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The Dunwich Legacy


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O’Bannion’s Thug
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O’Bannion’s Thug

Type: Enemy
Encounter Set: Naomi’s Crew
Fight: 4
Health: 2
Evade: 2
Damage: 2
Horror:
Human. Criminal. Syndicate.
While O’Bannion’s Thug is engaged with you, you cannot gain resources.
“Are we going to have a problem here?”
Quantity: 2
Number: 97
Illustrator: John Pacer
Orne Library
Orne Library
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Orne Library

Type: Location
Encounter Set: Extracurricular Activity
Miskatonic.
You must spend 1 additional action to investigate the Orne Library.
Three floors of weathered grey granite, the library looks more like a reliquary than a place of learning. Stone gargoyles snarl down from above arched windows, and Latin script winds around the double doors at the top of a wide set of stone steps.
Quantity: 1
Number: 50
Illustrator: Tomasz Jedruszek
Peter Clover
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• Peter Clover

Type: Asset
Class:
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health: 3
Sanity: 2
Human. Criminal.
Forced – At the start of the enemy phase, if no investigator controls Peter Clover: Deal 1 damage to him.
[Free] Exhaust Peter Clover: Automatically evade a Criminal enemy in your location.
Quantity: 1
Number: 79
Illustrator: Alexandre Dainche
Peter Sylvestre
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• Peter Sylvestre

Type: Asset
Class: Survivor
Cost: 3
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health: 1
Sanity: 2
Slot: Ally
Ally. Miskatonic.
You get +1 [Agility].
[Reaction] After your turn ends: Heal 1 horror from Peter Sylvestre.
The broad-shouldered young man exudes the sort of confidence one only finds in youth.
Quantity: 2
Number: 33
Illustrator: Arden Beckwith
Peter Sylvestre
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• Peter Sylvestre

Type: Asset
Class: Survivor
Cost: 3
Level: 2
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health: 1
Sanity: 3
Slot: Ally
Ally. Miskatonic.
You get +1 [Agility] and +1 [Willpower].
[Reaction] After your turn ends: Heal 1 horror from Peter Sylvestre.
The broad-shouldered young man exudes the sort of confidence one only finds in youth.
Quantity: 2
Number: 35
Illustrator: Arden Beckwith
Professor Warren Rice
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• Professor Warren Rice

Type: Asset
Class:
Cost: 3
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 1
Health: 2
Sanity: 3
Slot: Ally
Ally. Miskatonic.
You get +1 [Intellect].
[Reaction] After you discover the last remaining clue in your location, exhaust Professor Warren Rice: Draw 1 card.
Quantity: 1
Number: 61
Illustrator: John Pacer
Pushed into the Beyond
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Pushed into the Beyond

Type: Treachery
Encounter Set: The Beyond
Hex.
Revelation – Choose and shuffle a non-story asset you control into your deck and discard the top 3 cards of your deck. If a copy of that asset is discarded, take 2 horror.
Quantity: 2
Number: 100
Illustrator: Igor Kieryluk
Quiet Halls
Quiet Halls
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Quiet Halls

Type: Agenda
Encounter Set: Extracurricular Activity
Doom Threshold: 7
The university is dead silent. The shadows coil about your feet as you walk, and you swear there is something following you with each step you take. Is it just your imagination? Or is there really someone—or something—stalking you?
Each investigator with 5 or more cards in his or her discard pile takes 1 horror. Each investigator with 10 or more cards in his or her discard pile takes 2 horror, instead.
If the players have completed The House Always Wins, advance directly to agenda 2b. If Extracurricular Activity is the first scenario in the campaign, advance to agenda 2a.
You have arrived at the Miskatonic University campus in search of Professor Warren Rice. Classes are over, and a mysterious silence hangs in the air over the quad.
Quantity: 1
Number: 42
Illustrator: Yoann Boissonnet
Rex Murphy
Rex Murphy
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• Rex Murphy

