-------------------------------------------------------------------------------- Adventure -------------------------------------------------------------------------------- A Day In The Life Of A Miskatonic University Student +8 B1-C Adventure Mythos Experience +2 Sometimes, University life can be exciting. Today is one of those days. This day take you to THREE different MISCATONIC UNIVERSITY Locations. In your Speculative Civilizations course, you practice casting one SPELL with either Barrier, Circle, Sign or Chant in the card title. During Biology you dissect a MONSTER. Finally, you go on a field trip to a COUNTRY SITE where you attract an ALLY of the opposite sex as your Investigator. A Heroic Rescue +7 S-U Adventure Mythos Experience +3 A STEADFAST AUTHOR, friend and ally of yours, has been abducted by agents of the Mythos. Gathering your friends, you know you can rely on the REPORTER, the DOCTOR, the PRIVATE EYE, and the WIFE. The CORRUPT CULTIST has his lair in a CEMETERY, where you corner him with a WEAPON and capture his terrible TOME. Assault on Y'ha Nthlei +12 B2-R Adventure Heroic Adventure +4 After your STAND AGAINST THE ORDER, find amidst the rubble the PONAPE SCRIPTURE, R'LYEH TEXT, or CTHAAT AQUADINGEN (one of these, not in English), revealing a dire plot against humanity. Convince a STEADFAST SOLDIER of this threat, and he calls in the Navy. A U-BOAT (Travel Underwater) attacks the underwater city of Y'HA-NTHLEI. Two DEEP ONES and a SHOGGOTH counterattacks lead by FATHER DAGON or MOTHER HYDRA. Clad only in a DIVING SUIT, dash your SPHERE OF NATH to the ground, burying the inhuman edifice forever. Auction, The +9 B1-U Adventure Mythos Experience +4 Auctions are frequently good places to find extraordinary bargains for extraordinary items. Beginning in any CITY LOCATION located in Lovecraft Country, travel to THE AUCTION HOUSE in Vienna, Austria. Before the auction begins, find THIEVES IN THE ATTIC, and have a POLICE INVESTIGATION. Then, bid for an ARTIFACT or TOME that costs you TWO SANITY POINTS. Bring the item back to a second, different, CITY LOCATION in Lovecraft Country. Birds & Byakhees, The +6 S-R Adventure Heroic Adventure +2 Many strange and unusual species inhabit the surrounding terrain. Your job is to study them. Arising at the DAWN OF A NEW DAY, you travel to TWO different WATER Locations to meet an ALLY of the opposite sex as your Investigator. Together you travel to TWO different FOREST/COUNTRY LOCATIONS to go MONSTER watching. Bring your journal back to any PRESS LOCATION or SOCIETY LOCATION. Brotherhood of the Black Pharaoh +9 B3-R Adventure Corrupt Adventure +3 The Brotherhood is most exclusive. First, you must find a sponsor (an ALLY) who KNOWS ARABIC. You must aquire a personal collection of Mythos ARTIFACTS or TOMES that required at least 7 Sanity points to comprehend. You must have travelled to at least six Different LOCATIONS in the Middle East. You are now a member of a Secret Society Create Your Own Adventure S-C/P Adventure Cruise, The +5 B2-U Adventure Mythos Experience +2 Begin in a CITY/WATER Location. TRAVEL BY SEA to sail to a SOUTH PACIFIC Location and speak with the STEADFAST CHIEF. Then use another TRAVEL BY SEA to get back to a different CITY. There must, of course, be a STORM at sea along the way. Curious Parcel, The +6 S-C Adventure Mythos Experience +2 Old, eccentric Uncle Eliott has done it this time. Now he's disappeared, and is presumed dead by the authorities. But wait... a package today has been delivered to you! Find a TOME in a language other than English. Learn at least ONE SPELL in that Tome. Travel to ONE LIBRARY, ONE CEMETERY, and a GATE LOCATION (3 cards). Finnaly meet TWO ALLIES that are either AUTHORS, SCHOLARS, PROFESSORS, or ARTISTS. Dunwich Horror, The +15 B1-R Adventure Heroic Adventure +5 Henry Armitage asks that you accompy him to Dunwich. Begin at MISCATONIC UNIVERSITY. TRAVEL BY LAND to 3 different DUNWICH LOCATIONS with HENRY ARMITAGE and ONE OTHER PROFESSOR. On SENTINEL HILL bring together LAVINIA WHATELEY, WILBUR WHATELEY, and the SON OF YOG-SOTHOTH during the FULL MOON. Find the NECRONOMICON and the VOOLA RITUAL spell, and then return the book to a second MISCATONIC UNIVERSITY Location. Expedition, The +11 B1-U Adventure Heroic Adventure +3 When you left this MISCATONIC UNIVERSITY Location with your TWO ALLIES, you dreamt only of the glory of