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The Labyrinths of Lunacy


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In the Labyrinths of Lunacy
In the Labyrinths of Lunacy
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In the Labyrinths of Lunacy

Type: Scenario
Encounter Set: In the Labyrinths of Lunacy
[Skull]: –1. Reveal another token.
[Cultist]: –3. If you fail, place 1 of your clues on your location.
[Tablet]: –4. If you fail, lose 2 resources.
[Elder Thing]: –4. If you fail, discard a random card from your hand.
[Skull]: –1. Reveal another token. If you fail, you must either take 1 damage or 1 horror.
[Cultist]: –3. Place 1 of your clues on your location.
[Tablet]: –4. Lose 2 resources.
[Elder Thing]: –4. Discard a random card from your hand.
Quantity: 1
Number: 1a
Illustrator: ———
Awakening
Awakening
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Awakening

Type: Agenda
Encounter Set: Epic Multiplayer
Doom Threshold: 6
Forced – At the end of the round, if there is at least 1 doom on this agenda and no group has yet triggered this ability: The lead investigator of Group A chooses a random set-aside Act 1 story card and draws it. Announce the chosen card’s title to all three groups. Each other lead investigator draws that story card.
Advance the current act card and follow its instructions.
When you are instructed to resolve
Act 2 Setup, those setup instructions can be found in the rules booklet (use the section for your Group).
You and two other groups been kidnapped and trapped for some kind of terrible experiment. The note for your group has further instructions.
Quantity: 1
Number: 2
Illustrator: Mark Molnar
Awakening
Awakening
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Awakening

Type: Agenda
Encounter Set: Single Group
Doom Threshold:
Advance the current act card and follow its instructions.
When you are instructed to resolve
Act 2 Setup, those setup instructions can be found in the rules booklet (use the section for your Group).
You and two other groups been kidnapped and trapped for some kind of terrible experiment. The note for your group has further instructions.
Quantity: 1
Number: 3
Illustrator: Mark Molnar
Agony and Despair
Agony and Despair
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Agony and Despair

Type: Agenda
Encounter Set: Epic Multiplayer
Doom Threshold: 7
Forced – At the end of the round, if there is at least 1 doom on this agenda and no group has yet triggered this ability: The lead investigator of Group A chooses a random set-aside Act 2 story card and draws it. Announce the chosen card’s title to all three groups. Each other lead investigator draws that story card.
Advance the current act card and follow its instructions.
When you are instructed to resolve
Act 3 Setup, those setup instructions can be found in the rules booklet (use the section for your Group).
As you escape from the first chamber, glowing words flicker into existence on your group’s note: “Have you made it out of the first chamber? Good. Perhaps you are not as useless as I suspected.”
Quantity: 1
Number: 4
Illustrator: Mark Molnar
Agony and Despair
Agony and Despair
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Agony and Despair

Type: Agenda
Encounter Set: Single Group
Doom Threshold:
Advance the current act card and follow its instructions.
When you are instructed to resolve
Act 3 Setup, those setup instructions can be found in the rules booklet (use the section for your Group).
As you escape from the first chamber, glowing words flicker into existence on your group’s note: “Have you made it out of the first chamber? Good. Perhaps you are not as useless as I suspected.”
Quantity: 1
Number: 5
Illustrator: Mark Molnar
The Mastermind
The Mastermind
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The Mastermind

Type: Agenda
Encounter Set: In the Labyrinths of Lunacy
Doom Threshold: 7
Each Distortion location gains:
“[Action] [Survivor]4+1< T %2[Cultist]+: <+@2 H <@6@~+ [Willpower]9 EIXODOLON. (Group limit once per game.)”
Objective – If each investigator is defeated, advance this agenda.
In this timeline, the ritual is complete.
If you are playing in
Epic Multiplayer Mode, move all damage from Eixodolon to another group’s copy of Eixodolon.
Each investigator in this group is killed.
(->R1)
You rush into the next chamber, hoping to find an exit to this nightmare. The locked steel gate before you crushes that hope. Cryptic symbols are etched into the walls, and a sigil on the floor ebbs with power. Just then, a figure exits from the shadows.
Quantity: 1
Number: 6
Illustrator: Mark Molnar
Sealed In (Group A)
Sealed In (Group A)
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Sealed In (Group A)

