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Dim Carcosa


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Armor of Ardennes
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Armor of Ardennes

Type: Asset
Class: Guardian
Cost: 4
Level: 5
Willpower: 2
Intellect: 0
Combat: 2
Agility: 0
Wild: 0
Health: 4
Sanity:
Slot: Body
Item. Armor. Relic.
[Reaction] When damage is assigned to Armor of Ardennes, exhaust Armor of Ardennes: Cancel 1 of that damage.
Quantity: 2
Number: 305
Illustrator: Adam Lane
“Eat lead!”
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“Eat lead!”

Type: Event
Class: Guardian
Cost: 0
Level: 2
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 0
Tactic.
Fast. Play when you activate the Fight ability on a Firearm asset.
You may spend X additional ammo tokens from that asset. When you reveal chaos tokens for this attack, reveal X additional chaos tokens. Choose one to resolve and ignore the rest.
Quantity: 2
Number: 304
Illustrator: David Demaret
Bleak Plains
Bleak Plains
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Bleak Plains

Type: Location
Encounter Set: Dim Carcosa
Otherworld.
While you are at Bleak Plains, you cannot play Ally assets.
Each investigator heals 3 horror.
Deal 4 damage to an enemy in play other than Hastur.
Remove this card from the game, and replace it with another set-aside copy of Bleak Plains (move all investigators, enemies, and attachments from this location to the new copy of Bleak Plains). Add clues to that copy of Bleak Plains until it has clues on it equal to its clue value.
On every side of me stretched a bleak and desolate expanse of plain, covered with a tall overgrowth of sere grass, which rustled and whistled in the autumn wind… – Ambrose Bierce, “An Inhabitant of Carcosa”
Quantity: 1
Number: 326
Illustrator: Lukasz Jaskolski
Bleak Plains
Bleak Plains
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Bleak Plains

Type: Location
Encounter Set: Dim Carcosa
Otherworld.
While you are at Bleak Plains, you cannot play Ally assets.
Deal 2[per investigator]  damage to Hastur.
Flip this card back over. For the remainder of the game, it cannot be flipped over again.
On every side of me stretched a bleak and desolate expanse of plain, covered with a tall overgrowth of sere grass, which rustled and whistled in the autumn wind… – Ambrose Bierce, “An Inhabitant of Carcosa”
Quantity: 1
Number: 326
Illustrator: Lukasz Jaskolski
Cheat Death
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Cheat Death

Type: Event
Class: Rogue
Cost: 1
Level: 5
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Trick. Fated.
Fast. Play when you would be defeated.
Disengage from each enemy engaged with you, discard all cards in your threat area, heal 2 horror and 2 damage, and move to any revealed location with no enemies. If it is your turn, end your turn. Remove Cheat Death from the game.
Quantity: 2
Number: 310
Illustrator: Antonio Maínez
Creature Out of Demhe
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Creature Out of Demhe

Type: Enemy
Encounter Set: Dim Carcosa
Fight: 5
Health: 4
Evade: 2
Damage: 1
Horror: 1
Monster.
Spawn – Depths of Demhe.
Massive.
Forced – When Creature out of Demhe’s location or a connecting location is flipped over, if Creature out of Demhe is ready: It attacks each investigator at that location.
Quantity: 1
Number: 335
Illustrator: James Ryman
Dark Spires
Dark Spires
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Dark Spires

Type: Location
Encounter Set: Dim Carcosa
Otherworld.
You must decide (choose one):
You cannot bring yourself to do what must be done. Flip this card back over.
Realizing what you must do, you step forward and push her. Take 2 horror and deal 2[per investigator] damage to Hastur. Flip this card back over. For the remainder of the game, it cannot be flipped over again.
Night fell and the hours dragged on, but still we murmured to each other of the King and the Pallid Mask, and midnight sounded from the misty spires in the fog-wrapped city. – Robert W. Chambers, “The Yellow Sign,” The King in Yellow
Quantity: 1
Number: 330
Illustrator: Lukasz Jaskolski
Depths of Demhe
Depths of Demhe
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Depths of Demhe

Type: Location
Encounter Set: Dim Carcosa
Otherworld.
While you are at Depths of Demhe, you cannot play fast cards.
Each investigator heals 5 horror.
Remove this card from the game, and replace it with another set-aside copy of Depths of Demhe (move all investigators, enemies, and attachments from this location to the new copy of Depths of Demhe). Add clues to that copy of Depths of Demhe until it has clues on it equal to its clue value.
Don’t look up.
Quantity: 1
Number: 329
Illustrator: Lukasz Jaskolski
Depths of Demhe
Depths of Demhe
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Depths of Demhe

