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The Innsmouth Conspiracy
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Memory of Oblivion
Type: Treachery
Encounter Set: Shattered Memories
Terror.
Revelation – Test [Willpower] (4) or [Intellect] (4). If you reveal a [Elder Thing] token during this test, you automatically fail. For each point you fail by, choose and discard 1 card from your hand.
Quantity: 2
Number: 98
Illustrator: Adam S. Doyle






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New Church Green
Type: Location
Encounter Set: The Vanishing of Elina Harper
Victory: 1
Innsmouth. Hideout.
Revelation – Put New Church Green into play.
[Action] [Action] If there are no clues on New Church Green: Look at the top card of the Leads deck. If it does not have Victory X, discard it. (Group limit once per game.)
[Action] [Action] If there are no clues on New Church Green: Look at the top card of the Leads deck. If it does not have Victory X, discard it. (Group limit once per game.)
“Their creeds were heterodox and mysterious, involving hints of certain marvellous transformations leading to bodily immortality—of a sort—on this earth.â€â€“ H. P. Lovecraft, The Shadow over Innsmouth
Quantity: 1
Number: 75
Illustrator: Yoann Boissonnet






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Obfuscation
Type: Asset
Class: Rogue
Cost: 2
Level: 0
Wild: 0
Slot: 1 Arcane
Spell.
Fast. Uses (3 charges).
[Reaction] When an enemy makes an attack of opportunity against you, spend 1 charge: Cancel that attack.
[Reaction] When an enemy makes an attack of opportunity against you, spend 1 charge: Cancel that attack.
Quantity: 2
Number: 27
Illustrator: Patrick McEvoy






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Obscure Studies
Type: Event
Class:
Cost: 0
Level: 0
Wild: 3
Insight.
Amanda Sharpe deck only.
Fast. Play when you initiate a skill test.
Return the card beneath Amanda Sharpe to your hand and place Obscure Studies beneath her.
Fast. Play when you initiate a skill test.
Return the card beneath Amanda Sharpe to your hand and place Obscure Studies beneath her.
Quantity: 1
Number: 8
Illustrator: Guillaume Ducos






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Occult Scraps
Type: Asset
Class:
Cost: 0
Level: 0
Wild: 0
Item.
Occult Scraps cannot be played using a play action.
While Occult Scraps is in your hand, you get –2 [Willpower].
While Occult Scraps is in play, you get –1 [Willpower].
While Occult Scraps is in your hand, you get –2 [Willpower].
While Occult Scraps is in play, you get –1 [Willpower].
Quantity: 1
Number: 13
Illustrator: Robert Laskey






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Plan of Action
Type: Skill
Class: Seeker
Level: 0
Wild: 1
Practiced.
If this skill test is during or before the first action of this turn, Plan of Action gains [Willpower] [Agility].
If this skill test is between the first and third actions of this turn, draw 1 card if it succeeds.
If this skill test is during or after the third action of this turn, Plan of Action gains [Combat] [Intellect].
If this skill test is between the first and third actions of this turn, draw 1 card if it succeeds.
If this skill test is during or after the third action of this turn, Plan of Action gains [Combat] [Intellect].
Quantity: 2
Number: 24
Illustrator: Xia Taptara






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Predestined
Type: Skill
Class: Survivor
Level: 0
Wild: 0
Fortune. Blessed.
Max 1 committed per skill test.
You may commit Predestined to any type of test.
If this test fails, either add 2 tokens to the chaos bag or remove 2 tokens from the chaos bag.
You may commit Predestined to any type of test.
If this test fails, either add 2 tokens to the chaos bag or remove 2 tokens from the chaos bag.
Quantity: 2
Number: 35
Illustrator: Imad Awan






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Priest of Dagon
Type: Enemy
Encounter Set: Agents of Dagon
Fight: 3
Health: 2
Evade: 3
Damage: 1
Horror: 1
Humanoid. Cultist.
Spawn – Any empty location.
Forced – When Priest of Dagon would be defeated or evaded, if there is no doom on it: Instead, heal all damage from it, ready it, and place 1 doom on it.
Forced – At the end of the round, if Priest of Dagon is ready and there is no doom on it: Place 1 doom on it.
Forced – When Priest of Dagon would be defeated or evaded, if there is no doom on it: Instead, heal all damage from it, ready it, and place 1 doom on it.
Forced – At the end of the round, if Priest of Dagon is ready and there is no doom on it: Place 1 doom on it.
Quantity: 1
Number: 84
Illustrator: James Ryman






