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The Forgotten Age


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Low on Supplies
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Low on Supplies

Type: Treachery
Encounter Set: Expedition
Blunder.
Peril.
Revelation – You must decide (choose one):
– Each investigator loses 2 resources.
– Each investigator takes 1 damage.
– Each investigator chooses and discards an asset he or she controls.
Quantity: 2
Number: 82
Illustrator: Jason Cheeseman-Meyer
Magic and Science
Magic and Science
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Magic and Science

Type: Act
Encounter Set: The Doom of Eztli
Clue Threshold: 2󲆃
[Action]: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.
Objective – Only investigators in the Chamber of Time may spend the requisite number of clues, as a group, to advance.
The relic hums with power and throbs in your hands. Energy from the device seeps into the corridors of the ruins, and the structure of the temple shifts.
Choose an investigator in the Chamber of Time to take control of the Relic of Ages.
Move the placement of each location to form a straight line, with the Chamber of Time on the left and the Entryway on the right. Each other location is placed from left to right in between these two locations, in order of how much doom is on them, from lowest to highest
(in the event of a tie, you may decide the order).
Until the end of the scenario, ignore all location connections. Instead, each location is connected to each location to its left and right.
Whatever is inside this central chamber must be very important; much care was taken to obscure its location.
Quantity: 1
Number: 58
Illustrator: ———
Mists of R’lyeh
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Mists of R’lyeh

Type: Asset
Class: Mystic
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Slot: 1 Arcane
Spell.
Uses (4 charges).
[Action] Spend 1 charge: Evade. This evasion attempt uses [Willpower] instead of [Agility]. 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: 29
Illustrator: Justin Adams
Overgrown Ruins
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Overgrown Ruins

Type: Location
Encounter Set: Rainforest
Victory: 2
Ancient. Ruins.
Forced – After you enter Overgrown Ruins, if you are poisoned: Lose all remaining actions and end your turn.
Victory 2.
Forced – After you enter this location, if you are poisoned: Lose all remaining actions and end your turn.
Victory 1.
A dense thicket of flora obscures the route to these ruins. Tendrils of vine grip the pyramid steps as though holding on for dear life.
Quantity: 1
Number: 75
Illustrator: Marco Caradonna
Overgrowth
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Overgrowth

Type: Treachery
Encounter Set: Rainforest
Obstacle.
Revelation – Attach to your location. Limit 1 per location.
You cannot explore at attached location.
[Action]: Test [Combat] (4) to hack through the brush or [Intellect] (4) to find another route. If you succeed, discard Overgrowth.
Quantity: 2
Number: 76
Illustrator: David Griffith
Path of Thorns
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Path of Thorns

Type: Location
Encounter Set: Rainforest
Jungle.
Forced – After you fail a skill test while investigating Path of Thorns: Take 1 damage.
Forced – After you explore while at Path of Thorns, if the exploration was not successful: Take 1 damage.
Forced – After you fail a skill test while investigating this location: Take 1 damage.
Forced – After you explore from this location and do not draw a connecting location: Take 1 damage.
Quantity: 1
Number: 69
Illustrator: Andreas Adamek
Pit Viper
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Pit Viper

Type: Enemy
Encounter Set: Serpents
Fight: 3
Health: 1
Evade: 3
Damage: 1
Horror:
Creature. Serpent.
Forced – After Pit Viper deals you damage from its attack: If you are not poisoned, put a set-aside Poisoned weakness into play in your threat area.
Vengeance 1.
Deadlier than it seems.
Quantity: 3
Number: 78
Illustrator: Nick Deligaris
Poisoned
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Poisoned

Type: Treachery
Encounter Set: Poison
Poison.
Limit 1 per investigator. Limit 1 per deck.
Permanent.
You are poisoned.
(This has no game effect on its own. Other card effects may change or become stronger while you are poisoned.)
Quantity: 4
Number: 102
Illustrator: Rafał Hrynkiewicz
Protective Incantation
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Protective Incantation

