enemy’s horror value.
The creature’s corpse lays motionless at your feet. It’s a small comfort, but you’ll take it.
Quantity: 2
Number: 225
Illustrator: Ethan Patrick Harris
Springfield M1903
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5 Comments

Springfield M1903

Type: Asset
Class: Guardian
Cost: 4
Level: 4
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 0
Slot: 2 Hand
Item. Weapon. Firearm.
Uses (3 ammo).
[Action] Spend 1 ammo: Fight. You get +3 [Combat] and deal +2 damage for this attack. Cannot be used to attack enemies engaged with you.
Quantity: 2
Number: 226
Illustrator: Jason Caffoe
Inquiring Mind
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1 Comments

Inquiring Mind

Type: Skill
Class: Seeker
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 3
Innate.
Commit to a skill test only if there is a clue at your location.
If we wish to learn, we must first question everything we know.
Quantity: 2
Number: 227
Illustrator: Andreia Ugrai
Expose Weakness
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Expose Weakness

Type: Event
Class: Seeker
Cost: 0
Level: 1
Willpower: 0
Intellect: 1
Combat: 2
Agility: 0
Wild: 0
Insight.
Fast. Play during any [Free] player window.
Choose an enemy at your location. Test [Intellect] (X), where X is that enemy’s fight value. For each point you succeed by, reduce that enemy’s fight value by 1 for the next attack performed against it this phase.
Quantity: 2
Number: 228
Illustrator: Stephen Somers
Quick Thinking
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Quick Thinking

Type: Skill
Class: Rogue
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Innate.
If this skill test is successful by 2 or more, after it resolves, you may immediately take an action as if it were your turn (this action does not count toward the number of actions you can take each turn).
Quantity: 2
Number: 229
Illustrator: David Auden Nash
Lucky Dice
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7 Comments

Lucky Dice

Type: Asset
Class: Rogue
Cost: 2
Level: 2
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: Accessory
Item. Relic.
Exceptional.
[Reaction] After you reveal a chaos token, spend 2 resources: Ignore that chaos token and reveal another one to resolve. If that token has a [Auto-fail] symbol, remove Lucky Dice from the game.
Quantity: 2
Number: 230
Illustrator: Julepe
Opportunist
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Opportunist

Type: Skill
Class: Rogue
Level: 2
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Innate. Developed.
Commit only to a skill test you are performing.
If you succeed by 2 or more, return Opportunist to your hand after this test instead of discarding it.
Quantity: 2
Number: 231
Illustrator: Rafał Hrynkiewicz
Alyssa Graham
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• Alyssa Graham

Type: Asset
Class: Mystic
Cost: 4
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Health: 1
Sanity: 3
Slot: Ally
Ally. Sorcerer.
You get +1 [Intellect].
[Free] Exhaust Alyssa Graham: Look at the top card of either the encounter deck or any player deck. You may then add 1 doom to Alyssa Graham to place the looked-at card on the bottom of its deck.
Quantity: 2
Number: 232
Illustrator: Tiziano Baracchi
Rite of Seeking
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Rite of Seeking

Type: Asset
Class: Mystic
Cost: 5
Level: 4
Willpower: 0
Intellect: 2
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Arcane
Spell.
Uses (3 charges).
[Action] Spend 1 charge: Investigate. Investigate using [Willpower] instead of [Intellect]. You get +2 [Willpower] for this test. If successful, you discover 2 additional clues at this location. If a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol is revealed during this test, after this test resolves lose all remaining actions and immediately end your turn.
Quantity: 2
Number: 233
Illustrator: Romana Kendelic
Dark Horse
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1 Comments

Dark Horse

Type: Asset
Class: Survivor
Cost: 3
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Condition.
Limit 1 per investigator.
During the upkeep phase, you may choose to not gain resources.
While you have no resources in your resource pool, you get +1 [Willpower], +1 [Intellect], +1 [Combat], and +1 [Agility].
Quantity: 2
Number: 234
Illustrator: Stanislav Dikolenko
Survival Instinct
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Survival Instinct

Type: Skill
Class: Survivor
Level: 2
Willpower: 0
Intellect: 0
Combat: 0
Agility: 2
Wild: 0
Innate. Developed.
If this test is successful during an evasion attempt, the evading investigator may immediately evade each other enemy engaged with him or her, and may move to a connecting location.
Quantity: 2
Number: 235
Illustrator: David Nash
Undimensioned and Unseen
Undimensioned and Unseen
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Undimensioned and Unseen