Type: Investigator
Class: Seeker
Willpower: 3
Intellect: 4
Combat: 2
Agility: 3
Health: 6
Sanity: 9
Reporter.
[Reaction] After you succeed at a skill test by 2 or more while investigating: Discover 1 clue at your location.
[Elder Sign] effect: +2. You may instead choose to automatically fail this skill test to draw 3 cards.
Deck Size: 30.
Deckbuilding Options: Seeker cards ([Seeker]) 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): Search for the Truth, Rex’s Curse, 1 random basic weakness.
Deckbuilding Restrictions: No Fortune cards.
“This time, nothing will stop me from getting at the truth.”
Quantity: 1
Number: 2
Illustrator: Cristi Balanescu
Rex’s Curse
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Rex’s Curse

Type: Treachery
Encounter Set: Rex Murphy
Curse.
Revelation – Put Rex’s Curse into play in your threat area.
Forced – When you would succeed at a skill test: Return the revealed chaos token to the bag and reveal a new chaos token. If this effect causes you to fail the test, shuffle Rex’s Curse into your deck. (Limit once per test.)
Quantity: 1
Number: 9
Illustrator: Falk
Rice’s Whereabouts
Rice’s Whereabouts
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Rice’s Whereabouts

Type: Act
Encounter Set: Extracurricular Activity
Clue Threshold:
[Action] Spend 1 clue: Discard the top 5 cards of the encounter deck (top 10 instead if there is only 1 player in the game).
Forced – If you discard “Jazz” Mulligan for any reason, resolve his revelation effect.
Objective – When you take control of “Jazz” Mulligan, advance.
You convince “Jazz” that something strange is going on, and that Professor Rice may be in danger. He doesn’t trust you enough to hand you his keys, but agrees to come with you.
All of a sudden, you hear a crash coming from the Science building, and a student rushes toward you. “Help!” he cries. “There’s some kind of animal loose in the chem labs! I only barely caught a glimpse of it, but...” He shudders. “I think it’s heading to the dorms! You’ve got to do something!”
If the Alchemy Labs location is not in play, put it into play. If you are at Agenda 1 or 2, spawn The Experiment in the Alchemy Labs.
If you have completed The House Always Wins, put the set-aside Alchemical Concoction into play underneath the Alchemy Labs. If Extracurricular Activity is the first scenario of the campaign, remove the set-aside Alchemical Concoction from the game, instead.
Concerned for Professor Rice’s safety, you seek out the head janitor, who can let you into the locked sections of the campus.
Quantity: 1
Number: 46
Illustrator: Tomasz Jedruszek
Rite of Seeking
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Rite of Seeking

Type: Asset
Class: Mystic
Cost: 4
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Arcane
Spell.
Uses (3 charges).
[Action] Spend 1 charge: Investigate. Investigate using [Willpower] instead of [Intellect]. If you succeed, discover 1 additional clue 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: 28
Illustrator: Romana Kendelic
Ritual Candles
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Ritual Candles

Type: Asset
Class: Mystic
Cost: 1
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Hand
Item.
[Reaction] After a [Skull], [Cultist], [Tablet] , or [Elder Thing] symbol is revealed during a test you are performing: You get +1 skill value for this test.
The wax tapers give off an eerie glow, and the flames move as if they are alive.
Quantity: 2
Number: 29
Illustrator: Kristina Gehrmann
Science Building
Science Building
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Science Building

Type: Location
Encounter Set: Extracurricular Activity
Miskatonic.
Forced – After Science Building is revealed: Put the set-aside Alchemy Labs into play.
Forced – When you fail a [Willpower] test in the Science Building: Take 1 damage.
The Science building dominates the eastern side of the campus. Its windows are dark, save for a lone window shining faintly in the corner of the basement.
Quantity: 1
Number: 56
Illustrator: Tomasz Jedruszek
Search for the Truth
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Search for the Truth