Type: Asset
Class: Mystic
Cost: 1
Level: 1
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Arcane
Ritual. Blessed.
Group limit 2 copies of Protective Incantation in play.
Seal (any except [Auto-fail]).
Forced – At the end of your turn: You must either spend 1 resource or discard Protective Incantation.
Quantity: 2
Number: 31
Illustrator: Lukasz Jaskolski
Reliable
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Reliable

Type: Event
Class: Guardian
Cost: 1
Level: 1
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Upgrade.
Fast. Play only during your turn.
Attach to an
Item asset you control.
While resolving a triggered ability on attached asset, you get +1 to each of your skills.
Quantity: 2
Number: 20
Illustrator: Terry Pavlet
River Canyon
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River Canyon

Type: Location
Encounter Set: Rainforest
Jungle.
[Action]: Heal 1 damage from an investigator at River Canyon. Check your supplies. If you have a canteen, heal 2 additional damage. (Limit once per game.)
[Action]: Heal 1 damage from an investigator at this location. Check your supplies. If you have a canteen, heal 2 additional damage. (Limit once per game.)
The river is deeper than it appears. Ripples along its surface obscure the creatures that lie within. Water cascades into the river from above, causing a strong, steady current.
Quantity: 1
Number: 70
Illustrator: Lucas Staniec
Rope Bridge
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Rope Bridge

Type: Location
Encounter Set: Rainforest
Jungle.
Forced – When you attempt to explore while at Rope Bridge: Test [Agility] (2). If you fail, cancel the exploration, take 2 damage, lose all remaining actions, and end your turn. Place your investigator in the River Canyon (if it is not in play, search the exploration deck for River Canyon and put it into play first; shuffle the exploration deck).
Forced – When you attempt to explore from this location: Test [Agility] (2). If you fail, cancel the effects of the move, take 2 damage, lose all remaining actions, and end your turn. Place your investigator at the River Crossing (if it is not in play, search the exploration deck for River Crossing and put it into play first; shuffle the exploration deck).
Quantity: 1
Number: 71
Illustrator: Andreas Rocha
Ruins of Eztli
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Ruins of Eztli

Type: Location
Encounter Set: The Untamed Wilds
Victory: 2
Ancient. Ruins.
Forced – After you fail a skill test while investigating Ruins of Eztli: Draw the top card of the encounter deck.
Victory 2.
Forced – After you fail a skill test while investigating this location: Draw the top card of the encounter deck.
Victory 1.
Serpent statues carved from limestone surround the central temple, glaring at you ominously from afar.
Quantity: 1
Number: 53
Illustrator: Logan Feliciano
Search for the Ruins
Search for the Ruins
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Search for the Ruins

Type: Act
Encounter Set: The Untamed Wilds
Clue Threshold: 2󲆃
Each Eztli Guardian enemy cannot attack or be attacked. Ignore the effects of each Arrows from the Trees treachery.
Objective – Only investigators at the Ruins of Eztli can spend the requisite number of clues, as a group, to advance.
What you have found is beyond your wildest expectations. Despite their supposed age, the ruins appear preserved in time. Several aspects of the architecture are strangely futuristic. You set out to investigate at once.
(->R1)
“If I cannot dissuade you, so be it. Follow me, and I will lead you to the place you seek. But heed my warning: Disturb the ruins at your own risk. They have remained hidden for a reason.” Alejandro warily keeps a safe distance from Ichtaca as she shows you the way.
Quantity: 1
Number: 48
Illustrator: ———
Secret Passage
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Secret Passage

Type: Location
Encounter Set: The Doom of Eztli
Victory: 1
Ancient. Ruins.
Forced – After you enter Secret Passage: You must either take 1 horror and 1 damage, or place 1 doom on Secret Passage. Check your supplies. If you or an investigator at Secret Passage has a rope, ignore this effect.
Victory 1.
A boulder obscured the route to this dark passageway. As soon as you step through the doorway, it opens into a vast underground pit below...
Quantity: 1
Number: 67
Illustrator: Andreas Rocha
Serpent from Yoth
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Serpent from Yoth

