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In Too Deep
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Ancient Covenant
Type: Asset
Class: Survivor
Cost: –
Level: 2
Wild: 0
Covenant. Blessed.
Permanent. Limit 1 Covenant per deck.
[Reaction] When an investigator at your location resolves a token during a skill test, exhaust Ancient Covenant: Do not reveal another token as part of this token’s effect.
[Reaction] When an investigator at your location resolves a token during a skill test, exhaust Ancient Covenant: Do not reveal another token as part of this token’s effect.
Quantity: 1
Number: 122
Illustrator: Tiziano Baracchi






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Armageddon
Type: Asset
Class: Mystic
Cost: 4
Level: 0
Wild: 0
Slot: 1 Arcane
Spell. Cursed.
Uses (3 charges).
[Action] Spend 1 charge: Fight. This attack uses [Willpower] instead of [Combat] and deals +1 damage. If a token is revealed during this attack, you may deal 1 damage to an enemy at your location or place 1 charge on Armageddon.
[Action] Spend 1 charge: Fight. This attack uses [Willpower] instead of [Combat] and deals +1 damage. If a token is revealed during this attack, you may deal 1 damage to an enemy at your location or place 1 charge on Armageddon.
Quantity: 2
Number: 117
Illustrator: Imad Awan







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Barricaded Streets
Type: Agenda
Encounter Set: In Too Deep
Doom Threshold: 6
Each Suspect enemy loses aloof and cannot be parleyed with.
Forced – When your turn ends, if you are at a fully flooded location: Take 1 damage.
Forced – When your turn ends, if you are at a fully flooded location: Take 1 damage.
The tide creeps in as you make your way through the decrepit streets. You hear the blood-curdling cries of someone in agony up ahead. The moment you see the creatures patrolling the intersection, you hide in the broken-down doorway of a ruined building. Their unusual gait and croaking voices send shivers through your body. Even as the slapping of their webbed feet against the road fades into the distance, you cannot escape the feeling that, inevitably, they will find you.
Increase the flood level of each Coastal location.
Shuffle each set-aside Ravager from the Deep and Young Deep One enemy into the encounter deck, along with the encounter discard pile.
Increase the flood level of each Coastal location.
Shuffle each set-aside Ravager from the Deep and Young Deep One enemy into the encounter deck, along with the encounter discard pile.
“In a second all my plans were utterly changed—for if the southward highway were blocked ahead of me, I must clearly find another egress from Innsmouth.â€
– H. P. Lovecraft, The Shadow over Innsmouth
Quantity: 1
Number: 124
Illustrator: Matt Dixon






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Blasphemous Covenant
Type: Asset
Class: Seeker
Cost: –
Level: 2
Wild: 0
Covenant. Cursed.
Permanent. Limit 1 Covenant per deck.
[Reaction] When an investigator at your location reveals a token during a skill test, exhaust Blasphemous Covenant: Treat that token’s modifier as +1 instead of its normal modifier. After this test ends, return that token to the chaos bag.
[Reaction] When an investigator at your location reveals a token during a skill test, exhaust Blasphemous Covenant: Treat that token’s modifier as +1 instead of its normal modifier. After this test ends, return that token to the chaos bag.
Quantity: 1
Number: 113
Illustrator: Tiziano Baracchi






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Breaking and Entering
Type: Event
Class: Rogue
Cost: 2
Level: 0
Wild: 0
Trick.
Investigate. Add your [Agility] value to your skill value for this investigation. If you succeed by 2 or more, you may automatically evade an enemy at this location. This action does not provoke attacks of opportunity.
If you’re careful, it’s just “entering.â€
Quantity: 2
Number: 114
Illustrator: Lake Hurwitz






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Deep One Invasion
Type: Treachery
Encounter Set: In Too Deep
Scheme.
Revelation – Shuffle the encounter discard pile into the encounter deck. For each location to the east of your location (on the same row), discard cards from the top of the encounter deck until a Deep One enemy with the hunter keyword is discarded and spawn that enemy at that location.
Quantity: 1
Number: 147
Illustrator: Tomasz Jedruszek