Type: Event
Class:
Cost: 1
Level: 0
Willpower: 0
Intellect: 2
Combat: 0
Agility: 0
Wild: 1
Insight.
Rex Murphy deck only.
Draw X cards, where X is the number of clues on Rex Murphy (to a maximum of 5).
When things went his way, which wasn’t often these days, Rex was a good reporter, with a nose for a story and an eye for detail... –Graham McNeill, Ghouls of the Miskatonic
Quantity: 1
Number: 8
Illustrator: Torstein Nordstrand
Searching for Izzie
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2 Comments

Searching for Izzie

Type: Treachery
Encounter Set: Jenny Barnes
Task.
Revelation – Attach Searching for Izzie to the location farthest from you.
[Action][Action]:
Investigate. If you succeed, instead of discovering clues, discard Searching for Izzie.
Forced – When the game ends, if Searching for Izzie is in play: You suffer 1 mental trauma.
Quantity: 1
Number: 11
Illustrator: Jeff Lee Johnson
Seeking Answers
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Seeking Answers

Type: Event
Class: Seeker
Cost: 1
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 1
Wild: 0
Insight.
Investigate. If you succeed, instead of discovering a clue at your location, discover a clue at a connecting location.
Some people need to know the truth at any cost. Some truths can cut like knives.
Quantity: 2
Number: 23
Illustrator: Andreia Ugrai
Servant of the Lurker
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Servant of the Lurker

Type: Enemy
Encounter Set: Hideous Abominations
Fight: 4
Health: 5
Evade: 2
Damage: 2
Horror: 2
Victory: 1
Monster. Abomination.
Prey – Lowest [Agility].
Hunter.
Forced – When Servant of the Lurker attacks you: Discard the top 2 cards of your deck.
Quantity: 1
Number: 104
Illustrator: Chun Lo
Shortcut
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Shortcut

Type: Event
Class: Seeker
Cost: 0
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Insight. Tactic.
Fast. Play only during your turn.
Choose an investigator at your location. Move that investigator to a connecting location.
You know this town like the back of your hand.
Quantity: 2
Number: 22
Illustrator: Derk Venneman
Skin Game
Skin Game
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Skin Game

Type: Act
Encounter Set: The House Always Wins
Clue Threshold: 2󲆃
Objective – Only investigators in the VIP Area may spend the requisite number of clues, as a group, to advance.
If the players have not yet completed Extracurricular Activity:
You find Dr. Morgan gambling in one of the VIP rooms...but he appears to be playing cards with two unconscious bodies, his pupils dilated as though in a trance. He can’t seem to stop laughing, smiling, and chatting with the other “players.”
Put the set-aside Dr. Morgan into play in the VIP Area. Advance to Act 3a – “All In.”
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If the players have completed Extracurricular Activity:
The VIP rooms are filled with the mangled and bloody bodies of unfortunate patrons. There doesn’t appear to be any trace of Dr. Morgan. You hear screaming and gunfire from the main area of the club.
Put the set-aside Peter Clover into play in the Clover Club Bar. Search the encounter deck (or out of play) for an Abomination enemy, and spawn it in the Clover Club Bar. Advance to Act 3a – “Fold.”
Dr. Morgan is somewhere in the private section of the club, where only VIPs and the club’s managers are allowed. If you are to find him, you’re going to have to sneak or even fight your way in.
Quantity: 1
Number: 67
Illustrator: Chris Peuler
Smite the Wicked
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4 Comments

Smite the Wicked

Type: Treachery
Encounter Set: Zoey Samaras
Task.
Revelation – Discard cards from the top of the encounter deck until an enemy is discarded. Attach Smite the Wicked to that enemy and spawn it at the location farthest from you.
Forced – When the game ends, if attached enemy is in play: You suffer 1 mental trauma.
Quantity: 1
Number: 7
Illustrator: Preston Stone
Something in the Drinks
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Something in the Drinks