Type: Act
Encounter Set: In the Labyrinths of Lunacy
Clue Threshold: 2󲆃
Timed – Do not advance this act until you are instructed. By the time the agenda advances, investigators must possess the Key of Mysteries and the requisite number of clues. (Beware—If the agenda advances and you do not meet this condition, each investigator in this group will be killed.)
If the investigators possess the Key of Mysteries and 2[per investigator] clues:
You push the key into the lock, and the wall of the chamber opens up, leading into a dark, narrow corridor of corrugated metal and concrete. The whistling of the pipes all around you dampens to a faint whimper.
The investigators spend 2[per investigator] clues, as a group. Remove the Key of Mysteries from the game. Resolve Act 2 Setup.
—————————————————————————
If the investigators do not possess the Key of Mysteries and/or 2[per investigator] clues:
A powerful, noxious gas spews forth from the vents and fills the room. Your vision grow hazy and you collapse to the ground. “The fait that inevitably awaits us all,” a sinister voice explains. Everything goes dark.
Each investigator in this group is killed. (->R1)
“You have one hour to discover the way out,” your note reads, “or you will breathe in death.”
Quantity: 1
Number: 7
Illustrator: Anthony Devine
Watery Grave (Group B)
Watery Grave (Group B)
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Watery Grave (Group B)

Type: Act
Encounter Set: In the Labyrinths of Lunacy
Clue Threshold: 2󲆃
Timed – Do not advance this act until you are instructed. By the time the agenda advances, investigators at the same location must possess the requisite number of clues. (Beware—If the agenda advances and you do not meet this condition, the investigator in the Chamber of Rain will be killed.)
If investigators at the same location possess 2[per investigator] clues:
You breathe a sigh of relief as the water drains harmlessly.
Investigators at the same location spend 2[per investigator] clues, as a group. Resolve
Act 2 Setup.
—————————————————————————
If investigators at the same location do not possess 2[per investigator] clues:
The water level continues to rise. It fills the tank and then your lungs. You struggle in futility against the glass. Freedom is so close, and yet so far.
Each investigator loses each of his or her clues.
The investigator in the Chamber of Rain is killed. Resolve
Act 2 Setup.
One member of your group is trapped inside one of this chamber’s many tanks. A mechanism above the tank springs to life, and water pours into the tank from above. “You have one hour to find the means to free your companion,” your note reads, “or their fate is sealed.”
Quantity: 1
Number: 8
Illustrator: Anthony Devine
The Levers (Group C)
The Levers (Group C)
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The Levers (Group C)

Type: Act
Encounter Set: Epic Multiplayer
Clue Threshold: –
Timed – Do not advance this act until you are instructed. Before the agenda advances, one investigator must activate the [Action] ability on the Chamber of Regret. (Beware—If you pull the wrong lever, you will be killed.)
If an investigator activated the [Action] ability on the Chamber of Regret, that investigator examines the Chamber of Secrets in Group A’s play area to see if its flavor text matches the lever that was pulled.
—If it does not match, rows of razor-sharp blades emerge from the walls of the chamber, dissecting you with horrifying precision. You are killed. Resolve Act 2 Setup.
—If it matches, the gate ascends, and the door in the Chamber of Night opens. Resolve
Act 2 Setup.
————————————————————————————
If no investigator activated the [Action] ability on the Chamber of Regret:
Time is up. You rush to the levers, but you are too late. Rows of razor-sharp blades emerge from the walls of the chamber, dissecting you with horrifying precision.
The investigator nearest to the Chamber of Regret is killed. (In the event of a tie, the investigators decide). Resolve Act 2 Setup.
“Only one of you can make the choice,” your note reads. “Choose the correct lever, or die.” An iron gate nearby opens with a deafening crash and reveals a small room that contains three unmarked levers.
Quantity: 1
Number: 9
Illustrator: Anthony Devine
The Levers (Group C)
The Levers (Group C)
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The Levers (Group C)

Type: Act
Encounter Set: Single Group
Clue Threshold:
Timed – Do not advance this act until you are instructed. Before the agenda advances, one investigator must activate the [Action] ability on the Chamber of Regret. (Beware—If you pull the wrong lever, you will be killed.)
If an investigator activated the [Action] ability on the Chamber of Regret, that investigator examines the Chamber of Secrets location underneath the scenario reference card to see if its flavor text matches the lever that was pulled.
—If it does not match, rows of razor-sharp blades emerge from the walls of the chamber, dissecting you with horrifying precision. You are killed. Resolve Act 2 Setup.
—If it matches, the gate ascends, and the door in the Chamber of Night opens. Resolve
Act 2 Setup.
————————————————————————————
If no investigator activated the [Action] ability on the Chamber of Regret:
Time is up. You rush to the levers, but you are too late. Rows of razor-sharp blades emerge from the walls of the chamber, dissecting you with horrifying precision.
The investigator nearest to the Chamber of Regret is killed. (In the event of a tie, the investigators decide). Resolve Act 2 Setup.
“Only one of you can make the choice,” your note reads. “Choose the correct lever, or die.” An iron gate nearby opens with a deafening crash and reveals a small room that contains three unmarked levers.
Quantity: 1
Number: 10
Illustrator: Anthony Devine
Distortions in Time (Group A)
Distortions in Time (Group A)
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Distortions in Time (Group A)