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Desolate Coastline
Type: Location
Encounter Set: In Too Deep
Innsmouth. Coastal.
Card effects cannot place barriers between Desolate Coastline and connecting locations.
From here, you can still see the exit of the tidal cavern where you were trapped. The opening vanishes slowly as the tide rolls in. You shudder to think how things might have turned out if you hadn’t escaped.
Quantity: 1
Number: 143
Illustrator: David Frasheski






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Eldritch Sophist
Type: Asset
Class: Seeker
Cost: 4
Level: 0
Wild: 0
Health: 1
Sanity: 3
Slot: Ally
Ally. Miskatonic.
Uses (3 secrets).
[Free] Exhaust Eldritch Sophist: Move 1 secret or charge from an asset you control to another asset controlled by an investigator at your location.
[Free] Exhaust Eldritch Sophist: Move 1 secret or charge from an asset you control to another asset controlled by an investigator at your location.
Once you let go of your assumptions, anything is possible.
Quantity: 2
Number: 111
Illustrator: Alexandre Dainche






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Emerging Deep One
Type: Enemy
Encounter Set: In Too Deep
Fight: 3
Health: 2
Evade: 1
Damage: 1
Horror: 1
Humanoid. Monster. Deep One.
Hunter.
Revelation – Emerging Deep One enters play exhausted and unengaged unless its location is fully flooded.
Forced – After Emerging Deep One engages you, if your location is flooded: It attacks you.
Revelation – Emerging Deep One enters play exhausted and unengaged unless its location is fully flooded.
Forced – After Emerging Deep One engages you, if your location is flooded: It attacks you.
Quantity: 3
Number: 146
Illustrator: Mike Capprotti







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Esoteric Order of Dagon
Type: Location
Encounter Set: In Too Deep
Innsmouth. Midtown.
Forced – After this location is revealed: Randomly choose 1 of the set-aside facedown keys and place it on this location without looking at it.
[Action] [Action]: Parley. Test [Intellect] (3). If you succeed, remove 1 barrier between this location and a connecting location.
[Action] [Action]: Parley. Test [Intellect] (3). If you succeed, remove 1 barrier between this location and a connecting location.
Some of the townsfolk are gathered in front of the old Order of Dagon hall on the north side of town. Their crazed shouts echo through the streets. Based on what Agent Harper has told you, you know that the Order has something to do with these strange happenings…but what?
Quantity: 1
Number: 129
Illustrator: Ryan Barger






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Eye of Chaos
Type: Asset
Class: Mystic
Cost: 5
Level: 0
Wild: 0
Slot: 1 Arcane
Spell. Cursed.
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 token is revealed during this investigation, you may discover 1 clue at a connecting location or place 1 charge on Eye of Chaos.
[Action] Spend 1 charge: Investigate. Investigate using [Willpower] instead of [Intellect]. If you succeed, discover 1 additional clue at this location. If a token is revealed during this investigation, you may discover 1 clue at a connecting location or place 1 charge on Eye of Chaos.
Quantity: 2
Number: 118
Illustrator: Alexandre Honoré






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False Covenant
Type: Asset
Class: Rogue
Cost: –
Level: 2
Wild: 0
Covenant. Cursed.
Permanent. Limit 1 Covenant per deck.
[Reaction] When an investigator at your location reveals a token during a skill test, exhaust False Covenant: Cancel that chaos token, return it to the token pool, and reveal another token.
[Reaction] When an investigator at your location reveals a token during a skill test, exhaust False Covenant: Cancel that chaos token, return it to the token pool, and reveal another token.
Quantity: 1
Number: 116
Illustrator: Tiziano Baracchi







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First National Grocery
Type: Location
Encounter Set: In Too Deep
Innsmouth. Midtown.
Forced – After you enter this location from a connecting location: Place 1 barrier between both locations.
[Action]: Parley. Test your lowest skill (2). If you succeed, remove 1 barrier between this location and a connecting location.
[Action]: Parley. Test your lowest skill (2). If you succeed, remove 1 barrier between this location and a connecting location.
Someone has barricaded the entrance to the grocery store in the hopes that it might keep out the creatures prowling the streets. It won’t. But it’s a nice thought.
Quantity: 1
Number: 137
Illustrator: Ryan Barger







