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The Depths of Yoth


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Handcuffs
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Handcuffs

Type: Asset
Class: Guardian
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Item. Police.
[Action] If Handcuffs is not attached to an enemy: Evade. Use only on a Humanoid enemy. This evasion attempt uses [Combat] instead of [Agility]. If you succeed, attach Handcuffs to the just-evaded enemy.
If the attached enemy is non-
Elite, it cannot ready and doom cannot be placed on it.
Quantity: 2
Number: 265
Illustrator: Magali Villeneuve
Blood Eclipse
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Blood Eclipse

Type: Event
Class: Guardian
Cost: 1
Level: 3
Willpower: 1
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Spell. Spirit.
As an additional cost to play Blood Eclipse, take up to 3 damage.
Fight. This attack uses [Willpower] instead of [Combat]. You get +1 [Willpower] and deal +1 damage for this attack for each damage taken as part of this card’s cost.
Quantity: 2
Number: 266
Illustrator: Ryohei Hase
Feed the Mind
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Feed the Mind

Type: Asset
Class: Seeker
Cost: 2
Level: 3
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Arcane
Spell.
Uses (3 secrets).
[Action] Exhaust Feed the Mind and spend 1 secret: Test [Intellect] (0). For each point you succeed by, draw 1 card. Then, take 1 horror for each card in your hand in excess of your maximum hand size.
Quantity: 2
Number: 267
Illustrator: Dual Brush Studios
Colt Vest Pocket
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Colt Vest Pocket

Type: Asset
Class: Rogue
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Slot: 1 Hand
Item. Weapon. Firearm. Illicit.
Uses (5 ammo).
[Action] Spend 1 ammo: Fight. You get +1 [Combat] for this attack. This attack deals +1 damage.
Forced – At the end of the round: Discard Colt Vest Pocket.
Quantity: 2
Number: 268
Illustrator: Dual Brush Studios
Coup de Grâce
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Coup de Grâce

Type: Event
Class: Rogue
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 2
Agility: 0
Wild: 0
Tactic. Fated.
Deal 1 damage to an enemy at your location. If this effect defeats that enemy, draw 1 card. If it is your turn, end your turn. This action does not provoke attacks of opportunity.
Two bullets cracked open the creature’s skull. Then another. Then another. Then another.
Quantity: 2
Number: 269
Illustrator: Jorge Matar
The Skeleton Key
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The Skeleton Key

Type: Asset
Class: Rogue
Cost: 3
Level: 2
Willpower: 0
Intellect: 2
Combat: 0
Agility: 0
Wild: 0
Item. Relic. Cursed.
Exceptional. Fast.
[Action]: Attach The Skeleton Key to your location. If it is already attached to your location, detach it and return it to your play area instead.
Set the attached location’s shroud value to 1.
Quantity: 2
Number: 270
Illustrator: Stanislav Dikolenko
Mists of R’lyeh
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Mists of R’lyeh

Type: Asset
Class: Mystic
Cost: 2
Level: 4
Willpower: 1
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Slot: 1 Arcane
Spell.
Uses (5 charges).
[Action] Spend 1 charge: Evade. This evasion attempt uses [Willpower] instead of [Agility]. You get +3 [Willpower] for this evasion attempt. If you succeed, after evading the chosen enemy, you may move to a connecting location. If a [Skull], [Cultist], [Tablet], [Elder Thing], or [Auto-fail] symbol is revealed during this evasion attempt, choose and discard a card from your hand.
Quantity: 2
Number: 271
Illustrator: Justin Adams
Winging It
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Winging It

Type: Event
Class: Survivor
Cost: 1
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Tactic. Improvised.
You may play Winging It from your discard pile. If you do, shuffle it into your deck after resolving its effects.
Investigate. Your location gets –1 shroud for this investigation. (If you played Winging It from your discard pile, discover 1 additional clue if you succeed.)
Quantity: 2
Number: 272
Illustrator: Borja Pindado
Old Hunting Rifle
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Old Hunting Rifle