Type: Act
Encounter Set: In the Labyrinths of Lunacy
Clue Threshold: –
Timed – Do not advance this act until you are instructed. When the agenda advances, there must be at least 11 doom in play. (Beware—If the agenda advances and you do not meet this condition, each investigator in this group will be killed.)
If there was at least 11 doom in play when the agenda advanced:
You spin the dial on the device to its maximum value, struggling to keep hold of it as your muscles tighten and you begin to decay. The dial stops with a click, then slowly you are able to continue turning it in the same direction. You are in intense pain as it slowly turns, round and round, finally making it way back where it began. The air thins, and time returns to its original pace.
Resolve Act 3 Setup.
—————————————————————————
If there was less than 11 doom in play when the agenda advanced:
Your muscles and skin tighten, and you feel your body draining of energy. You try to scream, but no air escapes your throat. Your organs shrivel and decay. “The fate that inevitably awaits us all,” a sinister voice explains. Within minutes, you are naught but dust.
Each investigator in this group is killed. (->R1)
Glowing words continue to appear on your note. “Time flows differently in the next chamber,” it reads. “If you do not act quickly, you will decay into ash.”
Quantity: 1
Number: 11
Illustrator: Anthony Devine
Seeping Death (Group B)
Seeping Death (Group B)
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Seeping Death (Group B)

Type: Act
Encounter Set: In the Labyrinths of Lunacy
Clue Threshold: –
Timed – Do not advance this act until you are instructed. Before the agenda advances, one investigator must activate the [Action] ability on the Chamber of Poison.
If an investigator activated the [Action] ability on the Chamber of Poison, that investigator reads the following:
—If you have “been injected,” the sludge is disgusting but harmless. Resolve Act 3 Setup.
—If you have not “been injected,” its poison seeps through your skin, devouring your organs from inside. You are killed. Resolve
Act 3 Setup.
—————————————————————————
If no investigator activated the [Action] ability on the Chamber of Poison:
The floors and walls of the entire labyrinth shift and turn, and you lose your balance. Sliding along the floor as gravity twists, you are knocked into the poisonous pit.
Move each investigator to the Chamber of Poison. Each investigator in this group who has not “been injected” is killed. Resolve Act 3 Setup.
Glowing words continue to appear on your note. “The Chamber of Poison awaits,” it reads. “One of you must open the way,” your note reads. “A sacrifice, for the greater good.”
Quantity: 1
Number: 12
Illustrator: Anthony Devine
The Pet (Group C)
The Pet (Group C)
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The Pet (Group C)

Type: Act
Encounter Set: In the Labyrinths of Lunacy
Clue Threshold: –
Timed – Do not advance this act until you are instructed. Find a way to deal with Eixodolon’s Pet before the agenda advances. (Beware—If the creature is still “locked away” when the agenda advances, it will break free.)
If you “sent Eixodolon’s Pet to another group”:
Choose another group, at random. At the end of the current round, that group spawns their set-aside copy of Eixodolon’s Pet in one of their Labyrinthine Halls. Resolve Act 3 Setup.
—————————————————————————
If Eixodolon’s Pet is in the victory display:
You breathe a sigh of relief as the creature crumples lifelessly to the ground.
Resolve Act 3 Setup.
—————————————————————————
If neither of the above are true:
The creature smashes through the glass of its terrarium and lashes out hungrily at anyone nearby.
Move Eixodolon’s Pet to Chamber of Hunger. It attacks each investigator in the Chamber of Hunger, in player order. Resolve Act 3 Setup.
Glowing words continue to appear on your note. “In the chamber ahead lives my precious pet,” it reads. “He is very hungry. Perhaps you should open his gate and allow him to feed.”
Quantity: 1
Number: 13
Illustrator: Anthony Devine
The Escape
The Escape
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The Escape

Type: Act
Encounter Set: Epic Multiplayer
Clue Threshold: –
Objective – At the end of the round, if Eixodolon has no remaining health, you may move any damage on him in excess of his health to another group’s copy of Eixodolon. Then, advance.
If any copy of Eixodolon in any surviving group’s play area has health remaining:
The figure distorts and shimmers through space-time.
Flip this act back over.
—————————————————————————
If each other surviving group’s copy of Eixodolon has no health remaining:
– If your group is the only surviving group, proceed to
(->R2).
– If only two groups survived, those groups proceed to
(->R3).
– If all three groups survived, all three groups proceed to
(->R4).
“You are close to freedom,” the figure’s distorted voice crackles. “Do you still have hope in your voice? Do you still have light in your eyes?”
Quantity: 1
Number: 14
Illustrator: Anthony Devine
The Escape
The Escape
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The Escape