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Fish Street Bridge
Type: Location
Encounter Set: In Too Deep
Innsmouth. Coastal. Midtown.
Fish Street Bridge gets +1 shroud for each barrier between it and any connecting location.
[Action] Add 2 tokens to the chaos bag: Parley. Remove 1 barrier between this location and a connecting location.
[Action] Add 2 tokens to the chaos bag: Parley. Remove 1 barrier between this location and a connecting location.
A crumbling ruin, the bridge nonetheless provides decent cover for your flight through the town.
Quantity: 1
Number: 136
Illustrator: Leanna Crossan







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Flooded Streets
Type: Agenda
Encounter Set: In Too Deep
Doom Threshold: 4
Each Suspect enemy loses aloof and cannot be parleyed with.
Forced – When your turn ends, if you are at a fully flooded location: Take 1 damage, 1 horror, and discard 1 card at random from your hand.
Forced – When your turn ends, if you are at a fully flooded location: Take 1 damage, 1 horror, and discard 1 card at random from your hand.
The Manuxet River spills over as the tide rolls in higher and higher. Soon the streets are overflowing. The waves engulf anything and everything in their way, turning over vehicles, smashing through ramshackle houses, and cutting off escape routes. If this goes on much longer, there will be nothing left of the town of Innsmouth.
Increase the flood level of each location.
In player order, each investigator draws 1 encounter card.
Increase the flood level of each location.
In player order, each investigator draws 1 encounter card.
“As I watched—choked by a sudden rise in the fishy odour after a short abatement—I saw a band of uncouth, crouching shapes loping and shambling in the same direction...â€
– H. P. Lovecraft, The Shadow over Innsmouth
Quantity: 1
Number: 126
Illustrator: Matt Dixon







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Gilman House
Type: Location
Encounter Set: In Too Deep
Innsmouth. Midtown.
Forced – After this location is revealed: Randomly choose 1 of the set-aside facedown keys and place it on this location without looking at it.
[Action]: Parley. Test [Combat] (2) or [Agility] (2). If you succeed, remove 1 barrier between this location and a connecting location.
[Action]: Parley. Test [Combat] (2) or [Agility] (2). If you succeed, remove 1 barrier between this location and a connecting location.
Finding a trustworthy individual to query may open a door, and an out-of-town guest staying at the hotel could provide a vital piece of this puzzle.
Quantity: 1
Number: 140
Illustrator: Marc Simonetti







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In Too Deep
Type: Scenario
Encounter Set: In Too Deep
[Skull]: –1 for each location to the east of your location (on the same row).
[Cultist]: –2. If you fail, move to the connecting location to the east, ignoring all barriers.
[Tablet]: –3. If you fail, choose a connecting location with no barriers between it and your location. Place 1 barrier between the two locations.
[Elder Thing]: –X. X is the number of barriers between your location and all connecting locations.
[Cultist]: –2. If you fail, move to the connecting location to the east, ignoring all barriers.
[Tablet]: –3. If you fail, choose a connecting location with no barriers between it and your location. Place 1 barrier between the two locations.
[Elder Thing]: –X. X is the number of barriers between your location and all connecting locations.
[Skull]: –2 for each location to the east of your location (on the same row).
[Cultist]: –4. If you fail, move to the connecting location to the east, ignoring all barriers.
[Tablet]: –5. If you fail, choose a connecting location with no barriers between it and your location. Place 1 barrier between the two locations.
[Elder Thing]: –X. X is twice the number of barriers between your location and all connecting locations.
[Cultist]: –4. If you fail, move to the connecting location to the east, ignoring all barriers.
[Tablet]: –5. If you fail, choose a connecting location with no barriers between it and your location. Place 1 barrier between the two locations.
[Elder Thing]: –X. X is twice the number of barriers between your location and all connecting locations.
Quantity: 1
Number: 123
Illustrator: —————