Type: Asset
Class: Survivor
Cost: 3
Level: 3
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. If a [Skull] or [Auto-fail] symbol is revealed during this attack, the rifle jams. (This attack automatically fails. Before you can activate this ability again, you must perform the following ability: “[Action]: You clear the jam.”)
Quantity: 2
Number: 273
Illustrator: John Pacer
Thermos
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Thermos

Type: Asset
Class: Neutral
Cost: 4
Level: 1
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Item.
Uses (3 supplies).
[Action] Spend 1 supply, exhaust Thermos: Heal 1 damage from an investigator at your location (2 damage instead if he or she has 2 or more physical trauma).
[Action] Spend 1 supply, exhaust Thermos: Heal 1 horror from an investigator at your location (2 horror instead if he or she has 2 or more mental trauma).
Quantity: 2
Number: 274
Illustrator: Robert Laskey
Hemispheric Map
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Hemispheric Map

Type: Asset
Class: Neutral
Cost: 2
Level: 3
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Slot: Accessory
Item. Relic.
While your current location is connected to at least 2 other locations, you get +1 [Willpower] and +1 [Intellect].
While your current location is connected to at least 4 other locations, you get an additional +1 [Willpower] and +1 [Intellect].
Quantity: 2
Number: 275
Illustrator: Dimitri Bielak
Timeworn Brand
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Timeworn Brand

Type: Asset
Class: Neutral
Cost: 5
Level: 5
Willpower: 1
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Relic. Weapon. Melee.
[Action] If Timeworn Brand is ready: Fight. You get +2 [Combat] and deal +1 damage for this attack.
[Action] Exhaust Timeworn Brand:
Fight. Add your [Willpower] to your skill value for this attack. This attack deals +3 damage. If this attack defeats an Elite enemy, draw 3 cards. (Max once per game.)
Quantity: 2
Number: 276
Illustrator: Andreas Zafiratos
The Depths of Yoth
The Depths of Yoth
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The Depths of Yoth

Type: Scenario
Encounter Set: The Depths of Yoth
[Skull]: –X. X is the current depth level.
[Tablet]: Reveal another token. If you fail, each Serpent enemy at your location or a connecting location heals 2 damage.
[Cultist]: Reveal another token. If you fail, place 1 clue on your location (from the token bank).
[Elder Thing]: –2. If there are 3 or more vengeance points in the victory display, you automatically fail this test, instead.
CURRENT DEPTH:
[Skull]: –X. X is the current depth level. If you fail, take 1 horror.
[Tablet]: Reveal another token. If you fail, each Serpent enemy at your location or a connecting location heals 2 damage.
[Cultist]: Reveal another token. If you fail, place 1 clue on your location (from the token bank).
[Elder Thing]: –4. If there are 3 or more vengeance points in the victory display, you automatically fail this test, instead.
CURRENT DEPTH:
Quantity: 1
Number: 277
Illustrator: —————
The Descent Begins
The Descent Begins
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The Descent Begins

Type: Agenda
Encounter Set: The Depths of Yoth
Doom Threshold: 3
The serpents’ ruins are ancient, decrepit, and devoid of life. Nearly all of their structures have collapsed, but evidence of their great cities remains, along with statues and idols of their gods. This realm must have been abandoned long ago.
Find the enemy that is in pursuit with the highest evade value, and spawn it in the location where the investigators began at this depth level.
Slowly and cautiously, you begin your descent into the red-litten caverns of Yoth. It is quiet, and only the crumbling of stone and your echoing footfalls can be heard in the tunnels surrounding you.
Quantity: 1
Number: 278
Illustrator: Helge C. Balzer
Horrific Descent
Horrific Descent
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Horrific Descent

