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The Unspeakable Oath


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A Test of Will
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A Test of Will

Type: Event
Class: Survivor
Cost: 1
Level: 1
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Spirit.
Fast. Play when an investigator at your location draws a non-weakness treachery card.
Cancel that card’s revelation effect. Exile A Test of Will.
With or without hope, all you can do is resist.
Quantity: 2
Number: 156
Illustrator: Stanislav Dikolenko
Ambush
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Ambush

Type: Event
Class: Guardian
Cost: 2
Level: 1
Willpower: 0
Intellect: 1
Combat: 1
Agility: 0
Wild: 0
Tactic.
Attach to your location.
If there are no investigators at attached location, discard Ambush.
Forced – After an enemy spawns at attached location: Deal 2 damage to that enemy and discard Ambush.
Quantity: 2
Number: 148
Illustrator: Monztre
Arkham Asylum
Arkham Asylum
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Arkham Asylum

Type: Act
Encounter Set: The Unspeakable Oath
Clue Threshold: 3󲆃
The investigators must decide (choose one):
– Any investigator tests [Combat] (4) to intimidate her into giving you the asylum keys. If successful, advance to act 2a. If failed, you must choose an option you have yet to choose.
– Any investigator tests [Agility] (4) to steal the asylum keys from her. If successful, advance to act 2a. If failed, you must choose an option you have yet to choose.
– Any investigator tests [Intellect] (4) to persuade her to give you the asylum keys. If successful, advance to act 2a. If failed, you must choose an option you have yet to choose.
– You knock her over and wrestle the asylum keys away from her. Remember that “you took the keys by force.” Advance to act 2a.
Aside from the few patients giving you a wide berth, there aren’t any orderlies or doctors around to speak with. Looks like you’ll have to find Mr. Chesterfield on your own.
Quantity: 1
Number: 163
Illustrator: Jokubas Uogintas
Asylum Gorger
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Asylum Gorger

Type: Enemy
Encounter Set: The Unspeakable Oath
Fight: 4
Health: 5
Evade: 4
Damage: 3
Horror: 3
Monster. Abomination.
Spawn – Basement Halls.
Hunter.
Asylum Gorger cannot make attacks of opportunity, and cannot attack during the same phase it moved from its hunter keyword.
Quantity: 2
Number: 183
Illustrator: Ryan Barger
Asylum Halls
Asylum Halls
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Asylum Halls

Type: Location
Encounter Set: The Unspeakable Oath
Arkham Asylum.
[Reaction] After you defeat a Lunatic enemy at this location: Draw 1 card.
The pleasant atmosphere of the reception area disappeared as soon as Dr. Mintz shut the thick iron door behind them. The temperature dropped to a clammy chill, and a foul, sharp stench hung in the air. – Mallory O’Meara, The Investigators of Arkham Horror
Quantity: 1
Number: 168
Illustrator: David Auden Nash
Asylum Halls
Asylum Halls
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Asylum Halls

Type: Location
Encounter Set: The Unspeakable Oath
Arkham Asylum.
Forced – After you end your turn at this location: Take 1 horror and gain 2 resources.
The pleasant atmosphere of the reception area disappeared as soon as Dr. Mintz shut the thick iron door behind them. The temperature dropped to a clammy chill, and a foul, sharp stench hung in the air. – Mallory O’Meara, The Investigators of Arkham Horror
Quantity: 1
Number: 171
Illustrator: David Auden Nash
Asylum Halls
Asylum Halls
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Asylum Halls

Type: Location
Encounter Set: The Unspeakable Oath
Arkham Asylum.
[Action] Take 1 horror: Evade. Automatically evade a Lunatic enemy at this location.
The pleasant atmosphere of the reception area disappeared as soon as Dr. Mintz shut the thick iron door behind them. The temperature dropped to a clammy chill, and a foul, sharp stench hung in the air. – Mallory O’Meara, The Investigators of Arkham Horror
Quantity: 1
Number: 170
Illustrator: David Auden Nash
Asylum Halls
Asylum Halls
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Asylum Halls