Type: Enemy
Encounter Set: Agents of Yig
Fight: 3
Health: 5
Evade: 3
Damage: 1
Horror: 2
Victory: 1
Humanoid. Monster. Serpent.
While there are 1 or more vengeance points in the victory display, Serpent from Yoth gains retaliate.
While there are 2 or more vengeance points in the victory display, Serpent from Yoth gains hunter.
While there are 3 or more vengeance points in the victory display, Serpent from Yoth takes 1 less damage from each attack made against it.
Victory 1.
Quantity: 1
Number: 84
Illustrator: Jon Bosco
Serpent’s Call
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Serpent’s Call

Type: Treachery
Encounter Set: Yig’s Venom
Power.
Revelation – You must either (choose one): Put a set-aside Poisoned weakness into play in your threat area, or draw the top 2 cards of the encounter deck.
Quantity: 1
Number: 100
Illustrator: Stephen Somers
Serpent’s Haven
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Serpent’s Haven

Type: Location
Encounter Set: Rainforest
Victory: 1
Jungle.
Each Serpent enemy at Serpent’s Haven gets +1 fight.
Forced – After you investigate or explore while at Serpent’s Haven, if you are poisoned: Take 1 damage.
Victory 1.
Each Serpent enemy at this location gets +1 fight.
While you are poisoned, you cannot investigate or explore at this location.
Quantity: 1
Number: 72
Illustrator: Ethan Patrick Harris
Serpents of Yig
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Serpents of Yig

Type: Enemy
Encounter Set:
Fight: 2
Health: 3
Evade: 2
Damage: 1
Horror: 1
Humanoid. Monster. Serpent.
Prey – Father Mateo only.
Hunter.
Revelation – Search the chaos bag for the [Elder Sign] chaos token and seal it on Serpents of Yig.
“I know not what Yig is, but I know I have wounded his children.” —Father Mateo, Investigators of Arkham Horror
Quantity: 1
Number: 14
Illustrator: Matthew Cowdery
Shadowed
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Shadowed

Type: Treachery
Encounter Set: Pnakotic Brotherhood
Scheme.
Revelation – If there are no Cultist enemies in play, take 1 horror and Shadowed gains surge. Otherwise, find the Cultist enemy nearest to you. Place 1 doom on that enemy and test [Willpower] (X), where X is that enemy’s fight value. If you fail, take 2 horror.
Quantity: 2
Number: 96
Illustrator: Andreia Ugrai
Smuggled Goods
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Smuggled Goods

Type: Event
Class: Neutral
Cost: 0
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Supply. Illicit.
Finn Edwards deck only.
Play only if you are not engaged with an enemy.
Search either your discard pile or the top 9 cards of your deck for an
Illicit card and draw it. If you searched your deck, shuffle Smuggled Goods into your deck.
Quantity: 1
Number: 10
Illustrator: JB Casacop
Snake Bite
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Snake Bite

Type: Treachery
Encounter Set: Serpents
Hazard. Poison.
Revelation – Test [Agility] (3). If you fail, you must either (choose one):
–Deal 5 damage to an
Ally asset you control.
–Take 1 direct damage. If you are not poisoned, put a set-aside Poisoned weakness into play in your threat area.
Quantity: 3
Number: 80
Illustrator: Clark Huggins
Snakescourge
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Snakescourge

Type: Treachery
Encounter Set: Yig’s Venom
Curse.
Revelation – Put Snakescourge into play in your threat area. If you are poisoned, Snakescourge gains surge.
Treat each of your non-weakness
Item assets as if its text box were blank (except for Traits).
Forced – At the end of the round: Discard Snakescourge.
Quantity: 2
Number: 99
Illustrator: Mike Nash
Something Stirs...
Something Stirs...
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Something Stirs...