Type: Agenda
Encounter Set: The Depths of Yoth
Doom Threshold: 3
You pass through a cracked earthen clearing that once might have been a plaza. Standing half-collapsed in the center of the plaza are the remains of a stone fountain, dry as a bone. At the very bottom of the fountain’s basin is a glob of black syrupy ooze.
Find the enemy that is in pursuit with the highest evade value, and spawn it at the location where the investigators began at this depth level.
Check your supplies. If an investigator has a canteen, that investigator must decide:
This could be useful. Remember that you have “collected a strange liquid.”
I’m not going anywhere near that. You suffer no ill effects.
Hisses begin to emanate from the tunnels all around you. Snake eyes glare at you from the dark as you attempt to avoid encountering the creatures that remain in this realm. You weave in and out of narrow tunnels and hide behind broken‑down walls and crumbling pillars.
Quantity: 1
Number: 279
Illustrator: Helge C. Balzer
Endless Caverns
Endless Caverns
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Endless Caverns

Type: Agenda
Encounter Set: The Depths of Yoth
Doom Threshold: 4
The path ahead is blocked by a sheer rock cliff. You start to search for a way around when suddenly, hisses and shrieks emerge from behind you, and the area is bathed in orange fire-light. The serpents are coming—one of you must climb to safety and pull the others up!
Find the enemy that is in pursuit with the highest evade value, and spawn it at the location where the investigators began at this depth level.
The lead investigator chooses one investigator to be the group’s scout. That investigator checks his or her supplies.
If the scout has rope, he or she is able to climb up with ease, and the investigators suffer no ill effects.
If the scout does not have rope, he or she must test [Combat] or [Agility] (5). If the performing investigator fails, he or she makes it to the top but suffers 1 physical trauma from the exhaustion of the climb.
You are convinced of it now: these caverns are without end. They must span the entirety of the subterranean layer of the Earth. Will you ever reach the Nexus? Will you ever make it home?
Quantity: 1
Number: 280
Illustrator: Helge C. Balzer
City of Blood
City of Blood
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City of Blood

Type: Agenda
Encounter Set: The Depths of Yoth
Doom Threshold: 4
The shrill noise of hundreds of snake rattles suddenly erupts throughout the cavern. You have crossed into territory that humanity was never meant to enter. The earsplitting alarm pierces your eardrums and causes your ears to bleed. Your senses are overwhelmed, and you cover your ears in vain. You cannot hear your own thoughts. Finally the warning ends, and you are left with the uncontrollable urge to flee. However, you know that if you fled now, your actions would endanger all of humanity. Bravely—or perhaps foolishly—you press onward.
If the Harbinger of Valusia is set aside, move it to the pursuit area.
Find the enemy that is in pursuit with the highest evade value, and spawn it at the location where the investigators began at this depth level.
The caverns are no longer quiet. The angry cries and rattling of serpent creatures is all around you now, urging you onward. The cavern’s unnatural red glow becomes more intense. In this red light, the cities of Yoth take on another guise—no longer a source of hidden knowledge, but a place of animosity that resents your mere presence.
Quantity: 1
Number: 281
Illustrator: Helge C. Balzer
Fury That Shakes the Earth
Fury That Shakes the Earth
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Fury That Shakes the Earth

Type: Agenda
Encounter Set: The Depths of Yoth
Doom Threshold: 5
Forced – After the third doom is placed on this agenda: Find the enemy that is in pursuit with the highest evade value, and spawn it at the location where the investigators began at this depth level.
Find the enemy that is in pursuit with the highest evade value, and spawn it at the location where the investigators began at this depth level.
If Yig is set aside:
The ground shakes with each of the massive creature’s steps. It crushes the stone beneath its mighty feet, tearing through walls with its clawed, scaly hands. It sets its hateful eyes on you, unhinging its jaw in a cruel display of hunger.
Spawn Yig in the location where the investigators began at this depth level.
The serpents have stirred up something much larger and more deadly than anything you have faced on this journey. Pale, sweaty, and terrified, you scurry for an exit—any exit.
Quantity: 1
Number: 282
Illustrator: Helge C. Balzer
The Red Depths
The Red Depths
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The Red Depths