Type: Location
Encounter Set: The Unspeakable Oath
Arkham Asylum.
Each Lunatic enemy at this location gets +1 horror value.
The pleasant atmosphere of the reception area disappeared as soon as Dr. Mintz shut the thick iron door behind them. The temperature dropped to a clammy chill, and a foul, sharp stench hung in the air. – Mallory O’Meara, The Investigators of Arkham Horror
Quantity: 1
Number: 169
Illustrator: David Auden Nash
“The Really Bad Ones” (v. I)
“The Really Bad Ones” (v. I)
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“The Really Bad Ones” (v. I)

Type: Act
Encounter Set: The Unspeakable Oath
Clue Threshold: –
Ignore the text on the unrevealed side of Arkham Asylum locations.
Objective – Find the Patient Confinement location with Daniel Chesterfield. (It will instruct you when to advance.)
Choose an investigator at Patient Confinement (Daniel’s Cell). Put the set-aside Daniel Chesterfield card (asset side faceup) into play under that investigator’s control.
Shuffle the encounter discard pile and each enemy beneath the act deck into the encounter deck.
Daniel is somewhere in the secured basement where the most dangerous patients are kept. Now that you have the key, you can explore this area of the asylum.
Quantity: 1
Number: 164
Illustrator: Jokubas Uogintas
“The Really Bad Ones” (v. II)
“The Really Bad Ones” (v. II)
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“The Really Bad Ones” (v. II)

Type: Act
Encounter Set: The Unspeakable Oath
Clue Threshold: –
Ignore the text on the unrevealed side of Arkham Asylum locations.
Objective – Find the Patient Confinement location with Daniel Chesterfield. (It will instruct you when to advance.)
Spawn the set-aside Daniel Chesterfield (enemy side faceup) at Patient Confinement (Daniel’s Cell).
Daniel is somewhere in the secured basement where the most dangerous patients are kept. Now that you have the key, you can explore this area of the asylum.
Quantity: 1
Number: 165
Illustrator: Jokubas Uogintas
Basement Hall
Basement Hall
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Basement Hall

Type: Location
Encounter Set: The Unspeakable Oath
Arkham Asylum.
The door leading into the Basement Hall is locked. You cannot enter the Basement Hall.
Forced – After the Basement Hall is revealed: Put the 4 set-aside Patient Confinement locations into play.
Dank air drifted out of some of the darker hallways. Carolyn asked, “Do some of these passageways lead underground?” Nurse Heather nodded. “It’s a very old building, Doctor.” – Mallory O’Meara, The Investigators of Arkham Horror
Quantity: 1
Number: 177
Illustrator: Stanislav Dikolenko
Book of Shadows
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Book of Shadows

Type: Asset
Class: Mystic
Cost: 3
Level: 1
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Slot: 1 Hand
Item. Tome.
[Action] Exhaust Book of Shadows and spend 1 resource: Add 1 charge to a Spell asset you control.
Quantity: 2
Number: 154
Illustrator: Dimitri Bielak
Calling in Favors
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Calling in Favors

Type: Event
Class: Neutral
Cost: 1
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 1
Wild: 0
Favor.
Choose an Ally asset you control and return it to your hand. Then, search the top 9 cards of your deck for a different Ally asset and play it, reducing its cost by X. X is the cost of the Ally asset returned to your hand. Shuffle your deck.
“Operator, I’m gonna need you to hang up.”
Quantity: 2
Number: 158
Illustrator: Adam Lane
Charles Ross, Esq.
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• Charles Ross, Esq.

Type: Asset
Class: Seeker
Cost: 2
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Health: 1
Sanity: 2
Slot: Ally
Ally. Patron.
You may spend resources to pay for Item assets played by other investigators at your location.
[Free] Exhaust Charles Ross, Esq.: Reduce the cost of the next Item asset played by an investigator at your location by 1.
Quantity: 2
Number: 149
Illustrator: Romain Leguay
Daniel Chesterfield
Daniel Chesterfield
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• Daniel Chesterfield