Type: Location
Encounter Set: Dim Carcosa
Otherworld.
While you are at Depths of Demhe, you cannot play fast cards.
Deal 1[per investigator] damage to Hastur, exhaust him, and disengage him from all investigators.
Flip this card back over. For the remainder of the game, it cannot be flipped over again.
Don’t look up.
Quantity: 1
Number: 329
Illustrator: Lukasz Jaskolski
Dim Carcosa
Dim Carcosa
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Dim Carcosa

Type: Scenario
Encounter Set: Dim Carcosa
[Skull]: –2 (–4 instead if you have no sanity remaining).
[Cultist]: Reveal another token. If you fail, take 1 horror.
[Tablet]: –3. If you fail and Hastur is in play, place 1 clue on your location (from the token bank).
[Elder Thing]: –3. If this token is revealed during an attack or evasion attempt against a Monster or Ancient One enemy, lose 1 action.
[Skull]: –X. X is the amount of horror on you.
[Cultist]: Reveal another token. If you fail, take 2 horror.
[Tablet]: –5. If you fail and Hastur is in play, place 1 clue on your location (from the token bank).
[Elder Thing]: –5. If this token is revealed during an attack or evasion attempt against a Monster or Ancient One enemy, lose 1 action.
Quantity: 1
Number: 316a
Illustrator: ———
Dim Streets
Dim Streets
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Dim Streets

Type: Location
Encounter Set: Dim Carcosa
Otherworld.
Forced – After you discover the last remaining clue on Dim Streets: Lose 1 action.
Test [Intellect] (3). For each point you fail by, take 1 horror. Deal 1[per investigator] damage to Hastur regardless of whether you succeed or fail.
After this test ends, flip this card back over. For the remainder of the game, it cannot be flipped over again.
The streets twist and churn without any semblance of logic or reason.
Quantity: 1
Number: 328
Illustrator: Juan Carlos Barquet
Dim Streets
Dim Streets
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Dim Streets

Type: Location
Encounter Set: Dim Carcosa
Otherworld.
Forced – After you discover the last remaining clue on Dim Streets: Lose 1 action.
Test [Combat] (2). If you succeed, exhaust Hastur and disengage him from all investigators.
Remove this card from the game, and replace it with another set-aside copy of Dim Streets (move all investigators, enemies, and attachments from this location to the new copy of Dim Streets). Add clues to that copy of Dim Streets until it has clues on it equal to its clue value.
The streets twist and churn without any semblance of logic or reason.
Quantity: 1
Number: 328
Illustrator: Juan Carlos Barquet
Dim Streets
Dim Streets
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Dim Streets

Type: Location
Encounter Set: Dim Carcosa
Otherworld.
Forced – After you discover the last remaining clue on Dim Streets: Lose 1 action.
Test [Willpower] (1). For each point you succeed by, heal 1 horror.
Remove this card from the game, and replace it with another set-aside copy of Dim Streets (move all investigators, enemies, and attachments from this location to the new copy of Dim Streets). Add clues to that copy of Dim Streets until it has clues on it equal to its clue value.
The streets twist and churn without any semblance of logic or reason.
Quantity: 1
Number: 328
Illustrator: Juan Carlos Barquet
Dismal Curse
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Dismal Curse

Type: Treachery
Encounter Set: Dim Carcosa
Curse. Terror.
Revelation – Test [Willpower] (3). If you have no remaining sanity, this test gets +2 difficulty. If you fail, take 2 damage (4 damage instead if you have horror on you greater than twice your sanity).
Quantity: 3
Number: 337
Illustrator: Juan Carlos Barquet
Eidetic Memory
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Eidetic Memory

Type: Event
Class: Seeker
Cost: –
Level: 3
Willpower: 0
Intellect: 1
Combat: 0
Agility: 1
Wild: 0
Spirit.
Play Eidetic Memory as an exact copy of an Insight event in any investigator’s discard pile (including its resource cost). Remove that event from the game. Remove Eidetic Memory from the game instead of discarding it.
Quantity: 2
Number: 306
Illustrator: Maggie Ivy
In Lost Carcosa
In Lost Carcosa
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In Lost Carcosa