Type: Agenda
Encounter Set: The Doom of Eztli
Doom Threshold: 6*
*This agenda gets +1[per investigator] doom threshold.
Forced – When this agenda advances: Do not remove doom from each location in play.
Just then, a sound thrums in the walls of the temple, a dull humming similar to that of a generator. Grooves in the walls and the ceiling flicker and start to glow. It is as though the temple is alive, and it senses your presence. The strange statues and carvings you’ve seen, coupled with the dim glow and the power coursing through the walls, makes it clear that this temple isn’t Aztec in origin. In fact, it appears to be from an even older, more ancient civilization altogether. You feel as though you are an intruder in a world you cannot begin to understand. Confirming your worst fears, a loud hiss and rattling echoes throughout the temple. Whatever you just woke up, it’s not happy to see you.
Spawn the set-aside Harbinger of Valusia at the location with the most doom.
Despite Ichtaca’s warnings, you’ve entered the ruins of the temple in search of ancient knowledge and artifacts.
Quantity: 1
Number: 55
Illustrator: Logan Feliciano
Survival Knife
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Survival Knife

Type: Asset
Class: Guardian
Cost: 2
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.
[Reaction] After an enemy attack deals damage to you during the enemy phase, exhaust Survival Knife:
Fight. This attack targets the attacking enemy. You get +2 [Combat] and deal +1 damage for this attack.
Quantity: 2
Number: 17
Illustrator: Robert Laskey
Temple of the Fang
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Temple of the Fang

Type: Location
Encounter Set: Rainforest
Victory: 2
Ancient. Ruins.
Temple of the Fang gets +1 shroud for each vengeance point in the victory display.
Victory 2.
This location gets +1 shroud for each vengeance point in the victory display.
Victory 1.
Rising just over the tree canopy is a timeworn step pyramid of pale stone. A storm of hisses surrounds you from the trees.
Quantity: 1
Number: 74
Illustrator: Chris Ostrowski
The Bell Tolls
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The Bell Tolls

Type: Treachery
Encounter Set:
Curse.
Revelation – The hour of your demise has arrived. You are killed.
It is meant for you. It always has been.
Quantity: 1
Number: 42
Illustrator: Mauro Dal Bo
The Doom of Eztli
The Doom of Eztli
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The Doom of Eztli

Type: Scenario
Encounter Set: The Doom of Eztli
[Skull] : –1 (–3 instead if there is doom on your location).
[Cultist] or [Tablet]: –X. X is the number of locations with doom on them.
[Elder Thing]: Reveal another chaos token. If you fail, place 1 doom on your location.
[Skull] : –2 (–4 instead if there is doom on your location).
[Cultist] or [Tablet]: –X. X is the total amount of doom on locations in play.
[Elder Thing]: Reveal another chaos token. Place 1 doom on your location.
Quantity: 1
Number: 54a
Illustrator: ———
The Guarded Ruins
The Guarded Ruins
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The Guarded Ruins

Type: Act
Encounter Set: The Untamed Wilds
Clue Threshold: 2󲆃
Each Eztli Guardian enemy gets +1 fight and +1 evade. Each Arrows from the Trees treachery gains surge.
Objective – Only investigators at the Ruins of Eztli can spend the requisite number of clues, as a group, to advance.
What you have found is beyond your wildest expectations. Despite their supposed age, the ruins appear preserved in time. Several aspects of the architecture are strangely futuristic. You set out to investigate at once.
(->R2)
Ichtaca swiftly retreats, and Alejandro places a hand on your shoulder. “Thank you for taking my advice,” he says, relieved. “Now that she’s gone, I’ll take point from now on. I know the river she speaks of. Come, follow me!”
Quantity: 1
Number: 49
Illustrator: ———
The Price of Failure
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The Price of Failure

Type: Treachery
Encounter Set:
Pact.
Revelation – Take 2 damage and 2 horror. Place 1 doom on the current agenda (this effect can cause the current agenda to advance). Remove The Price of Failure from your deck. Search the collection for Dark Pact and place it in your discard pile.
Quantity: 1
Number: 39
Illustrator: Michele Frigo