Type: Asset
Class: Neutral
Cost: –
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Health: 1
Sanity: 3
Slot: Ally
Ally. Lunatic.
[Free] Exhaust Daniel Chesterfield: Give control of him to another investigator at your location.
Forced – When you take horror, if at least 1 of that horror is not assigned to Daniel Chesterfield: Take 1 damage.
Forced – If Daniel Chesterfield leaves play: Remove him from the game.
Prey – Highest [Combat].
[Action] If you control Clasp of Black Onyx:
Parley. You show Daniel the clasp, and he staggers backward, collapsing into a motionless husk. Add him to the victory display.
Quantity: 1
Number: 182a
Illustrator: Alexandr Elichev
Dario El-Amin
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• Dario El-Amin

Type: Asset
Class: Rogue
Cost: 4
Level: 0
Willpower: 0
Intellect: 1
Combat: 0
Agility: 0
Wild: 0
Health: 2
Sanity: 2
Slot: Ally
Ally. Patron.
While you have 10 or more resources, you get +1 [Willpower]and +1 [Intellect].
[Action] If there are no enemies at your location, exhaust Dario El-Amin: Gain 2 resources.
Quantity: 2
Number: 151
Illustrator: Colin Boyer
Devil’s Luck
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Devil’s Luck

Type: Event
Class: Survivor
Cost: 1
Level: 1
Willpower: 0
Intellect: 0
Combat: 0
Agility: 1
Wild: 0
Fortune.
Fast. Play when you are dealt damage and/or horror.
Cancel up to 10 damage and/or horror just dealt to you. Exile Devil’s Luck.
“That was my favorite hat!”
Quantity: 2
Number: 157
Illustrator: John Pacer
Fight or Flight
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Fight or Flight

Type: Event
Class: Survivor
Cost: 1
Level: 0
Willpower: 0
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Spirit.
Fast. Play only during your turn.
Until the end of the round, you get +X [Combat] and +X [Agility], where X is the amount of horror on you.
Quantity: 2
Number: 155
Illustrator: Priscilla Kim
Forewarned
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Forewarned

Type: Event
Class: Seeker
Cost: 0
Level: 1
Willpower: 1
Intellect: 0
Combat: 0
Agility: 0
Wild: 0
Insight.
Fast. Play when you draw a non-weakness treachery card.
Place 1 of your clues on your location. Then, cancel that card’s revelation effect.
Knowing is half the battle.
Quantity: 2
Number: 150
Illustrator: Mark Molnar
Garden
Garden
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Garden

Type: Location
Encounter Set: The Unspeakable Oath
Arkham Asylum.
The gate leading into the Garden is locked. You cannot enter the Garden.
[Action] If there are no clues on Garden: Test [Agility] (2). If you succeed, remember that you “distracted the guards.”
A lone statue stands sentinel over the garden. Cold wind causes dead leaves to roll gently across the garden path.
Quantity: 1
Number: 176
Illustrator: Owen William Weber
Gift of Madness (Misery)
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Gift of Madness (Misery)

Type: Treachery
Encounter Set: The Unspeakable Oath
Terror.
Peril. Hidden.
Revelation – Secretly add Gift of Madness (Misery) to your hand.
You cannot trigger [Action] abilities on locations.
[Action]: Randomly choose 1 enemy from among the set-aside Monster enemies and place it beneath the act deck without looking at it. Discard Gift of Madness (Misery) from your hand.
Quantity: 1
Number: 187
Illustrator: Jason Ward
Gift of Madness (Pity)
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Gift of Madness (Pity)

Type: Treachery
Encounter Set: The Unspeakable Oath
Terror.
Peril. Hidden.
Revelation – Secretly add Gift of Madness (Pity) to your hand.
You cannot attack
Lunatic enemies.
[Action]: Randomly choose 1 enemy from among the set-aside Monster enemies and place it beneath the act deck without looking at it. Discard Gift of Madness (Pity) from your hand.
Quantity: 1
Number: 186
Illustrator: Jason Ward
His Domain
His Domain
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His Domain