Type: Scenario
Encounter Set:
[Skull]: –1 for each Brood of Yog-Sothoth in play.
[Cultist]: Reveal another token. If you fail this test, take 1 horror.
[Tablet]: 0. You must either remove all clue tokens from a Brood of Yog-Sothoth in play, or this token’s modifier is –4 instead.
[Elder Thing]: –3. If this token is revealed during an attack or evasion attempt against a Brood of Yog-Sothoth, it immediately attacks you.
[Skull]: –2 for each Brood of Yog-Sothoth in play.
[Cultist]: Reveal another token. If you fail this test, take 1 horror and 1 damage.
[Tablet]: 0. You must either remove all clue tokens from a Brood of Yog-Sothoth in play, or this test automatically fails.
[Elder Thing]: –5. If this token is revealed during an attack or evasion attempt against a Brood of Yog-Sothoth, it immediately attacks you.
Quantity: 1
Number: 236
Illustrator: N/A
Agenda 1 – Rampaging Creatures
Agenda 1 – Rampaging Creatures
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Agenda 1 – Rampaging Creatures

Type: Agenda
Encounter Set: Undimensioned and Unseen
Doom Threshold: 5
Forced – At the end of the enemy phase: Move each Brood of Yog-Sothoth enemy once toward a random location.
An old pickup truck rolls to a stop along the weathered trails of Dunwich. The driver—Joe Osborn—calls out to you through a shattered driver-side window, the truck’s engine still running. “It’s over at the Ericks’ farm!” he shouts. “Done blasted their place apart. Poor Henry and Martha...”
You ask Osborn for the location of the Ericks’ homestead, and it confirms your worst fear. For that attack to have occurred recently, there must be more of the monsters on the loose.
Shuffle the encounter discard pile into the encounter deck.
Spawn 1 of the set-aside Brood of Yog-Sothoth enemies at a random location, if able.
Reports of terrifying entities wreaking havoc across the countryside have caused the citizens of Dunwich to panic. Worse, the creatures seem to be invisible to the naked eye.
Quantity: 1
Number: 237
Illustrator: Tomasz Jedruszek
Agenda 2 – Biding Its Time
Agenda 2 – Biding Its Time
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Agenda 2 – Biding Its Time

Type: Agenda
Encounter Set: Undimensioned and Unseen
Doom Threshold: 6
Forced – At the end of the enemy phase: Move each Brood of Yog-Sothoth enemy once toward a random location.
Shuffle the encounter discard pile into the encounter deck. If there is a set-aside Brood of Yog-Sothoth, the lead investigator reads the following (out loud):
Bleak storm clouds churn overhead and a blanket of rain pelts the countryside. As the downpour grows in intensity, you take refuge in a half-ruined shack nearby. There is a flash of lightning, and in the brief illumination, you spot the outline of something large in the rain. Without warning, the distant trees bend, though nothing seems to be bending them. Moments later, a force with the strength of a truck crashes into your refuge.
Spawn 1 of the set-aside Brood of Yog-Sothoth enemies at the lead investigator’s location, if able. Then, each investigator at that location tests [Agility] (4). The newly spawned Brood of Yog-Sothoth makes an attack against each investigator who fails this skill test.
Once in a while a wind, sweeping up out of Cold Spring Glen, would bring a touch of ineffable foetor to the heavy night air... But the looked-for terror did not appear. Whatever was down there in the glen was biding its time, and Armitage told his colleagues it would be suicidal to try to attack it in the dark. —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 238
Illustrator: Tomasz Jedruszek
Agenda 3 – Horrors Unleashed
Agenda 3 – Horrors Unleashed
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Agenda 3 – Horrors Unleashed

Type: Agenda
Encounter Set: Undimensioned and Unseen
Doom Threshold: 7
Each Abomination enemy gets +1 fight and +1 evade.
Forced – At the end of the enemy phase: Move each Brood of Yog-Sothoth enemy once toward a random location.
There is a monstrous rumbling throughout the countryside, though it is impossible to tell whether its source is the creatures you hunt or the very mountains themselves. Soon after, you find more of the creatures’ tracks leading up toward the hills: a thirty-foot path of crushed underbrush and trees snapped like twigs. Exhausted from battle, and with night fast approaching, you decide to head to safety rather than follow these hellish tracks.
(->R1)
It was no joke tracking down something as big as a house that one could not see, but that had all the vicious malevolence of a daemon. —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 239
Illustrator: Tomasz Jedruszek
Act 1 – Saracenic Script
Act 1 – Saracenic Script
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2 Comments

