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The Forgotten Age


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A Tear in Time
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A Tear in Time

Type: Treachery
Encounter Set: Temporal Flux
Hex.
Revelation – Test [Willpower] (3). For each point you fail by, you must either lose 1 action or take 1 horror.
“We’ve been conceptualizing time as if it were a straight line, moving forward from one point to the next. The truth is quite different.”
Quantity: 3
Number: 90
Illustrator: Dennis Chan
Accursed Fate
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Accursed Fate

Type: Treachery
Encounter Set:
Curse.
Revelation – Take 2 horror. In your Campaign Log, under your investigator’s earned story assets/weaknesses, record that “the hour is nigh.” If this was already recorded, remove Accursed Fate from your deck, search the collection for The Bell Tolls, and place it on the bottom of your deck.
Quantity: 1
Number: 41
Illustrator: Mauro Dal Bo
Ancestral Fear
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Ancestral Fear

Type: Treachery
Encounter Set: Forgotten Ruins
Terror.
Peril. Surge.
Revelation – You must either (choose one):
–Place 1 doom on your location and discard Ancestral Fear
(instead of placing it in the victory display).
–Place Ancestral Fear in the victory display.
Vengeance 1.
Quantity: 2
Number: 93
Illustrator: Tommy Arnold
Ancient Hall
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Ancient Hall

Type: Location
Encounter Set: The Doom of Eztli
Ancient. Ruins.
Forced – At the end of the round: Flip 1 of the clues on Ancient Hall to its doom side. Any investigator at Ancient Hall may spend 3 resources to cancel this effect.
A hall of crumbling stone looms before you, daring you to venture deeper into the ruins.
Quantity: 1
Number: 63
Illustrator: Jose Vega
Ancient Stone
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Ancient Stone

Type: Asset
Class: Seeker
Cost: 1
Level: 1
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Relic.
[Action]: Investigate. Your location gets +3 shroud for this investigation. If you succeed, discover 1 additional clue at your location, discard Ancient Stone, and record in your Campaign Log that “you have identified the stone.” Next to this, in parentheses, record the difficulty of this skill test.
Quantity: 2
Number: 22
Illustrator: Greg Bobrowski
Arrows from the Trees
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Arrows from the Trees

Type: Treachery
Encounter Set: Guardians of Time
Scheme.
Revelation – Take 1 damage, plus 1 additional damage for each Ally asset you control. Each other investigator at an Ancient location must also resolve that effect.
You are caught in a volley of obsidian-tipped arrows fired by unseen assailants, a dire warning to leave this place at once.
Quantity: 2
Number: 87
Illustrator: Robert Laskey
“You handle this one!”
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“You handle this one!”

Type: Event
Class: Rogue
Cost: 0
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 1
Wild: 0
Trick.
Fast. Play after you draw a non-peril encounter card, but before resolving that card’s effects.
Choose another investigator. That investigator is considered to have drawn that encounter card instead. Gain 1 resource.
Quantity: 2
Number: 28
Illustrator: Borja Pindado
Backpack
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Backpack

Type: Asset
Class: Neutral
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Slot: Body
Item.
[Reaction] After Backpack enters play: Search the top 6 cards of your deck for up to 3 non-weakness Item or Supply cards, and attach them facedown to Backpack. Shuffle your deck.
Cards attached to Backpack may be played as if they were in your hand. If there are no cards attached to Backpack, discard it.
Quantity: 2
Number: 37
Illustrator: Adam Lane
Boa Constrictor
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Boa Constrictor

Type: Enemy
Encounter Set: Serpents
Fight: 4
Health: 4
Evade: 2
Damage: 1
Horror: 1
Creature. Serpent.
Hunter.
Forced – After Boa Constrictor attacks you: During the next upkeep phase, your exhausted cards cannot ready.
Vengeance 2.
Fourteen feet of scaled hunger.
Quantity: 1
Number: 79
Illustrator: Greg Bobrowski
Bought in Blood
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Bought in Blood

Type: Treachery
Encounter Set:
Flaw.
Revelation – You must either discard an Ally asset you control from play, or discard each Ally asset from your hand. If no assets are discarded by this effect, shuffle Bought in Blood back into your deck.
We paid a terrible price for the knowledge we sought. Was it worth it?
Quantity: 1
Number: 7
Illustrator: Owen William Weber
Brood of Yig
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Brood of Yig

Type: Enemy
Encounter Set: Agents of Yig
Fight: 2
Health: 3
Evade: 2
Damage: 1
Horror: 1
Humanoid. Monster. Serpent.
Hunter.
Brood of Yig gets +1 fight for each vengeance point in the victory display.
A serpentine creature with scaled arms, bearing primitive armor and weaponry.
Quantity: 3
Number: 83
Illustrator: Hector Ortiz
Brotherhood Cultist
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Brotherhood Cultist