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Promise of Power
Type: Skill
Class: Mystic
Level: 0
Wild: 4
Practiced. Cursed.
After you commit Promise of Power to a skill test, add 1 token to the chaos bag. If you cannot, take 2 horror instead.
Quantity: 2
Number: 32
Illustrator: Jesse Mead






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Psychic Pull
Type: Treachery
Encounter Set: Agents of Hydra
Power.
Revelation – If you have no cards in your hand, Psychic Pull gains surge. Otherwise, discard 1 random card from your hand. Then, test [Willpower] (X), where X is the printed cost of the discarded card. If you fail, lose 1 action.
Quantity: 3
Number: 87
Illustrator: Sara Biddle






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Riptide
Type: Treachery
Encounter Set: Rising Tides
Hazard.
Revelation – If your location is unflooded, Riptide gains surge. Otherwise, test [Agility] (3) (4 instead if your location is fully flooded). If you fail, choose and discard 1 asset you control. If you cannot, lose 1 resource for each point you fail by instead.
Quantity: 2
Number: 93
Illustrator: Stephen Somers






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Rising Tides
Type: Treachery
Encounter Set: Rising Tides
Hazard.
Revelation – Increase the flood level of the nearest location that can have its flood level increased. If no location’s flood level is increased by this effect, Rising Tides gains surge.
Quantity: 2
Number: 92
Illustrator: Stephen Somers






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Rite of Sanctification
Type: Asset
Class: Guardian
Cost: 0
Level: 0
Wild: 0
Slot: 1 Arcane
Ritual. Blessed.
Seal (up top 5 ). If Rite of Sanctification has no tokens sealed on it, discard it.
[Reaction] When an investigator at your location plays a card, exhaust Rite of Sanctification and release a chaos token sealed here: Reduce the cost of that card by 2.
[Reaction] When an investigator at your location plays a card, exhaust Rite of Sanctification and release a chaos token sealed here: Reduce the cost of that card by 2.
Quantity: 2
Number: 19
Illustrator: Charles Morrow







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Sacrifice for the Deep
Type: Agenda
Encounter Set: The Pit of Despair
Doom Threshold: 4
Forced – When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.
Your lungs constrict. Your heart hammers in your chest. As the tide rolls in, the current tugs you deeper under the surface of the ice-cold water. Everything goes dark as you struggle to find air.
Each surviving investigator is defeated and takes 1 physical trauma.
Each surviving investigator is defeated and takes 1 physical trauma.
Save for a few rocky perches, the entire cavern system is submerged in seawater. You have to find a way out of here, and soon…
Quantity: 1
Number: 44
Illustrator: Rafał Hrynkiewicz






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Sawbone Alley
Type: Location
Encounter Set: The Vanishing of Elina Harper
Victory: 1
Innsmouth. Hideout.
Revelation – Put Sawbone Alley into play.
Each Humanoid enemy at Sawbone Alley gets +2 fight and –2 evade.
Each Humanoid enemy at Sawbone Alley gets +2 fight and –2 evade.
Each Humanoid enemy at Sawbone Alley gets +2 fight and –2 evade.
“It would be well not to make oneself too conspicuous in such neighbourhoods...†– H. P. Lovecraft, The Shadow over Innsmouth
Quantity: 1
Number: 71
Illustrator: Nele Diel






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Shadow Agents
Type: Enemy
Encounter Set: Trish Scarborough
Fight: 3
Health: 3
Evade: 5
Damage: 2
Horror:
Humanoid. Cultist.
Prey – Trish Scarborough only.
Hunter.
While Shadow Agents is engaged with you, you cannot discover clues except by investigating.
Forced – After Shadow Agents is evaded: Discard it.
Hunter.
While Shadow Agents is engaged with you, you cannot discover clues except by investigating.
Forced – After Shadow Agents is evaded: Discard it.
Quantity: 1
Number: 11
Illustrator: Borja Pindado






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Shoreward Slums
Type: Location
Encounter Set: The Vanishing of Elina Harper
Victory: 1
Innsmouth. Hideout.
Revelation – Put Shoreward Slums into play.
Shoreward Slums gets –2 shroud for each doom on it.
Forced – After you fail a skill test while investigating Shoreward Slums: Place 1 doom on it.
Shoreward Slums gets –2 shroud for each doom on it.
Forced – After you fail a skill test while investigating Shoreward Slums: Place 1 doom on it.
While you are investigating Shoreward Slums, it gets +1 shroud for each key you control.
Quantity: 1
Number: 72
Illustrator: Marc Simonetti