exploration. What you found however, was a harrowing voyage of TRAVEL BY SEA, a STORM of suprising strength, the UNEXPECTED CALAMITY of a shipwreck, and the lost years in AMNESIA. Waking at a SITE, you discovered that wierd old TOME - the only possession you salvaged when forced to flee from THREE MONSTERS. Great Epidemic, The +9 S-R Adventure Heroic Adventure +4 That year, a terrible plague fell on Arkham. Assisting the DOCTOR, you struggle THREE DAYS against the worst TYPHOID EPIDEMIC in memory. You marvel at the skill of one student in particular, HERBERT WEST, who works tirelessly, often late into the NIGHT. Many in town die, including the DOCTOR (he must be in your Story Deck). Later, a mad ZOMBIE-thing runs amok and kills several people. It is now incarcerated at a SANATARIUM. Interesting Shop, The +5 S-C Adventure Mythos Experience +1 Spend the day traveling about town searching for that just-right knick-knack to adorn your mantle. Visit 4 different CITY LOCATIONS where you might find an ARTIFACT or TOME and find one thing that costs you at least 1 sanity point. Knee-Deep in Doom +5 S-C Adventure Mythos Experience +2 Many of the Mythos tales feature a poor unfortunate fellow who, despite the best of intentions and regardless of merit, is wholly consumed by the horrors from beyond. Before your Sanity runs out, you must have discovered physical proof of the existence of the Mythos (20 POINTS-WORTH OF MONSTERS in your Story Deck). Lost in the Catacombs +6 B1-C Adventure Heroic Adventure +2 Catacombs and other burial mounds have fascinated humankind for aeons. Growing up near the old Roman cities of Europe, you frequently sneak into those forbidden passages. In the CATACOMBS OF ROME or the CATACOMBS BENEATH PARIS you discover that Death is not always final, as a SKELETON, ZOMBIE, and MUMMY claw their way after you. Even if you flee to a nearby CHURCH, you dicover that their master, a VAMPIRE awaits. Only if you live until the DAWN OF A NEW DAY do you survive. Make Money Fast +10 B3-U Adventure Corrupt Adventure +3 The OBSESSIVE/COMPULSIVE types are always collecting something. Take, for example, those collectable Mythos cards such as great CTHULHU, evil HERBERT WEST, and the mysterious KITAB AL-AZIF. Keep them out of the harmful rays of DIRECT SUNLIGHT and avoid the UNEXPECTED CALAMITY, and you might find a sucker^H^H^H^H^H^Hbuyer through a SURPRISE MEETING. They might even bring you enough money to put yourself through a UNIVERSITY. On The Edge +6 S-R Adventure Mythos Experience +4 Ah! The brink of Insanity can bring enlightment. Find a way to drive your own SANITY below SIX POINTS. Of course, thay then carry you off to the SANATARIUM. The DOCTOR there, a CORRUPT CULTIST in disguise, chooses your for his diabolical experiments. First he tries to induce TWO different PHOBIAS. Then, using the instructions in his CALL OF CTHULHU TOME, he "REROLLS" YOUR INVESTIGATOR. One Dark and Stormy Night +6 S-C Adventure Mythos Experience +2 It just seems that things always go from bad to worse. During a POWERFUL STORM, travel to THREE different LOCATIONS along the MISCATONIC VALLEY, using at least ONE TRAVEL BY CAR and finding refuge in a nearby CHURCH. One of the Circle +7 B2-U Adventure Myhtos Experience +2 The Cthulhu Mythos took form when various writers wrote to one another and built on each others' creations. You, too, can become one of this circle. Of course, take inspiration from EDGAR ALLEN POE and LORD DUSANY. Then, start writing to H.P. LOVECRAFT, ROBERT W. CHAMBERS, and ARTHUR MACHEN. Finally, write a TOME of your own. Outsider, The +7 S-R Adventure Heroic Adventure +3 A eerie CORRUPT CULTIST moved into the HOUSE with a Gate at the edge of town. You spied him hauling THREE ARTIFACTS or TOMES into the storied place by the light of the WAXING MOON. Rushing back to the BUSINESS, the TOWNSFOLK RIOT in response to your warning, interrupting his foul ritual IN THE NICK OF TIME. Royal Geographic Society, The +7 B2-U Adventure Heroic Adventure +2 Tell us tales of (one Location each) Lovecraft Country SITES, CATACOMBS in Europe, and TOMBS in the Middle East. We expect your circle of friends to include (four total Allies) AUTHORS, ARTISTS, a SCHOLAR or PROFESSOR, and an INVENTOR or EXPLORER. Your fine gift to our huble Lodge of a scandalously dangerous ARTIFACT or TOME costing at least 1 Sanity point only proves your generosity. Welcome to the