Act 1 – Saracenic Script

Type: Act
Encounter Set: Undimensioned and Unseen
Clue Threshold: 2󲆃
Objective – Only investigators at Whateley Ruins may spend the requisite number of clues, as a group, to advance.
If Dr. Armitage survived The Dunwich Legacy:
“There!” Armitage sighs a breath of relief, jotting down the last phrases of the formula. “I have translated the last of it.” He shudders as he hands you the script, the words conjuring forth memories of his battle with the creature. “I hope this is the last time I’ll have to read it,” he admits. “But if we do nothing, the end result will be much, much worse.”
Each investigator puts into play 1 set-aside Esoteric Formula.
If Dr. Armitage is listed under “Sacrificed to Yog-Sothoth”:
Using the information contained within the ruins of the Whateley homestead, you are able to transcribe the remainder of the formula previously used by Dr. Armitage to destroy the beast that plagued Dunwich. However, the endeavor sets you back several hours.
Each investigator puts into play 1 set-aside Esoteric Formula. Place 1 doom on the current agenda.
The monsters tearing through Dunwich county are immune to traditional weapons. Only by reciting a particular incantation can the creatures be defeated. First you must search the ruins of Wilbur Whateley’s home in order to find the final sections of the otherworldly script.
Quantity: 1
Number: 240
Illustrator: Adam Lane
Act 2 – They Must Be Destroyed!
Act 2 – They Must Be Destroyed!
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Act 2 – They Must Be Destroyed!

Type: Act
Encounter Set: Undimensioned and Unseen
Clue Threshold: –
Objective – Defeat as many Brood of Yog-Sothoth enemies as you can. If there are no copies of Brood of Yog-Sothoth in play or set aside, advance.
As you complete the incantation, the foul creature cries out with a raucous, inhuman voice. It rumbles and cracks, the syllables of its croaking far from English. As its cry plays out, the creature shrinks upon itself, and then, with little warning, it is gone. All that remains is a foul stench and a repulsive mark that mars the vegetation where the beast once stood.
(->R2)
With the formula in hand, you finally have the means to destroy the creatures wreaking havoc in Dunwich... but only if you can survive long enough.
Quantity: 1
Number: 241
Illustrator: Adam Lane
Dunwich Village
Dunwich Village
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Dunwich Village

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
[Action]: Resign. You hide from the rampaging creatures.
[Free]: You borrow some hounds to track the creatures by scent. An investigator in Dunwich Village may place 1 of his or her clues on any Abomination enemy in play. (Group limit once per game).
It is always a relief to get clear of the place, and to follow the narrow road around the base of the hills and across the level country beyond till it rejoins the Aylesbury pike. Afterward one sometimes learns that one has been through Dunwich. —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 242
Illustrator: Tomasz Jedruszek
Dunwich Village
Dunwich Village
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Dunwich Village

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
[Action]: Resign. You hide from the rampaging creatures.
[Action]: Move a Brood of Yog-Sothoth enemy once toward Dunwich Village.
It is always a relief to get clear of the place, and to follow the narrow road around the base of the hills and across the level country beyond till it rejoins the Aylesbury pike. Afterward one sometimes learns that one has been through Dunwich. —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 243
Illustrator: Tomasz Jedruszek
Cold Spring Glen
Cold Spring Glen
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Cold Spring Glen

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
Each enemy in Cold Spring Glen gets –1 evade.
[Free]: You lure the creature into the dense tree cover, and it becomes tangled. Investigators in Cold Spring Glen may, as a group, place up to 2 of their clues on an Abomination enemy in Cold Spring Glen. (Group limit once per game).
“Gawd,” he gasped, “I telled ’em not ter go daown into the glen, an’ I never thought nobody’d dew it with them tracks an’ that smell an’ the whippoorwills a-screechin’ daown thar in the dark o’ noonday. . . .” —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 244
Illustrator: Frej Agelii
Cold Spring Glen
Cold Spring Glen
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Cold Spring Glen

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
Each enemy in Cold Spring Glen gets –1 evade.
[Reaction] After Cold Spring Glen is chosen as a random location: An investigator in Cold Spring Glen tests [Agility] (3). If successful, choose a different random location.
“Gawd,” he gasped, “I telled ’em not ter go daown into the glen, an’ I never thought nobody’d dew it with them tracks an’ that smell an’ the whippoorwills a-screechin’ daown thar in the dark o’ noonday. . . .” —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 245
Illustrator: Frej Agelii
Ten-Acre Meadow
Ten-Acre Meadow
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Ten-Acre Meadow