Type: Act
Encounter Set: Dim Carcosa
Clue Threshold: 2󲆃
Objective – When the investigators have collected the requisite number of clues, they must immediately spend them and advance.
Spawn the set-aside The Man in the Pallid Mask enemy at the Palace of the King.
You have opened the path to Carcosa in order to stop those who wish to free Hastur from his prison in the stars. Only you can put an end to this madness!
Quantity: 1
Number: 320
Illustrator: Cristi Balanescu
Infighting
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Infighting

Type: Event
Class: Survivor
Cost: 1
Level: 3
Willpower: 0
Intellect: 2
Combat: 0
Agility: 2
Wild: 0
Trick.
Fast. Play after the enemy phase begins.
Cancel all attacks made by non-
Elite enemies against you this phase.
Quantity: 2
Number: 314
Illustrator: Tim Arney-O'Neil
Charon’s Obol
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Charon’s Obol

Type: Asset
Class: Rogue
Cost: –
Level: 1
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Item. Relic.
Exceptional. Permanent.
When earning experience during the resolution of a scenario, if you were not defeated during that scenario, you earn 2 additional experience. If you were defeated during that scenario, you are
killed.
Quantity: 2
Number: 308
Illustrator: Stephen Somers
Hastur
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Hastur

Type: Enemy
Encounter Set: Dim Carcosa
Fight: 4
Health: 7󲆃
Evade: 2
Damage:
Horror: 2
Ancient One. Elite.
Cannot be damaged except by story card effects.
Forced – At the beginning of the enemy phase, if Hastur is ready: Hastur attacks each investigator, in player order (regardless of their location). If Hastur’s attack deals you horror in excess of your sanity, you take 1 damage, as well.
[Action]: Test [Willpower] (X), where X is Hastur’s fight value. If you succeed, exhaust Hastur. Any investigator may trigger this action.
Quantity: 1
Number: 332
Illustrator: Stephen Somers
Hastur
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Hastur

Type: Enemy
Encounter Set: Dim Carcosa
Fight: 3
Health: 9󲆃
Evade: 3
Damage:
Horror: 2
Ancient One. Elite.
Prey – Most remaining sanity.
Hunter. Massive.
If Hastur’s attack deals you horror in excess of your sanity, you take 1 damage, as well.
While Hastur is being attacked or evaded by an investigator with no remaining sanity, treat each [Elder Sign], “+1,” “0,” or “–1” token that investigator reveals as a [Auto-fail] token.
Quantity: 1
Number: 333
Illustrator: Stephen Somers
Hastur
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Hastur

Type: Enemy
Encounter Set: Dim Carcosa
Fight: 3
Health: 8󲆃
Evade: 2
Damage:
Horror: 4
Ancient One. Elite.
Prey – Most remaining sanity.
Hunter.
If Hastur’s attack deals you horror in excess of your sanity, you take 1 damage, as well.
While Hastur is being attacked or evaded by an investigator with no remaining sanity, treat each [Elder Sign], “+1,” “0,” or “–1” token that investigator reveals as a [Auto-fail] token.
Quantity: 1
Number: 334
Illustrator: Stephen Somers
Key of Ys
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2 Comments

Key of Ys

Type: Asset
Class: Neutral
Cost: 3
Level: 5
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 1
Health:
Sanity: 4
Slot: Accessory
Item. Relic.
You get +1 to each of your skills for each horror on Key of Ys.
Forced – When any amount of horror would be placed on you: Place 1 of that horror on Key of Ys.
Forced – When Key of Ys leaves play: Discard the top 10 cards of your deck.
Quantity: 2
Number: 315
Illustrator: Stephen Somers
Lupara
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2 Comments

Lupara

Type: Asset
Class: Rogue
Cost: 3
Level: 3
Willpower: 0
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Weapon. Firearm. Illicit.
Uses (2 ammo).
Playing Lupara does not provoke attacks of opportunity.
[Action] Spend 1 ammo: Fight. You get +1 [Combat] and deal +1 damage for this attack. If Lupara entered play this turn, you get an additional +1 [Combat] and deal an additional +1 damage for this attack.
Quantity: 2
Number: 309
Illustrator: Andreas Zafiratos
Madness Coils
Madness Coils
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Madness Coils