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Showmanship
Type: Asset
Class:
Cost: 1
Level: 0
Wild: 1
Talent.
Dexter Drake deck only.
[Reaction] After an asset enters play under your control: Until the end of the round, you get +2 to each of your skills while resolving a triggered ability on that asset.
[Reaction] After an asset enters play under your control: Until the end of the round, you get +2 to each of your skills while resolving a triggered ability on that asset.
Quantity: 1
Number: 12
Illustrator: Anders Finér






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Siren Call
Type: Treachery
Encounter Set: Silas Marsh
Curse.
Revelation – Put Siren Call into play in your threat area.
As an additional cost to commit 1 or more cards to a skill test, you must pay 1 resource for each matching skill icon those cards have.
[Action] [Action]: Discard Siren Call.
As an additional cost to commit 1 or more cards to a skill test, you must pay 1 resource for each matching skill icon those cards have.
[Action] [Action]: Discard Siren Call.
Quantity: 1
Number: 16
Illustrator: Rafał Hrynkiewicz






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Sword Cane
Type: Asset
Class: Mystic
Cost: 2
Level: 0
Wild: 0
Slot: 1 Hand
Item. Relic. Weapon. Melee.
Playing Sword Cane does not provoke attacks of opportunity.
[Reaction] After Sword Cane enters play: Immediately trigger its “[Action]” ability without paying its cost.
[Action] Exhaust Sword Cane: Fight/Evade. You may use your [Willpower] place of your [Combat] or [Agility] for this attack or evasion attempt.
[Reaction] After Sword Cane enters play: Immediately trigger its “[Action]” ability without paying its cost.
[Action] Exhaust Sword Cane: Fight/Evade. You may use your [Willpower] place of your [Combat] or [Agility] for this attack or evasion attempt.
Quantity: 2
Number: 29
Illustrator: Ethan Patrick Harris






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Syzygy
Type: Treachery
Encounter Set: Syzygy
Omen.
Peril.
Revelation – You must decide (choose one):
– Each investigator loses 3 resources.
– Each investigator takes 2 horror.
– Place 1 doom on the current agenda (this effect can cause the current agenda to advance).
Revelation – You must decide (choose one):
– Each investigator loses 3 resources.
– Each investigator takes 2 horror.
– Place 1 doom on the current agenda (this effect can cause the current agenda to advance).
Quantity: 2
Number: 101
Illustrator: Tomasz Jedruszek






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Tempt Fate
Type: Event
Class: Neutral
Cost: 0
Level: 0
Wild: 1
Fortune. Blessed. Cursed.
Fast. Play during any [Free] window.
Add 3 tokens to the chaos bag. Then, add 3 tokens to the chaos bag and draw 1 card.
Add 3 tokens to the chaos bag. Then, add 3 tokens to the chaos bag and draw 1 card.
Quantity: 2
Number: 37
Illustrator: Diana MartÃnez







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The Escape
Type: Act
Encounter Set: The Pit of Despair
Clue Threshold: –
Forced – After a location is revealed: Put locations from the top of the Tidal Tunnel deck into play below, to the left, and to the right of that location.
Objective – There must be a way out of here somewhere. If each surviving investigator has resigned, advance.
Objective – There must be a way out of here somewhere. If each surviving investigator has resigned, advance.
The tunnel continues onward with no end in sight. Your lungs heave with pain. You have held your breath far longer than you ever thought possible. For a moment you wonder if you should turn back, but by now the entire cavern must be completely submerged. Even if it weren’t, you couldn’t hope to outlast the creatures that dwell inside for very long. No, there is no going back. Your only hope is to press forward.
Another minute passes. The current seems to grow stronger as the tunnel narrows ahead. Your chest feels as though it is about to burst. Finally, you emerge from the ice-cold seawater and tumble out of the cavern, landing hard on a rocky shore.
(->R1)
Another minute passes. The current seems to grow stronger as the tunnel narrows ahead. Your chest feels as though it is about to burst. Finally, you emerge from the ice-cold seawater and tumble out of the cavern, landing hard on a rocky shore.
(->R1)
What in the hell is this place, and why have you been trapped here? You have to find a way out, but more of your memories might be tucked away in this pit…
Quantity: 1
Number: 46
Illustrator: Quintin Gleim






