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Echoes of the Past


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Heroic Rescue
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Heroic Rescue

Type: Event
Class: Guardian
Cost: 1
Level: 0
Willpower: 1
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Spirit. Tactic.
Fast. Play when a non-Elite enemy would attack another investigator at your location.
Engage that enemy and resolve its attack against you instead. Then, deal it 1 damage.
Quantity: 2
Number: 106
Illustrator: Cynthia Sheppard
Combat Training
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2 Comments

Combat Training

Type: Asset
Class: Guardian
Cost: 1
Level: 1
Willpower: 0
Intellect: 0
Combat: 1
Agility: 1
Wild: 0
Health:
Sanity: 1
Talent. Composure.
Fast. Limit 1 Composure in play.
Non-direct horror must be assigned to Combat Training before it can be assigned to your investigator card.
[Free] Spend 1 resource: You get +1 [Combat] for this skill test.
[Free] Spend 1 resource: You get +1 [Agility] for this skill test.
Quantity: 2
Number: 107
Illustrator: RJ Palmer
Anatomical Diagrams
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Anatomical Diagrams

Type: Event
Class: Seeker
Cost: 1
Level: 0
Willpower: 1
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Insight.
Fast. Play during any investigator’s turn. Play only if you have 5 or more remaining sanity.
Choose a non-
Elite enemy at your location. Until the end of the active investigator’s turn, that enemy gets –2 fight and –2 evade.
They are just animals like any other. Or so we thought.
Quantity: 2
Number: 108
Illustrator: Stephen Somers
Scientific Theory
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Scientific Theory

Type: Asset
Class: Seeker
Cost: 1
Level: 1
Willpower: 0
Intellect: 1
Combat: 1
Agility: 0
Wild: 0
Health:
Sanity: 1
Talent. Composure.
Fast. Limit 1 Composure in play.
Non-direct horror must be assigned to Scientific Theory before it can be assigned to your investigator card.
[Free] Spend 1 resource: You get +1 [Intellect] for this skill test.
[Free] Spend 1 resource: You get +1 [Combat] for this skill test.
Quantity: 2
Number: 109
Illustrator: Mark Molnar
Knuckleduster
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Knuckleduster

Type: Asset
Class: Rogue
Cost: 2
Level: 0
Willpower: 0
Intellect: 0
Combat: 1
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Weapon. Melee. Illicit.
[Action]: Fight. This attack deals +1 damage. The attacked enemy gains retaliate for this attack.
Up close and personal: just the way Naomi liked it.
Quantity: 2
Number: 110
Illustrator: John Pacer
Moxie
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Moxie

Type: Asset
Class: Rogue
Cost: 1
Level: 1
Willpower: 1
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Health:
Sanity: 1
Talent. Composure.
Fast. Limit 1 Composure in play.
Non-direct horror must be assigned to Moxie before it can be assigned to your investigator card.
[Free] Spend 1 resource: You get +1 [Willpower] for this skill test.
[Free] Spend 1 resource: You get +1 [Agility] for this skill test.
Quantity: 2
Number: 111
Illustrator: Jeff Lee Johnson
David Renfield
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• David Renfield

Type: Asset
Class: Mystic
Cost: 2
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Health: 2
Sanity: 1
Slot: Ally
Ally. Patron.
While David Renfield has at least 1 doom on him, you get +1 [Willpower].
[Free] Exhaust David Renfield: You may place 1 doom on David Renfield. Gain 1 resource for each doom on David Renfield.
Quantity: 2
Number: 112
Illustrator: Alexandre Dainche
Grounded
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Grounded

Type: Asset
Class: Mystic
Cost: 1
Level: 1
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health:
Sanity: 1
Talent. Composure.
Fast. Limit 1 Composure in play.
Non-direct horror must be assigned to Grounded before it can be assigned to your investigator card.
[Free] During a skill test on a Spell card, spend 1 resource: You get +1 skill value for this test.
Quantity: 2
Number: 113
Illustrator: Ilich Henriquez
Cherished Keepsake
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Cherished Keepsake

Type: Asset
Class: Survivor
Cost: 0
Level: 0
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health:
Sanity: 2
Slot: Accessory
Item. Charm.
Mr. Pawterson always told Wendy things would turn out okay. But then again, Mr. Pawterson was a teddy bear, and he didn’t know any better.
Quantity: 2
Number: 114
Illustrator: Robert Laskey
Plucky
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Plucky

Type: Asset
Class: Survivor
Cost: 1
Level: 1
Willpower: 1
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Health:
Sanity: 1
Talent. Composure.
Fast. Limit 1 Composure in play.
Non-direct horror must be assigned to Plucky before it can be assigned to your investigator card.
[Free] Spend 1 resource: You get +1 [Willpower] for this skill test.
[Free] Spend 1 resource: You get +1 [Intellect] for this skill test.
Quantity: 2
Number: 115
Illustrator: Dani Hartel
Say Your Prayers
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Say Your Prayers