Type: Agenda
Encounter Set: Dim Carcosa
Doom Threshold: 7
Hastur cannot be defeated.
Forced – If there is at least 3[per investigator] damage on Hastur: Advance this agenda.
The investigators must decide (choose one):
—Any investigator tests [Willpower] (4) to snap out of it. If successful, advance to agenda 2a. If failed, you must choose an option you have yet to choose.
—Any investigator tests [Intellect] (4) to remember that you’ve done this before. If successful, advance to agenda 2a. If failed, you must choose an option you have yet to choose.
—This can’t be real. This can’t be real. This can’t be real. Each investigator takes 2 horror. Advance to agenda 2a.
—The investigators faint and awaken some time later. Advance to agenda 2a and place 1 doom on it.
And now, far away, over leagues of tossing cloud-waves, I saw the moon dripping with spray; and beyond, the towers of Carcosa rose behind the moon. – Robert W. Chambers, “In the Court of the Dragon,” The King in Yellow
Quantity: 1
Number: 317
Illustrator: Helge C. Balzer
Madness Dies
Madness Dies
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Madness Dies

Type: Agenda
Encounter Set: Dim Carcosa
Doom Threshold: 9
Hastur gets +2 fight.
Hastur cannot be defeated unless you “know the secret.”
Check Campaign Log.
—If you have more (or equal)
Conviction than Doubt, proceed to (->R4).
—If you have more
Doubt than Conviction, proceed to (->R5).
…I cannot forget Carcosa, where black stars hang in the heavens, where the shadows of men’s thoughts lengthen in the afternoon, when the twin suns sink into the Lake of Hali, and my mind will bear forever the memory of the Pallid Mask. – Robert W. Chambers, “The Repairer of Reputations,” The King in Yellow
Quantity: 1
Number: 319
Illustrator: Helge C. Balzer
Madness Drowns
Madness Drowns
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Madness Drowns

Type: Agenda
Encounter Set: Dim Carcosa
Doom Threshold: 7
Hastur gets +1 fight and cannot be defeated.
Forced – If there is at least 5[per investigator] damage on Hastur: Advance this agenda.
Spawn the set-aside Beast of Aldebaran enemy at the Palace of the King.
Shuffle the encounter discard pile into the encounter deck.
I thought, too, of The King in Yellow wrapt in the fantastic colors of his tattered mantle, and that bitter cry of Cassilda, “Not upon us, oh King, not upon us!” – Robert W. Chambers, “The Mask,” The King in Yellow
Quantity: 1
Number: 318
Illustrator: Helge C. Balzer
Newspaper
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Newspaper

Type: Asset
Class: Survivor
Cost: 1
Level: 2
Willpower: 0
Intellect: 2
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Hand
Item.
You get +2 [Intellect] while investigating if you have no clues.
[Reaction] When you would discover 1 or more clues at your location, if you have no clues: Discover an additional clue at your location.
There’s nothing in the headlines about the horrors you’ve witnessed. But the obituaries section is disturbingly long.
Quantity: 2
Number: 313
Illustrator: Robert Laskey
No Stone Unturned
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No Stone Unturned

Type: Event
Class: Seeker
Cost: 2
Level: 5
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 1
Insight.
Fast. Play during any [Free] player window.
Choose an investigator at your location. That investigator searches his or her deck for a card, draws it, and shuffles his or her deck.
Quantity: 2
Number: 307
Illustrator: Ilich Henriquez
Palace of the King
Palace of the King
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Palace of the King

Type: Location
Encounter Set: Dim Carcosa
Otherworld.
Palace of the King cannot be flipped over unless Hastur has at least 5[per investigator] damage on him.
Remember that you “know the secret.”
Flip this card back over. For the remainder of the game, it cannot be flipped over again.
I pray God will curse the writer, as the writer has cursed the world with this beautiful, stupendous creation, terrible in its simplicity, irresistible in its truth… – Robert W. Chambers, “The Repairer of Reputations,” The King in Yellow
Quantity: 1
Number: 331
Illustrator: Alexandr Elichev
Possession (Murderous)
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Possession (Murderous)

Type: Treachery
Encounter Set: Dim Carcosa
Hex. Terror.
Peril. Hidden.
Revelation – Secretly add Possession (Murderous) to your hand.
If you have horror on you greater than twice your sanity, you are immediately eliminated and
killed.
[Action] Deal 2 damage to an investigator at your location: Discard Possession (Murderous) from your hand.
Quantity: 1
Number: 342
Illustrator: Martin de Diego Sádaba