Type: Act
Encounter Set: Single Group
Clue Threshold: –
Objective – If Eixodolon has no remaining health, advance.
If you are playing in standalone mode:
Proceed to
(->R2).
If you are playing as a mini-campaign and this is the first or second group played:
Begin as a new group to discover which resolution is reached.
If you are playing as a mini-campaign, and this is the third group played:
– If only one group survived, proceed to
(->R2).
– If two groups survived, proceed to
(->R3).
– If all three groups survived, proceed to
(->R4).
“You are close to freedom,” the figure’s distorted voice crackles. “Do you still have hope in your voice? Do you still have light in your eyes?”
Quantity: 1
Number: 15
Illustrator: Anthony Devine
Chamber of Secrets
Chamber of Secrets
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Chamber of Secrets

Type: Location
Encounter Set: In the Labyrinths of Lunacy
Prison. Distortion.
[Action]: You pound your fists on the wall of the chamber. Nobody responds.
The chamber is sealed tight. There is no door leading out—only a strangely shaped keyhole on one side of the chamber. Rusty copper pipes line the walls and ceiling of the room, surrounding you on all sides.
Quantity: 1
Number: 16
Illustrator: Matthew Cowdery
Chamber of Secrets
Chamber of Secrets
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Chamber of Secrets

Type: Location
Encounter Set: In the Labyrinths of Lunacy
Prison. Distortion.
[Action]: You pound your fists on the wall of the chamber. Nobody responds.
The chamber is sealed tight. There is no door leading out—only a strangely shaped keyhole on one side of the chamber. Rusty copper pipes line the walls and ceiling of the room, surrounding you on all sides.
Quantity: 1
Number: 17
Illustrator: Matthew Cowdery
Chamber of Secrets
Chamber of Secrets
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Chamber of Secrets

Type: Location
Encounter Set: In the Labyrinths of Lunacy
Prison. Distortion.
[Action]: You pound your fists on the wall of the chamber. Nobody responds.
The chamber is sealed tight. There is no door leading out—only a strangely shaped keyhole on one side of the chamber. Rusty copper pipes line the walls and ceiling of the room, surrounding you on all sides.
Quantity: 1
Number: 18
Illustrator: Matthew Cowdery
Chamber of Rain
Chamber of Rain
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Chamber of Rain

Type: Location
Encounter Set: In the Labyrinths of Lunacy
Distortion.
The Chamber of Rain is sealed shut while the water flows. While it is Act 1, this location gains:
“Investigators cannot move into or out of this location.
Forced – When an investigator here draws an enemy card: Discard it and draw a new card to replace it.”
Water cascades down the walls of the chamber, filling up the capsule. To your horror, it does not cease.
Quantity: 1
Number: 19
Illustrator: Logan Feliciano
Chamber of Sorrows
Chamber of Sorrows
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Chamber of Sorrows

Type: Location
Encounter Set: Epic Multiplayer
Prison. Distortion.
[Action]: Test [Combat] (1) to try to break down the door to the flooding terrarium. Regardless of whether you succeed or fail, it does not budge. Remember that you “tried your best.”
This chamber contains several metal tanks with glass windows. Most are filled with water. Inside, you see the corpses of animals that must have drowned slowly and painfully. What kind of person would want to watch this...?
Quantity: 1
Number: 20
Illustrator: Logan Feliciano
Chamber of Sorrows
Chamber of Sorrows
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Chamber of Sorrows

Type: Location
Encounter Set: Single Group
Prison.
[Action]: Test [Willpower] (2) to interpret the diagram inscribed on the glass. If you succeed, take control of 1 clue on an investigator in either Chamber of Sorrows or Chamber of Rain (or from that location if you are the only investigator in the game). Any investigator in either Chamber of Sorrows or Chamber of Rain may perform this action.
This chamber contains several metal tanks with glass windows. Most are filled with water. Inside, you see the corpses of animals that must have drowned slowly and painfully. What kind of person would want to watch this...?
Quantity: 1
Number: 21
Illustrator: Logan Feliciano
Chamber of Night
Chamber of Night
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Chamber of Night