Type: Skill
Class: Neutral
Level: 0
Willpower: 4
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Desperate.
Max 1 committed per skill test.
Commit to a skill test only if you have 3 or fewer remaining sanity.
Quantity: 2
Number: 116
Illustrator: Melissa Findley
Desperate Search
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Desperate Search

Type: Skill
Class: Neutral
Level: 0
Willpower: 0
Intellect: 4
Combat: 0
Agility: 0
Wild: 0
Desperate.
Max 1 committed per skill test.
Commit to a skill test only if you have 3 or fewer remaining sanity.
Quantity: 2
Number: 117
Illustrator: Cristina Vela
Reckless Assault
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Reckless Assault

Type: Skill
Class: Neutral
Level: 0
Willpower: 0
Intellect: 0
Combat: 4
Agility: 0
Wild: 0
Desperate.
Max 1 committed per skill test.
Commit to a skill test only if you have 3 or fewer remaining sanity.
Quantity: 2
Number: 118
Illustrator: Nicholas Stohlman
Run For Your Life
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Run For Your Life

Type: Skill
Class: Neutral
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 4
Wild: 0
Desperate.
Max 1 committed per skill test.
Commit to a skill test only if you have 3 or fewer remaining sanity.
Quantity: 2
Number: 119
Illustrator: Nicholas Elias
Echoes of the Past
Echoes of the Past
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Echoes of the Past

Type: Scenario
Encounter Set: Echoes of the Past
[Skull]: –X. X is the highest number of doom on an enemy in play.
[Cultist]: –2. If you fail, place 1 doom on the nearest enemy.
[Tablet]: –2. If you fail, discard a random card from your hand.
[Elder Thing]: –2. If you fail and there is an enemy at your location, take 1 horror.
[Skull]: –X. X is the total number of doom on enemies in play.
[Cultist]: –4. Place 1 doom on the nearest enemy.
[Tablet]: –4. Discard a random card from your hand.
[Elder Thing]: –4. If there is an enemy at your location, take 1 horror.
Quantity: 1
Number: 120a
Illustrator: ———
The Truth is Hidden
The Truth is Hidden
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The Truth is Hidden

Type: Agenda
Encounter Set: Echoes of the Past
Doom Threshold: 2󲆃
Do not add doom to this agenda during the Mythos phase.
Forced – After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side.
Shuffle the encounter discard pile into the encounter deck.
Surprisingly, the front doors of the Historical Society’s Georgian manor are cracked halfway open when you arrive. Who else could be here at this hour?
Quantity: 1
Number: 121
Illustrator: Stanislav Dikolenko
Ransacking the Manor
Ransacking the Manor
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Ransacking the Manor

Type: Agenda
Encounter Set: Echoes of the Past
Doom Threshold: 2󲆃
Do not add doom to this agenda during the Mythos phase.
Forced – After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side.
Spawn the set-aside Possessed Oathspeaker enemy at the Entry Hall.
Check Campaign Log. If Sebastien Moreau is not listed under “VIPs Slain,” search the collection for Sebastien Moreau
(Savage Hysteria) and spawn him in the Entry Hall.
Though the whispering has ceased, the sounds of rummaging and furniture shifting is unmistakable. Whoever is here, they’re searching just as thoroughly as you are…
Quantity: 1
Number: 122
Illustrator: Stanislav Dikolenko
Secrets Better Left Hidden
Secrets Better Left Hidden
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Secrets Better Left Hidden

Type: Agenda
Encounter Set: Echoes of the Past
Doom Threshold: 3󲆃
Do not add doom to this agenda during the Mythos phase.
Forced – After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side.
(->R4).
Whoever these people are, they must be involved with the conspiracy behind The King in Yellow. You can’t let them find whatever it is they’re looking for!
Quantity: 1
Number: 123
Illustrator: Stanislav Dikolenko
Race for Answers
Race for Answers
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Race for Answers

Type: Act
Encounter Set: Echoes of the Past
Clue Threshold: 2󲆃
For each revealed Historical Society location, add 1[per investigator] clues to it (to a maximum of its clue value).
Each of the Historical Society’s many rooms contains records and documents that may aid you in your search for answers about The King in Yellow. There must be something here that can guide you toward the truth.
Quantity: 1
Number: 124
Illustrator: Yoann Boissonnet
Mistakes of the Past
Mistakes of the Past
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Mistakes of the Past

Type: Act
Encounter Set: Echoes of the Past
Clue Threshold: 2󲆃
For each revealed Historical Society location, add 1[per investigator] clues to it (to a maximum of its clue value).Choose an investigator to take control of the set-aside Mr. Peabody asset.
Put the set-aside Hidden Library into play.
Somewhere in the manor is a “hidden library” where you might be able to find more information about The King in Yellow. You must find the way in if you are to continue your investigation.
Quantity: 1
Number: 125
Illustrator: Yoann Boissonnet
The Oath
The Oath
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The Oath