Type: Enemy
Encounter Set: Pnakotic Brotherhood
Fight: 2
Health: 3
Evade: 2
Damage:
Horror: 1
Humanoid. Cultist.
Hunter.
Brotherhood Cultist gets +1 fight and +1 evade for each doom on it.
Forced – When you initiate an attack against Brotherhood Cultist: Place 1 doom on Brotherhood Cultist.
Quantity: 2
Number: 95
Illustrator: Romana Kendelic
Burial Pit
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Burial Pit

Type: Location
Encounter Set: The Doom of Eztli
Victory: 1
Ancient. Ruins.
Forced – After you put Burial Pit into play by exploring successfully: You must either draw 2 cards from the top of the encounter deck or place 2 doom on Burial Pit, or any combination thereof.
Victory 1.
Urns and broken bones fill this pit of ash and sand. The stench of rot has long since dissipated, leaving behind only stale‑smelling air saturated with choking dust.
Quantity: 1
Number: 65
Illustrator: Ivan Dixon
Call of the Unknown
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Call of the Unknown

Type: Treachery
Encounter Set:
Task.
Revelation – Put Call of the Unknown into play in your threat area.
Forced – At the beginning of your turn: Choose a location other than your location. When your turn ends, if you did not successfully investigate the chosen location this turn, take 2 horror and shuffle Call of the Unknown back into your deck.
Quantity: 1
Number: 9
Illustrator: Sebastian Rodriguez
Caught Red-Handed
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Caught Red-Handed

Type: Treachery
Encounter Set:
Blunder.
Revelation – Ready each enemy at your location or a connecting location. Each hunter enemy at a connecting location moves 1 location toward you. If no enemies move as a result of this effect, shuffle Caught Red-Handed back into your deck.
Quantity: 1
Number: 12
Illustrator: Tiziano Baracchi
Chamber of Time
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Chamber of Time

Type: Location
Encounter Set: The Doom of Eztli
Victory: 2
Forgotten. Ruins.
Forced – After Chamber of Time enters play: Attach the set-aside Relic of Ages asset to the Chamber of Time. Place 1 doom on Chamber of Time.
Vengeance 2. Victory 2.
The floor of this central chamber is intricately carved and glows strangely...
Quantity: 1
Number: 68
Illustrator: Andreas Zafiratos
Circuitous Trail
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Circuitous Trail

Type: Location
Encounter Set: Rainforest
Victory: 1
Jungle.
As an additional cost for you to investigate or explore while at Circuitous Trail, check your supplies. If no investigator at your location has a compass, you must spend 3 resources.
Victory 1.
As an additional cost for you to explore from this location, you must spend 3 resources. Check your supplies. If you or an investigator at this location has a compass, ignore this additional cost.
Haven’t you been here before?
Quantity: 1
Number: 73
Illustrator: Nele Diel
Creeping Poison
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Creeping Poison

Type: Treachery
Encounter Set: Poison
Poison.
Surge.
Revelation – Each investigator who is poisoned takes 1 damage.
Black veins crawled underneath her skin, pulsating with every heartbeat. It would not be long now.
Quantity: 2
Number: 101
Illustrator: Greg Bobrowski
Curse of Yig
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Curse of Yig

Type: Treachery
Encounter Set: Agents of Yig
Curse.
Revelation – Put Curse of Yig into play in your threat area.
You get –1 [Combat], –1 health, and gain the
Serpent trait.
[Action]: Test [Willpower] (2). This test gets +1 difficulty for each vengeance point in the victory display. If you succeed, discard Curse of Yig.
Quantity: 2
Number: 85
Illustrator: Stephen Somers
Dark Pact
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Dark Pact

Type: Event
Class:
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Pact.
Campaign Mode only.
Deal 2 damage to an investigator at your location.
Forced – When the game ends or you are eliminated, if Dark Pact is still in your hand: Remove Dark Pact from your deck. Search the collection for The Price of Failure and add it to your deck.
Quantity: 1
Number: 38
Illustrator: Michele Frigo
Dark Prophecy
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Dark Prophecy

Type: Event
Class: Mystic
Cost: 1
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Augury.
Fast. Play when you would reveal a chaos token.
Reveal 5 chaos tokens instead of 1. Choose one of those tokens with a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol to resolve, and ignore the rest. (If no such token is revealed, choose any one of those tokens to resolve, and ignore the rest.)
Quantity: 2
Number: 32
Illustrator: Alice Duke
Decorated Skull
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Decorated Skull