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The House on Water Street
Type: Location
Encounter Set: The Vanishing of Elina Harper
Victory: 1
Innsmouth. Hideout.
Revelation – Put The House on Water Street into play.
Forced – After you successfully investigate The House on Water Street by 3 or more: Either draw the top card of the encounter deck, or shuffle that card into the Leads deck.
Forced – After you successfully investigate The House on Water Street by 3 or more: Either draw the top card of the encounter deck, or shuffle that card into the Leads deck.
Forced – After you successfully investigate The House on Water Street by 3 or more: Discover 1 additional clue at The House on Water Street. Then, take 2 horror.
“Not a living thing did I see, except for the scattered fishermen on the distant breakwater...†– H. P. Lovecraft, The Shadow over Innsmouth
Quantity: 1
Number: 73
Illustrator: Lars Simkins







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The Little Bookshop
Type: Location
Encounter Set: The Vanishing of Elina Harper
Innsmouth.
Forced – After you fail a skill test while investigating The Little Bookshop: Shuffle the top card of the encounter deck into the Leads deck.
A rare bit of warmth in an otherwise dreary town, The Little Bookshop is a narrow maze of shelves, each one spilling over with books.
Quantity: 1
Number: 69
Illustrator: Nele Diel







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The Pit
Type: Act
Encounter Set: The Pit of Despair
Clue Threshold: 3
You find a path that leads deeper into this strange cave system, but before you can follow it to see where it leads, the sound of water sloshing behind you sets your heart racing. When you turn to face the sound, what you see next nearly causes you to faint. It is an enormous hybrid of many faces and shapes—some human, some aquatic—all of them misshapen and revolting. As the thing draws closer, you meet the frozen gaze of one of the faces upon its body, and you realize that you recognize it.
Spawn the set-aside The Amalgam enemy engaged with the lead investigator.
Shuffle each set-aside copy of Blindsense and From the Depths into the encounter deck, along with the encounter discard pile.
Shuffle each of the set-aside Tidal Tunnel locations together to form the Tidal Tunnel deck (including the set-aside Altar to Dagon, Idol Chamber, and Exit locations). Put locations from the top of the Tidal Tunnel deck into play below, to the left, and to the right of each revealed location.
Read Flashback I in the Campaign Guide.
Spawn the set-aside The Amalgam enemy engaged with the lead investigator.
Shuffle each set-aside copy of Blindsense and From the Depths into the encounter deck, along with the encounter discard pile.
Shuffle each of the set-aside Tidal Tunnel locations together to form the Tidal Tunnel deck (including the set-aside Altar to Dagon, Idol Chamber, and Exit locations). Put locations from the top of the Tidal Tunnel deck into play below, to the left, and to the right of each revealed location.
Read Flashback I in the Campaign Guide.
You have awakened in a waterlogged cavern, your mind robbed of its memories…and you are not alone. Whatever else lives in this cavern, it can’t possibly be friendly. You have to get out of this place and back to civilization.
Quantity: 1
Number: 45
Illustrator: Quintin Gleim







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The Pit of Despair
Type: Scenario
[Skull]: –1 (–2 instead if your location is partially flooded; –3 instead if your location is fully flooded).
[Cultist]: –2. If you fail and your location is flooded, take 1 damage.
[Tablet]: –2. If you fail and you control a key, take 1 horror.
[Elder Thing]: –3. If you fail and The Amalgam is in the depths, put it into play engaged with you.
[Cultist]: –2. If you fail and your location is flooded, take 1 damage.
[Tablet]: –2. If you fail and you control a key, take 1 horror.
[Elder Thing]: –3. If you fail and The Amalgam is in the depths, put it into play engaged with you.
[Skull]: –2 (–3 instead if your location is partially flooded; –4 instead if your location is fully flooded).
[Cultist]: –2. If your location is flooded, take 1 damage.
[Tablet]: –2. If you control a key, take 1 horror.
[Elder Thing]: –3. If The Amalgam is in the depths, put it into play engaged with you.
[Cultist]: –2. If your location is flooded, take 1 damage.
[Tablet]: –2. If you control a key, take 1 horror.
[Elder Thing]: –3. If The Amalgam is in the depths, put it into play engaged with you.
Quantity: 1
Number: 41a
Illustrator: —————