Type: Agenda
Encounter Set: The Depths of Yoth
Doom Threshold: 5
Forced – After any amount of doom is placed on this agenda: Find the enemy that is in pursuit with the highest evade value, and spawn it at the location where the investigators began at this depth level.
Nothing can stop the denizens of Yoth. They emerge from hidden places all around you, hissing their foul curses. The caves are plunged into chaos as the serpents close in.
Find the enemy that is in pursuit with the highest evade value, and spawn it in the location where the investigators began at this depth level.
Until the end of the scenario, the current agenda gains: “
Forced – After any amount of doom is placed on the current agenda: Find the enemy that is in pursuit with the highest evade value, and spawn it in the location where the investigators began at this depth level.”
Place this card in the pursuit area with this side faceup, as a reminder.
The deeper your descent, the brighter and more pervasive the red glow of the caverns becomes. If you didn’t know any better, you would think you were descending into the very depths of hell itself.
Quantity: 1
Number: 283
Illustrator: Helge C. Balzer
VENGEANCE
VENGEANCE
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VENGEANCE

Type: Agenda
Encounter Set: The Depths of Yoth
Doom Threshold: –
Forced – At the end of the ‘check doom threshold’ step of the mythos phase: The investigators must draw 1 additional encounter card for each doom in play, in player order.
Objective – If each investigator is defeated, advance this agneda.
The serpents chase you relentlessly through the tunnels and ruined cities of Yoth, giving you no quarter, no rest, no chance of escape. You cannot hope to hide from their uncanny senses, nor can you run for much longer. Desperate for any way to elude them—any way at all—you run to a nearby chasm. A lone narrow bridge spans the pit. Underneath is a bottomless black abyss that devours the red light of Yoth.
(->R1)
You never should have come here.
Quantity: 1
Number: 284
Illustrator: Helge C. Balzer
Journey to the Nexus
Journey to the Nexus
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Journey to the Nexus

Type: Act
Encounter Set: The Depths of Yoth
Clue Threshold: 3󲆃
[Action] If there are no clues on your location: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.
Objective – At the end of the round, if investigators at Steps of Yoth possess the requisite number of clues, they may advance. (Beware—any investigator who is not at Steps of Yoth will be defeated.)
Add 1 resource to the current depth level. If the current depth level is 5+ and you are playing in Campaign Mode, go to (->R2).
Otherwise, perform the following:
—Each investigator who is not at Steps of Yoth is left behind and is defeated. Each surviving investigator loses each of his or her clues.
—Move each enemy in play to the pursuit area.
—Remove all doom from locations in play. Set each location in play and in the exploration deck aside, out of play. Investigators are not defeated during this process.
—Draw a random set-aside location other than Steps of Yoth, put it into play, and place each surviving investigator at that location.
—Create a new exploration deck consisting of Steps of Yoth and 4 other random set-aside locations. Shuffle the exploration deck.
—Flip this act back over. Journey as deep as you can…
Doubt and horror grew upon me as I wound still farther down the seemingly endless staircase. Would the thing never stop? – H. P. Lovecraft and Zealia Bishop, The Mound
Quantity: 1
Number: 285
Illustrator: Michele Frigo
Steps of Yoth
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Steps of Yoth

Type: Location
Encounter Set: The Depths of Yoth
Ancient. Forgotten. Yoth.
[Reaction] When adding to the current depth level, if investigators at Steps of Yoth possess 5[per investigator] clues as a group, an investigator at Steps of Yoth crosses rope off from his or her supplies: Add 1 additional resource to the current depth level. (Max once per game.)
A twisting passage over the chasm leads to a set of narrow, steep steps bathed in the red glow of the depths farther below.
Quantity: 1
Number: 286
Illustrator: Greg Bobrowski
City of the Serpents
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City of the Serpents