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
[Free]: You lure the monster into the rain. Place 1 clue from the token bank on an Abomination enemy in Ten-Acre Meadow. At the end of the round, remove 1 clue from that enemy. (Group limit once per game).
The trees of the frequent forest belts seem too large, and the wild weeds, brambles, and grasses attain a luxuriance not often found in settled regions. At the same time the planted fields appear singularly few and barren... —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 246
Illustrator: Lucas Staniec
Ten-Acre Meadow
Ten-Acre Meadow
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Ten-Acre Meadow

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
[Free]: You set a bait using a live animal. Each investigator in Ten-Acre Meadow may place 1 of his or her clues on an Abomination enemy in Ten-Acre Meadow. (Group limit once per game).
The trees of the frequent forest belts seem too large, and the wild weeds, brambles, and grasses attain a luxuriance not often found in settled regions. At the same time the planted fields appear singularly few and barren... —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 247
Illustrator: Lucas Staniec
Blasted Heath
Blasted Heath
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Blasted Heath

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
[Free]: You lure the creature into a patch of sand. Investigators in Blasted Heath may, as a group, place up to 2 of their clues on an Abomination enemy in Blasted Heath. (Group limit once per game).
The summits are too rounded and symmetrical to give a sense of comfort and naturalness, and sometimes the sky silhouettes with especial clearness the queer circles of tall stone pillars with which most of them are crowned. —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 248
Illustrator: Frej Agelii
Blasted Heath
Blasted Heath
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Blasted Heath

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
Forced – At the end of your turn, if you are in Blasted Heath: Take 1 damage.
The summits are too rounded and symmetrical to give a sense of comfort and naturalness, and sometimes the sky silhouettes with especial clearness the queer circles of tall stone pillars with which most of them are crowned. —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 249
Illustrator: Frej Agelii
Whateley Ruins
Whateley Ruins
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Whateley Ruins

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
Each investigator in Whateley Ruins gets –1 [Willpower].
[Free]: You hurl a nearby canister of paint at the monster. An investigator in Whateley Ruins may place up to 3 of his or her clues on an
Abomination enemy in Whateley Ruins. (Group limit once per game).
It was as though a house, launched by an avalanche, had slid down through the tangled growths of the almost vertical slope. —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 250
Illustrator: Dimitri Bielak
Whateley Ruins
Whateley Ruins
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Whateley Ruins

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
Each investigator in Whateley Ruins gets –1 [Willpower].
[Action]: Test [Intellect] (4). If you are successful, move a Brood of Yog-Sothoth enemy 1 location in any direction.
It was as though a house, launched by an avalanche, had slid down through the tangled growths of the almost vertical slope. —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 251
Illustrator: Dimitri Bielak
Devil’s Hop Yard
Devil’s Hop Yard
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Devil’s Hop Yard

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
[Free]: You lure the creature into the thick fog. An investigator in Devil’s Hop Yard may place up to 2 of his or her clues on an Abomination enemy in Devil’s Hop Yard. (Group limit once per game).
...still others try to explain the Devil’s Hop Yard—a bleak, blasted hillside where no tree, shrub, or grass-blade will grow. —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 252
Illustrator: Tim Arney-O'Neil
Devil’s Hop Yard
Devil’s Hop Yard
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Devil’s Hop Yard

Type: Location
Encounter Set: Undimensioned and Unseen
Dunwich.
[Free]: The creature follows you into the mud. Each investigator in Devil’s Hop Yard may place 1 of his or her clues on an Abomination enemy in Devil’s Hop Yard. (Group limit once per game).
...still others try to explain the Devil’s Hop Yard—a bleak, blasted hillside where no tree, shrub, or grass-blade will grow. —H. P. Lovecraft, “The Dunwich Horror”
Quantity: 1
Number: 253
Illustrator: Tim Arney-O'Neil
Esoteric Formula
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Esoteric Formula

Type: Asset
Class:
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Arcane
Spell.
[Action]: Fight. This attack uses [Willpower] instead of [Combat]. You get +2 [Willpower] for this attack for each clue on the attacked enemy. Use this ability only on an Abomination enemy.
Negotium perambulans in tenebris...
Quantity: 4
Number: 254
Illustrator: Romana Kendelic