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The Rescue
Type: Act
Encounter Set: The Vanishing of Elina Harper
Clue Threshold: –
The kidnapper loses aloof, gets +1[per investigator] health, and cannot be parleyed with.
Objective – If either the kidnapper is in the victory display, or there are no clues on Elina Harper’s location, advance (if there are 2 or more investigators in the game, both conditions must be fulfilled, instead).
Objective – If either the kidnapper is in the victory display, or there are no clues on Elina Harper’s location, advance (if there are 2 or more investigators in the game, both conditions must be fulfilled, instead).
Agent Harper gives you a warm smile of relief as you untie her bindings and help her to her feet. “I don’t know who you are, but thank you. I did have things handled, though, for the record.” She chuckles at her own joke. Despite her situation, the agent carries herself with the confidence of one who has been in deadly circumstances before. You introduce yourself and tell her you were hired to help find her. “Well then, I’m very glad you’re here. You came in the nick of time. Now, if you don’t mind, I have some unfinished business with this associate of mine,” she says, her voice sharp with indignation. “Care to join me?”
If Brian Burnham was the kidnapper, proceed to (->R2).
If Othera Gilman was the kidnapper, proceed to (->R3).
If Joyce Little was the kidnapper, proceed to (->R4).
If Barnabas Marsh was the kidnapper, proceed to (->R5).
If Zadok Allen was the kidnapper, proceed to (->R6).
If Robert Friendly was the kidnapper, proceed to (->R7).
If Brian Burnham was the kidnapper, proceed to (->R2).
If Othera Gilman was the kidnapper, proceed to (->R3).
If Joyce Little was the kidnapper, proceed to (->R4).
If Barnabas Marsh was the kidnapper, proceed to (->R5).
If Zadok Allen was the kidnapper, proceed to (->R6).
If Robert Friendly was the kidnapper, proceed to (->R7).
All of your evidence leads here. You must rescue Agent Harper at all costs!
Quantity: 1
Number: 61
Illustrator: Matt Dixon







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The Search for Agent Harper
Type: Act
Encounter Set: The Vanishing of Elina Harper
Clue Threshold: –
[Free] The investigators spend X[per investigator] clues, as a group: Parley. Reveal the top X cards of the Leads deck (to a maximum of 3) and draw 1 of them. Shuffle the rest back into the Leads deck, along with the top card of the encounter deck. (Group limit once per round.)
Objective – You may advance at the end of any round. (Hint—You will have to make an accusation when you advance. Advance when you believe you have narrowed down Agent Harper’s kidnapper and whereabouts.)
Objective – You may advance at the end of any round. (Hint—You will have to make an accusation when you advance. Advance when you believe you have narrowed down Agent Harper’s kidnapper and whereabouts.)
The time has come for you to reveal your hand. You’ve retraced Agent Harper’s steps as best you can and learned a lot about Innsmouth and its citizenry. Perhaps with this information, you can narrow down where Harper is now. But if you aren’t swift and decisive, the kidnapper will surely discover you are onto them. You have only one chance to get this right. One chance to locate Harper and surprise her kidnapper. If you’re wrong, it’s back to square one…or worse.
Read Scenario Interlude: The Accusation in the Campaign Guide.
Read Scenario Interlude: The Accusation in the Campaign Guide.
The next morning, you and Agent Dawson split up and search for his missing agent…
Quantity: 1
Number: 60
Illustrator: Tomasz Jedruszek







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The Vanishing of Elina Harper
Type: Scenario
[Skull]: –X. X is the current agenda number.
[Cultist]: –2. If you fail, place 1 doom on the nearest enemy.
[Tablet]: –3. If you fail, take 1 horror.
[Elder Thing]: –4. If you fail, place 1 of your clues on your location.
[Cultist]: –2. If you fail, place 1 doom on the nearest enemy.
[Tablet]: –3. If you fail, take 1 horror.
[Elder Thing]: –4. If you fail, place 1 of your clues on your location.
[Skull]: –X. X is 1 more than the current agenda number.
[Cultist]: –2. Place 1 doom on the nearest Cultist enemy (2 doom instead if you failed).
[Tablet]: –3. Take 1 horror (1 horror and 1 damage instead if you failed).
[Elder Thing]: –4. Place 1 of your clues on your location (2 clues instead if you failed).
[Cultist]: –2. Place 1 doom on the nearest Cultist enemy (2 doom instead if you failed).
[Tablet]: –3. Take 1 horror (1 horror and 1 damage instead if you failed).
[Elder Thing]: –4. Place 1 of your clues on your location (2 clues instead if you failed).
Quantity: 1
Number: 56a
Illustrator: —————