Type: Location
Encounter Set: The Depths of Yoth
Ancient. Cave. Yoth.
While City of the Serpents has no clues on it, it is considered to be in the victory display (for the purposes of counting vengeance).
Vengeance 2.
This much was known from the very few manuscripts and carvings found in the vaults of Zin, beneath the largest ruined city of Yoth. – H. P. Lovecraft and Zealia Bishop, The Mound
Quantity: 1
Number: 287
Illustrator: Stanislav Dikolenko
Hall of Heresy
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Hall of Heresy

Type: Location
Encounter Set: The Depths of Yoth
Ancient. Cave. Yoth.
While an investigator is in Hall of Heresy, it is considered to be in the victory display (for the purposes of counting vengeance).
Vengeance 2.
It had been built in imitation of certain temples depicted in the vaults of Zin, to house a very terrible black toad-idol… – H. P. Lovecraft and Zealia Bishop, The Mound
Quantity: 1
Number: 288
Illustrator: Stanislav Dikolenko
Crumbling Precipice
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Crumbling Precipice

Type: Location
Encounter Set: The Depths of Yoth
Ancient. Cave. Yoth.
Forced – When you attempt to explore while at Crumbling Precipice: Test [Willpower] (4). If you fail, test [Agility] (3). If you fail, test [Combat] (2). If you fail, you fall to your death and are killed. (If you succeed at any of these tests, you explore as usual.)
One false step…
Quantity: 1
Number: 289
Illustrator: Michele Frigo
Caverns of Yoth
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Caverns of Yoth

Type: Location
Encounter Set: The Depths of Yoth
Ancient. Cave. Yoth.
Forced – After Caverns of Yoth enters play: Place clues on it equal to the current depth level.
They—or their principal ancestral element—had first been found in a wild state amidst the Cyclopean ruins of the deserted red-litten world of Yoth which lay below the blue-litten world of K’n-yan. – H. P. Lovecraft and Zealia Bishop, The Mound
Quantity: 1
Number: 290
Illustrator: Guillaume Ducos
Forked Path
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Forked Path

Type: Location
Encounter Set: The Depths of Yoth
Ancient. Cave. Yoth.
Forced – When you explore while at Forked Path, check your supplies. If you have a map: Continue drawing cards from the exploration deck until you have drawn 2 connecting locations, if able. Put both of those locations into play and choose 1 to move to.
Quantity: 1
Number: 291
Illustrator: Stanislav Dikolenko
Bridge over N’kai
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Bridge over N’kai

Type: Location
Encounter Set: The Depths of Yoth
Ancient. Cave. Yoth.
Bridge over N’kai gets +1 shroud for each vengeance point in the victory display.
One other thing which endangered Zamacona’s status in Tsath was his persistent curiosity regarding the ultimate abyss of N’kai, beneath red-litten Yoth… – H. P. Lovecraft and Zealia Bishop, The Mound
Quantity: 1
Number: 292
Illustrator: Guillaume Ducos
Broken Passage
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Broken Passage

Type: Location
Encounter Set: The Depths of Yoth
Ancient. Cave. Yoth.
Forced – When you explore while at Broken Passage, check your supplies. If you do not have a pickaxe: Place 1 doom on Broken Passage.
The subterraneous approaches to K’n-yan, or such as could be remembered, were either blocked up or carefully guarded; and all encroachers were treated as dangerous spies and enemies. – H. P. Lovecraft and Zealia Bishop, The Mound
Quantity: 1
Number: 293
Illustrator: Stanislav Dikolenko
Abandoned Site
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Abandoned Site

Type: Location
Encounter Set: The Depths of Yoth
Ancient. Cave. Yoth.
X is the current depth level.
Formerly several races of them had inhabited the entire underground world, which stretched down to unfathomable abysses and which included besides the blue-litten region a red-litten region called Yoth, where relics of a still older and non-human race were found by archaeologists. – H. P. Lovecraft and Zealia Bishop, The Mound
Quantity: 1
Number: 294
Illustrator: Helge C. Balzer