Type: Asset
Class: Rogue
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Slot: Accessory
Item. Relic. Cursed.
Uses (0 charges).
[Reaction] After an investigator, Ally asset, or enemy at your location is defeated: Place 1 resource (from the token bank) on Decorated Skull, as a charge.
[Action] Spend 1 charge: Draw 1 card and gain 1 resource.
Quantity: 2
Number: 26
Illustrator: A.L. Ashbaugh
Deep Dark
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Deep Dark

Type: Treachery
Encounter Set: Forgotten Ruins
Hazard.
Revelation – Put Deep Dark into play next to the agenda deck.
No more than 1 clue may be discovered from each location by each investigator each round.
Forced – At the end of the round: Discard 1 copy of Deep Dark from play. (Max once per round.)
Quantity: 3
Number: 94
Illustrator: Stanislav Dikolenko
Doomed
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Doomed

Type: Treachery
Encounter Set: Basic Weakness
Curse.
Campaign Mode only.
Revelation – Take 1 horror. In your Campaign Log, under your investigator’s earned story assets/weaknesses, record that “doom approaches.” If this was already recorded, remove Doomed from your deck, search the collection for Accursed Fate, and place it on the bottom of your deck.
Quantity: 1
Number: 40
Illustrator: Mauro Dal Bo
Dumb Luck
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Dumb Luck

Type: Event
Class: Survivor
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 2
Wild: 0
Fortune.
Fast. Play after you fail a skill test by 2 or less during an evasion attempt against a non-Elite enemy.
Place that enemy on top of the encounter deck.
Fortune favors the oblivious.
Quantity: 2
Number: 34
Illustrator: Stanislav Dikolenko
Eavesdrop
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Eavesdrop

Type: Event
Class: Rogue
Cost: 1
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 1
Wild: 0
Insight. Trick.
Choose an unengaged enemy at your location. Test [Intellect] (X), where X is the evade value of the chosen enemy. If you succeed, discover 2 clues at your location.
Quantity: 2
Number: 27
Illustrator: John Pacer
Entombed
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Entombed

Type: Treachery
Encounter Set: Deadly Traps
Trap.
Revelation – Put Entombed into play in your threat area.
You cannot disengage from enemies or move.
[Action]: Test [Agility] (4) to escape the tomb or [Combat] (4) to break out. If you succeed, discard Entombed. If you fail, reduce the difficulty of this test by 1 until the end of the round.
Quantity: 2
Number: 89
Illustrator: Christine Mitzuk
Entryway
Entryway
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Entryway

Type: Location
Encounter Set: The Doom of Eztli
Ancient. Ruins.
[Action]: Resign. You’ve escaped…for now.
[Action]: Check your supplies. If you have torches, look at the top 2 cards of the exploration deck. Discard each treachery looked at by this effect. Shuffle the exploration deck.
The sun sets over the temple ruins, bathing the stone in warm light. The sounds of the rainforest are distant by the time you cross underneath the painted entryway. Inside, the halls are plunged into darkness.
Quantity: 1
Number: 60
Illustrator: Nele Diel
Escape the Ruins
Escape the Ruins
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Escape the Ruins

Type: Act
Encounter Set: The Doom of Eztli
Clue Threshold: –
While there are 3 or more vengeance points in the victory display, each Serpent enemy gets +1 evade.
Objective – If each undefeated investigator has resigned, advance.
As soon as you cross the threshold of the entryway, something inside the temple begins to change…
If an investigator resigned with the Relic of Ages under his or her control:
The floor of the temple stops shaking, and the dull humming in the walls goes quiet. Without the relic in its chamber, the ruins appear to be sleeping once more. You still have no idea what the object is or what its purpose may be, but you dare not tarry any longer to find out.
(->R1)
Otherwise:
For a moment, the temple continues to shudder, the architecture twisting and contorting strangely. Pleased that it is once again whole, the temple then returns to its dormant state.
(->R3)
The ruins are shuddering with a tremendous power. You fear that the structure may collapse if this keeps up. You have to escape with the relic!
Quantity: 1
Number: 59
Illustrator: ———
Expedition Camp
Expedition Camp
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Expedition Camp

Type: Location
Encounter Set: The Untamed Wilds
Campsite. Jungle.
[Action]: Resign. The wilds are too dangerous!
[Action]: Check your supplies. If you have a map, look at the top 3 cards of the exploration deck. Place 1 on the bottom and the other 2 on top, in any order.
The camp is abuzz with both excitement and dread. Some members of the expedition are setting up additional canvas tents for supplies, while others are huddled around an incomplete map of the northern edge of the rainforest.
Quantity: 1
Number: 50
Illustrator: Andreas Rocha