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Innsmouth Harbour
Type: Location
Encounter Set: In Too Deep
Innsmouth. Coastal.
[Reaction] After you enter this location: Move to The House on Water Street.
[Action] [Action]: Parley. Remove 1 barrier between this location and a connecting location.
[Action] [Action]: Parley. Remove 1 barrier between this location and a connecting location.
Even the town’s once-bustling harbour is deserted. The angry tide has consumed much of the docks and toppled several ships into the ocean. If this continues much longer, there won’t be much of a harbour left at all.
Quantity: 1
Number: 138
Illustrator: Tomasz Jedruszek







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Innsmouth Jail
Type: Location
Encounter Set: In Too Deep
Innsmouth. Midtown.
[Action] Spend 3 resources: Parley. Remove 1 barrier between this location and a connecting location.
[Free] If you control the black key: Parley. Read Flashback VIII in the Campaign Guide.
[Free] If you control the black key: Parley. Read Flashback VIII in the Campaign Guide.
The police must have an idea of what’s going on,and it may be worth talking to one of the inmates.
Quantity: 1
Number: 133
Illustrator: Ryan Barger






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Innsmouth Shoggoth
Type: Enemy
Encounter Set: In Too Deep
Fight: 3
Health: 4
Evade: 2
Damage: 2
Horror: 2
Victory: 1
Monster. Shoggoth. Elite.
Hunter. Massive.
Innsmouth Shoggoth gets +2[per investigator] health.
When Innsmouth Shoggoth moves via its hunter keyword, it ignores all barriers.
Forced – After Innsmouth Shoggoth moves: Remove each barrier it moved through.
Innsmouth Shoggoth gets +2[per investigator] health.
When Innsmouth Shoggoth moves via its hunter keyword, it ignores all barriers.
Forced – After Innsmouth Shoggoth moves: Remove each barrier it moved through.
Quantity: 1
Number: 144
Illustrator: Matthew Cowdery







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Innsmouth Square
Type: Location
Encounter Set: In Too Deep
Innsmouth. Midtown.
Forced – After this location is revealed: Spawn the set-aside Innsmouth Shoggoth at this location, exhausted.
[Action]: Parley. Move 1 barrier between this location and a connecting location so it is between this location and a different connecting location.
[Free] If the investigators control 2 or more keys, as a group: Parley. Read Flashback V in the Campaign Guide.
[Action]: Parley. Move 1 barrier between this location and a connecting location so it is between this location and a different connecting location.
[Free] If the investigators control 2 or more keys, as a group: Parley. Read Flashback V in the Campaign Guide.
From your vantage point, you see a red bus parked in the square. Getting a ride would be a tremendous help in escaping this infested, decrepit town. Then you hear a petrifying sound emanating from the square—a thunderous, deep growl that gives you second thoughts about proceeding.
Quantity: 1
Number: 139
Illustrator: Mark Molnar






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Inundated
Type: Treachery
Encounter Set: In Too Deep
Hazard.
Revelation – Place 1 barrier between this location and each connecting location with no barriers between them. If no barriers are placed by this effect, Inundated gains surge.
Quantity: 3
Number: 149
Illustrator: Lukasz Jaskolski






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Joe Sargent
Type: Asset
Class: Neutral
Cost: 0
Level: 0
Wild: 0
Health: 1
Sanity: 2
Ally. Hybrid.
Uses (3 tickets).
Forced – When Joe Sargent leaves play: Remove him from the game.
[Free] Spend 1 ticket: Move to a connecting location that is not fully flooded.
Forced – When Joe Sargent leaves play: Remove him from the game.
[Free] Spend 1 ticket: Move to a connecting location that is not fully flooded.
Quantity: 1
Number: 150
Illustrator: Cris Griffin






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Mariner’s Compass
Type: Asset
Class: Survivor
Cost: 3
Level: 0
Wild: 0
Slot: 1 Hand
Item. Tool.
[Action] Exhaust Mariner’s Compass: Investigate. If you succeed and have no resources in your resource pool, discover 1 additional clue at your location.
[Free] During an investigation using Mariner’s Compass, spend 1 resource: You get +1 [Intellect] for this skill test. (Limit three times per investigation.)
[Free] During an investigation using Mariner’s Compass, spend 1 resource: You get +1 [Intellect] for this skill test. (Limit three times per investigation.)
Quantity: 2
Number: 121
Illustrator: Romana Kendelic