Type: Act
Encounter Set: Echoes of the Past
Clue Threshold: 3󲆃
Locations with the Passageway trait are connected to one another.
Objective – Only investigators in the Hidden Library may spend the requisite number of clues, as a group, to advance.
The investigators must decide (choose one):
–This is an important discovery! We should take it with us.
(->R1).
–It’s just a silly trinket, and it would be wrong to steal from the Historical Society. Leave it behind.
(->R2)
“This building is very old, and filled with all manner of secret passageways,” Mr. Peabody explains. “Perhaps one of them will lead to this library you’re looking for.”
Quantity: 1
Number: 126
Illustrator: Yoann Boissonnet
Entry Hall
Entry Hall
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Entry Hall

Type: Location
Encounter Set: Echoes of the Past
Ground Floor.
Entry Hall is connected to each other Ground Floor location.
Entry Hall is connected to each other Ground Floor location.
[Action]: Resign. You flee, leaving the mysteries of the past to the mysterious cultists.
A long, warm hall and two grand staircases greet you as you enter the manor house of Arkham’s Historical Society.
Quantity: 1
Number: 127
Illustrator: Mark Molnar
Historical Society
Historical Society
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Historical Society

Type: Location
Encounter Set: Echoes of the Past
Ground Floor.
Forced – When an enemy would spawn at this location: Reveal this location.
[Action] Exhaust an Ally asset: Discover a clue at this location. (Limit once per round.)
An unadorned wooden door leads to one of the ground floor rooms used by the Historical Society.
Quantity: 1
Number: 128
Illustrator: Yoann Boissonnet
Historical Society
Historical Society
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Historical Society

Type: Location
Encounter Set: Echoes of the Past
Ground Floor.
Forced – When an enemy spawns at this location: Reveal this location.
Each enemy at this location gets +1 fight and +1 evade.
An unadorned wooden door leads to one of the ground floor rooms used by the Historical Society.
Quantity: 1
Number: 129
Illustrator: Yoann Boissonnet
Historical Society
Historical Society
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Historical Society

Type: Location
Encounter Set: Echoes of the Past
Ground Floor.
Forced – When an enemy spawns at this location: Reveal this location.
While investigating this location, your [Intellect] cannot be modified.
An unadorned wooden door leads to one of the ground floor rooms used by the Historical Society.
Quantity: 1
Number: 130
Illustrator: Yoann Boissonnet
Quiet Halls
Quiet Halls
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Quiet Halls

Type: Location
Encounter Set: Echoes of the Past
Second Floor.
Quiet Halls is connected to each other Second Floor location.
Quiet Halls is connected to each other Second Floor location.
[Action] If each location is revealed and there are no clues on locations in play: Place 1[per investigator] clues on Quiet Halls
(from the token bank).
Other than the creaking of the wooden floor beneath your steps, the manor is eerily silent.
Quantity: 1
Number: 131
Illustrator: Jokubas Uogintas
Historical Society
Historical Society
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Historical Society

Type: Location
Encounter Set: Echoes of the Past
Second Floor.
Forced – When an enemy spawns at this location: Reveal this location.
While investigating this location, your [Intellect] cannot be modified.
An unadorned wooden door leads to one of the second floor rooms used by the Historical Society.
Quantity: 1
Number: 132
Illustrator: Yoann Boissonnet
Historical Society
Historical Society
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Historical Society

Type: Location
Encounter Set: Echoes of the Past
Second Floor.
Forced – When an enemy spawns at this location: Reveal this location.
[Reaction] After you successfully investigate this location, take 2 horror: Discover 1 clue at this location. (Limit once per round).
An unadorned wooden door leads to one of the second floor rooms used by the Historical Society.
Quantity: 1
Number: 133
Illustrator: Yoann Boissonnet
Historical Society
Historical Society
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Historical Society

Type: Location
Encounter Set: Echoes of the Past
Second Floor.
Forced – When an enemy spawns at this location: Reveal this location.
[Action]: Investigate. If you succeed, instead of discovering clues, choose an enemy with doom on it. Take 1 of that enemy’s doom, flip it to its clue side, and place it on your investigator. (Group limit once per round).
An unadorned wooden door leads to one of the second floor rooms used by the Historical Society.
Quantity: 1
Number: 134
Illustrator: Yoann Boissonnet
Quiet Halls
Quiet Halls
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Quiet Halls

Type: Location
Encounter Set: Echoes of the Past
Third Floor.
Quiet Halls is connected to each other Third Floor location.
Quiet Halls is connected to each other Third Floor location.
[Action] If each location is revealed and there are no clues on locations in play: Place 1[per investigator] clues on Quiet Halls
(from the token bank).
Other than the creaking of the wooden floor beneath your steps, the manor is eerily silent.
Quantity: 1
Number: 135
Illustrator: Jokubas Uogintas