Type: Agenda
Encounter Set: The Unspeakable Oath
Doom Threshold: 8
Forced – When you would place an enemy beneath the act deck: Shuffle that enemy into the encounter deck, instead.
Each investigator who has not resigned is defeated.
(If any investigators resigned, those investigators may immediately advance to Act 4b.)
Flee. Flee while you still can.
Quantity: 1
Number: 162
Illustrator: Mauro Dal Bo
Infirmary
Infirmary
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Infirmary

Type: Location
Encounter Set: The Unspeakable Oath
Arkham Asylum.
[Action]: Heal 1 damage and take 1 direct horror, or heal 1 horror and take 1 direct damage. (Limit once per round.)
The scratched plaque on this wooden door reads: “Infirmary.” This must be where the doctors treat their patients.
Quantity: 1
Number: 174
Illustrator: Stanislav Dikolenko
Kitchen
Kitchen
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Kitchen

Type: Location
Encounter Set: The Unspeakable Oath
Arkham Asylum.
The door leading into the Kitchen is locked. You cannot enter the Kitchen.
[Action] If there are no clues on the Kitchen: Test [Willpower] (2). If you succeed, remember that you “set a fire in the kitchen.”
The narrow door in the back of the mess hall is locked. The scent that strikes you from behind the door is foul and repugnant.
Quantity: 1
Number: 172
Illustrator: Sebastian Rodriguez
Locked Inside
Locked Inside
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Locked Inside

Type: Agenda
Encounter Set: The Unspeakable Oath
Doom Threshold: 2
Shuffle the encounter discard pile and each of the set-aside Lunatic enemies into the encounter deck.
The lead investigator must randomly choose an enemy from among the set-aside
Monster enemies and place it beneath the act deck without looking at it.
The patient wing of the asylum is far quieter and lonelier than you had expected. The hall reeks of chemicals and body odor. As soon as you are escorted inside, the doors behind you are closed and locked tight.
Quantity: 1
Number: 160
Illustrator: Mauro Dal Bo
Mad Patient
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Mad Patient

Type: Enemy
Encounter Set: The Unspeakable Oath
Fight: 2
Health: 2
Evade: 3
Damage: 1
Horror:
Humanoid. Lunatic.
Spawn – Nearest Asylum Halls.
Prey – Most remaining sanity.
Forced – When you attack Mad Patient: Take 1 horror.
Sometimes the most terrifying of foes is one’s own mind.
Quantity: 3
Number: 184
Illustrator: Crystal Sully
Mess Hall
Mess Hall
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Mess Hall

Type: Location
Encounter Set: The Unspeakable Oath
Arkham Asylum.
Forced – After you successfully investigate the Mess Hall: Choose and discard 1 card from your hand.
A wide, open doorway leads into the asylum’s mess hall, where patients would have their meals. It’s quieter than you expected—there are no chairs scuffling, dishes clanking, or patients speaking with one another.
Quantity: 1
Number: 173
Illustrator: Sebastian Rodriguez
No Asylum
No Asylum
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No Asylum

Type: Act
Encounter Set: The Unspeakable Oath
Clue Threshold: –
Ignore the text on the unrevealed side of Arkham Asylum locations.
Garden gains: “[Action] If there is no ready enemy in the Garden:
Resign. Finally, a way out!”
Objective – If each undefeated investigator has resigned, advance.
If “you took the keys by force,” read the following:
As you attempt to escape, you are spotted by the nurse you attacked earlier, leading a group of guards. “There they are! Quickly, restrain them!”
(->R2)
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Otherwise, read the following:
The guards are too busy controlling the situation and restraining the asylum’s patients to notice your escape.
(->R3)
All hell has broken loose.
Quantity: 1
Number: 167
Illustrator: Jokubas Uogintas
Patient Confinement
Patient Confinement
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Patient Confinement

Type: Location
Encounter Set: The Unspeakable Oath
Arkham Asylum.
As an additional cost to enter Patient Confinement, you must spend 1 clue.
[Action]: Test [Intellect] (2) to speak to the patient here. If you succeed, you are able to interpret her ravings; remember that you “know the guards’ patrols.”
The heavy metal door is firmly shut and locked from the outside. The thin slit that would allow you to peer inside the cell is stuck.
Quantity: 1
Number: 180
Illustrator: Ilich Henriquez