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Marsh Refinery
Type: Location
Encounter Set: In Too Deep
Innsmouth. Coastal. Midtown.
[Free] If you control 1 or more keys: Move to a connecting location.
[Action] Discard an asset you control: Parley. Remove 1 barrier between this location and a connecting location.
[Action] Discard an asset you control: Parley. Remove 1 barrier between this location and a connecting location.
“Crossing the bridge and turning toward the roar of the lower falls, I passed close to the Marsh refinery, which seemed oddly free from the noise of industry. This building stood on the steep river bluff near a bridge and an open confluence of streets which I took to be the earliest civic centre…â€
– H. P. Lovecraft, The Shadow over Innsmouth
Quantity: 1
Number: 141
Illustrator: Mark Molnar







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New Church Green
Type: Location
Encounter Set: In Too Deep
Innsmouth. Midtown.
Forced – After this location is revealed: Randomly choose 1 of the set-aside facedown keys and place it on this location without looking at it.
[Action] If there are no clues on this location: Parley. Remove 1 barrier between this location and a connecting location.
[Action] If there are no clues on this location: Parley. Remove 1 barrier between this location and a connecting location.
You’re beginning to wonder if anyone from Innsmouth can be trusted…
Quantity: 1
Number: 134
Illustrator: Yoann Boissonnet






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Paradoxical Covenant
Type: Asset
Class: Mystic
Cost: –
Level: 2
Wild: 0
Covenant. Blessed. Cursed.
Permanent. Limit 1 Covenant per deck.
[Reaction] After an investigator at your location performs the “reveal chaos token” step of a skill test, if both a token and a token were revealed during that test, exhaust Paradoxical Covenant: This test automatically succeeds. (Remove each and token revealed from the chaos bag after this test ends.)
[Reaction] After an investigator at your location performs the “reveal chaos token” step of a skill test, if both a token and a token were revealed during that test, exhaust Paradoxical Covenant: This test automatically succeeds. (Remove each and token revealed from the chaos bag after this test ends.)
Quantity: 1
Number: 120
Illustrator: Tiziano Baracchi






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Pulled Back
Type: Treachery
Encounter Set: In Too Deep
Terror.
Revelation – Test [Willpower] (3). If you fail, move to the connecting location to the east, ignoring all barriers. Then place each key you control on your location.
Quantity: 2
Number: 148
Illustrator: Cyril van der Haegen







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Rage of the Deep
Type: Agenda
Encounter Set: In Too Deep
Doom Threshold: 3
Each Suspect enemy loses aloof and cannot be parleyed with.
Forced – When your turn ends, if you are at a fully flooded location: Take 1 damage, 1 horror, and discard 2 cards at random from your hand.
Forced – When your turn ends, if you are at a fully flooded location: Take 1 damage, 1 horror, and discard 2 cards at random from your hand.
Water rushes through the town. The waves crash through dilapidated buildings, consume the streets, and destroy every standing bridge. Even the refinery is turned to rubble by the surging waters. Soon, Innsmouth is gone. You barely escape the raging sea.
In your Campaign Log, record Innsmouth was consumed by the rising tide.
Each investigator that has not resigned is defeated and suffers 1 physical trauma.
In your Campaign Log, record Innsmouth was consumed by the rising tide.
Each investigator that has not resigned is defeated and suffers 1 physical trauma.
“Nothing that I could have imagined—nothing, even, that I could have gathered had I credited old Zadok’s crazy tale in the most literal way—would be in any way comparable to the demoniac, blasphemous reality that I saw—or believe I saw.â€
– H. P. Lovecraft, The Shadow over Innsmouth
Quantity: 1
Number: 127
Illustrator: Matt Dixon







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Railroad Station
Type: Location
Encounter Set: In Too Deep
Innsmouth.
Forced – After you enter this location, if it is flooded: Test [Agility] (2). If you fail, take 1 damage.
[Action]: Resign. You escape the submerged town.
[Action]: Resign. You escape the submerged town.
“No railroad now—B. & M. never went through, and the branch line from Rowley was given up years ago.â€
– H. P. Lovecraft, The Shadow over Innsmouth
Quantity: 1
Number: 142
Illustrator: Alexander Chelyshev