Type: Location
Encounter Set: Epic Multiplayer
Prison.
[Action]: You call out for help as loud as you can. Nobody responds.
The only light in this storage room comes from a few scattered candles. You are surrounded on all sides by crates, bottles, and boxes, but you can barely see a thing in the dim light.
Quantity: 1
Number: 22
Illustrator: Brenda Bae
Chamber of Night
Chamber of Night
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Chamber of Night

Type: Location
Encounter Set: Single Group
Prison.
[Action]: Test [Intellect] (4). If you succeed, you notice strange writing inscribed along the wall; look at the revealed side of the location underneath the scenario reference card. When you are satisfied, place it back underneath the scenario reference card.
The only light in this storage room comes from a few scattered candles. You are surrounded on all sides by crates, bottles, and boxes, but you can barely see a thing in the dim light.
Quantity: 1
Number: 23
Illustrator: Brenda Bae
Chamber of Regret
Chamber of Regret
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Chamber of Regret

Type: Location
Encounter Set: In the Labyrinths of Lunacy
Distortion.
No more than one investigator may be in the Chamber of Regret at a time.
No more than one investigator may be in the Chamber of Regret at a time.
[Action] The investigators spend 2[per investigator] clues, as a group: You pull one of the 3 levers (choose one): left, middle, or right. As soon as you do, the gate slams shut behind you. You cannot leave the Chamber of Regret for the remainder of the current act.
Indented in the stone wall is a small closet-like chamber with three unmarked levers. A raised iron gate threatens to seal the chamber shut if you dare step foot inside.
Quantity: 1
Number: 24
Illustrator: Matthew Cowdery
Labyrinthine Halls
Labyrinthine Halls
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Labyrinthine Halls

Type: Location
Encounter Set: In the Labyrinths of Lunacy
[Free] Choose and discard 2 cards from your hand: You find an old lockbox in a pile of refuse, and decide to leave something behind. At the end of the round, choose another investigator in any group. That investigator draws 2 cards. (Group limit once per game.)
Halls of corrugated steel and concrete fill this strange industrial complex. The numerous locked doors and dead ends fill you with a sense that you will never escape.
Quantity: 1
Number: 25
Illustrator: Lloyd Allan
Labyrinthine Halls
Labyrinthine Halls
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Labyrinthine Halls

Type: Location
Encounter Set: In the Labyrinths of Lunacy
[Free] Spend 4 resources: You find the corpse of someone you think you once knew, and wish you could have saved them. At the end of the round, choose another investigator in any group. That investigator gains 4 resources. (Group limit once per game.)
Halls of corrugated steel and concrete fill this strange industrial complex. The numerous locked doors and dead ends fill you with a sense that you will never escape.
Quantity: 1
Number: 26
Illustrator: Lloyd Allan
Labyrinthine Halls
Labyrinthine Halls
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Labyrinthine Halls

Type: Location
Encounter Set: In the Labyrinths of Lunacy
[Action] [Action]: You peer through an overgrown mirror and see an unfamiliar reflection. At the end of the round, choose another investigator in any group. That investigator may take 2 additional actions during his or her next turn. (Group limit once per game.)
Halls of corrugated steel and concrete fill this strange industrial complex. The numerous locked doors and dead ends fill you with a sense that you will never escape.
Quantity: 1
Number: 27
Illustrator: Lloyd Allan
Chamber of Hunger
Chamber of Hunger
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Chamber of Hunger

Type: Location
Encounter Set: In the Labyrinths of Lunacy
Distortion.
[Free] If there are no clues on Chamber of Hunger: There is something strange drawn on the glass. Take control of the set-aside Hunger Diagram.
This place is a menagerie of creatures, some natural, some foul and misshapen. One monster smashes against the glass of its cage as it sees you enter.
Quantity: 1
Number: 28
Illustrator: Lloyd Allan
Chamber of Decay
Chamber of Decay
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Chamber of Decay

Type: Location
Encounter Set: In the Labyrinths of Lunacy
Distortion.
[Free] If there are no clues on Chamber of Decay: There’s a journal here with some strange scribblings. Take control of the set-aside Decay Diagram.
This room is filled with rows of plants, of many shapes and varieties, in varying states of growth and decay. Near the room’s center is a control panel covered in mysterious levers and dials.
Quantity: 1
Number: 29
Illustrator: Dimitri Bielak
Chamber of Rot
Chamber of Rot
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Chamber of Rot

Type: Location
Encounter Set: In the Labyrinths of Lunacy
Distortion.
[Free] If there are no clues on Chamber of Rot: There is something strange etched on the walls. Take control of the set-aside Rot Diagram.
This chamber is filled with refuse, muck, and human remains. The sour, acrid smell burns your nostrils.
Quantity: 1
Number: 30
Illustrator: Helge C. Balzer