Type: Treachery
Encounter Set: The House Always Wins
Poison. Illicit.
Surge.
Revelation – Each player who has “had a drink” loses 1 action.
An unpleasant warmth fills your body, and you sluggishly look at your empty glass.
Quantity: 2
Number: 81
Illustrator: John Pacer
Sordid and Silent
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Sordid and Silent

Type: Treachery
Encounter Set: Dunwich
Terror.
Revelation – Attach Sordid and Silent to your location.
Forced – At the end of the round: Each investigator at attached location takes 1 horror.
Forced – When the agenda advances: Discard Sordid and Silent.
Quantity: 2
Number: 89
Illustrator: Rafał Hrynkiewicz
Strange Solution
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Strange Solution

Type: Asset
Class: Seeker
Cost: 1
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Item. Science.
[Action]: Test [Intellect] (4). If you succeed, discard Strange Solution and draw 2 cards. Record in your Campaign Log that “you have identified the solution.”
By all accounts, it should not even exist.
Quantity: 2
Number: 21
Illustrator: Tiziano Baracchi
Student Union
Student Union
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Student Union

Type: Location
Encounter Set: Extracurricular Activity
Miskatonic.
Forced – After Student Union is revealed: Put the set-aside Dormitories into play.
[Action] [Action]: Heal 1 damage and 1 horror.
Even at this late hour, you can hear a muffled chatter from inside the student union. Perhaps one of the students will know where Professor Rice is.
Quantity: 1
Number: 51
Illustrator: Ryan Barger
Taunt
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Taunt

Type: Event
Class: Guardian
Cost: 1
Level: 0
Willpower: 1
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Tactic.
Fast. Play only during your turn.
Engage any number of enemies at your location.
You steel your nerves and shout into the darkness. “Come and get me!”
Quantity: 2
Number: 17
Illustrator: John Pacer
Taunt
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Taunt

Type: Event
Class: Guardian
Cost: 1
Level: 2
Willpower: 1
Intellect: 0
Combat: 1
Agility: 1
Wild: 0
Tactic.
Fast. Play only during your turn.
Engage any number of enemies at your location. Draw 1 card for each enemy engaged in this way.
You steel your nerves and shout into the darkness. “Come and get me!”
Quantity: 2
Number: 19
Illustrator: John Pacer
Teamwork
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Teamwork

Type: Event
Class: Guardian
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Tactic.
Investigators at your location may give or trade any number of Item assets, Ally assets, or resources among one another.
It’s dangerous to go alone.
Quantity: 2
Number: 18
Illustrator: Adam Lane
Terror from Beyond
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Terror from Beyond

Type: Treachery
Encounter Set: The Beyond
Hex. Terror.
Peril.
Revelation – Choose one of the following cardtypes (asset, event, or skill). Each player must discard each card in his or her hand that is of the chosen cardtype. If this is not the first copy of Terror from Beyond drawn this phase, choose two cardtypes instead.
Quantity: 2
Number: 101
Illustrator: Stephen Somers
The Beast Unleashed
The Beast Unleashed
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The Beast Unleashed

Type: Agenda
Encounter Set: Extracurricular Activity
Doom Threshold: 2
Forced – When this agenda would advance by reaching its doom threshold: Instead, remove all doom in play and move The Experiment 1 location toward the Dormitories.
Objective – If The Experiment enters the Dormitories, advance.
Before you are able to act, you hear screaming from the northern side of the campus. You begin to make your way toward the screaming, your vision darkening with each step. As soon as the creature enters sight, you feel the darkness overtake you, and a force pulls you out of your consciousness. Everything goes black, and you pass out.
Each investigator immediately takes 3 horror. Then, proceed to (->R4).
Some kind of wild creature is on the loose. Whatever it is, it appears to be headed toward the university dormitories.
Quantity: 1
Number: 44
Illustrator: Yoann Boissonnet