Society! Save The World! +18 B3-C Adventure Heroic Adventure +3 Following a MYTHOS EXPERIENCE, you spy an evil CORRUPT ALLY down by THE DOCKS loading an akward container onto a rusty TRAMP STEAMER. Stealing abord, you search his cabin, finding two odd TOMES and the ORNE FORMULA. Hide during the DAY. The ship finally anchors at an unknown ISLAND. At a clearing, you develop a PHOBIA from their weird chanting but, screaming, you end their unholy ritual with WEAPON blazing, slaying the foul CULTIST FROM THE PAST. Your quick ELDER SIGN seals the portal just as a GREAT OLD ONE or OUTER GOD begins to manifest. The world is saved... or is it? Secret of Power & Glory is Yours, The +6 B1-U Adventure Mythos Experience +2 If one is diligent and discovers the proper sources of knowledge, one can leran to master the universe. But you can only achieve your goal if you study and travel the world. Visit 5 different GATE LOCATIONS. Find a TOME of forbidden knowledge featuring the EYE ICON. Find an ALLY that costs you Sanity. Secrets of the Silver Twilight +8 B3-U Adventure Corrupt Adventure +2 The Silver Twilight demands that you find and translate a TOME in a language that you do not already speak, and learn at least two SPELLS. Come with three ALLIES to our SILVER TWILIGHT LODGE and, before JOHN SCOTT or CARL STANFORD, summon any GREATER Monster. You are now a member of the Silver Twilight Secret Society. Seeking Everlasting Life I +5 B3-U Adventure Corrupt Adventure +1 The search for everlasting life has consumed the imaginations of dreamers for thousands of years. Ignoring the sage advice of two STEADFAST ALLIES, you shun their company and instead fall in with a CORRUPT ALLY offering the secret of Everlasting Life. He reveals the existence of this exclusive goal by showing you a TOME that bears the SKULL icon. Here you discover the RESURRECTION spell. Your dream is possible! Your goal is within reach! (to be continued...) Seeking Everlasting Life II +6 B3-U Adventure Corrupt Adventure +3 After completing the SEEKING EVERLASTING LIFE I Adventure, you must now find a greater teacher (and more dangerous knowledge). Knowing the RESURRECTION SPELL, now find a GRECIAN LEKYTHOS containing the "essential saltes" of an ancient magus, and successfully use the spell and artifact to RESSURECT A CULTIST FROM THE PAST during the NEW MOON. He reveals that you will find everlasting life only by devoting yourself utterly to a GREAT OLD ONE or OUTER GOD. Stand Against the Order +9 S-R Adventure Heroic Adventure +4 You and two STEADFAST ALLIES are (at first) greatly impressed by the strange magnetic charisma of BARNABAS MARSH, JEREMIAH BREWSTER and ROBERT MARSH (two of these three), leaders of the Order. You soon notice evidence of the INNSMOUTH LOOK among their followers. Stealthy investigation of the MARSH MANSION and the MARSH REFINERY reveals convincing evidence of their terrible customs and foul plot for humankind. In a desperate attempt to rid the world of this menace, you DYNAMITE the ESOTERIC ORDER OF DAGON. Strange Case Of Charles Fort, The +11 B2-R Adventure Heroic Adventure +4 Working with a PROFESSOR or INVENTOR, you uncover disturbing correlations between certain celestial phenomena (ALDEBARAN MOVES IN THE SKY, the FULL MOON, and an ECLIPSE) and earthly disasters including EARTHQUAKE, STORM, and DROUGHT. Field work takes you to two LOCATIONS in two different REGIONS. Summon Great Cthulhu +13 B3-R Adventure Corrupt Adventure +5 In seeking ultimate power one sometimes finds ultimate power. As a member of a SECRET SOCIETY, you must gather the THREE PIECES OF THE R'LYEH DISK. Then, TRAVEL to the lost island of R'LYEH. By the light of the WAXING MOON invoke CTHULHU with your monstrous chant. You must play this Adventure card while CTHULHU is in play. From this moment on, discard or bury the CTHULHU card as a result of card play only. Sun Worshipper, The +10 B3-U Adventure Corrupt Adventure +3 TRAVEL BY CAMEL to three different LOCATIONS in the MIDDLE EAST and meet two ALLIES who SPEAK ARABIC. They speak of an ancient legend foretelling of a coming DROUGHT where the searing eye of god will be revealed in a shaft of DIRECT SUNLIGHT. Using a second CAMEL card, hasten to the GREAT TEMPLE AT KARNAK. There, Summon a FIRE VAMPIRE in propitiatory worship of Amun-Ra, the Sun-God. Temple, The +7 B2-U Adventure Mythos Experience +2 The legend of Lost Atlantis thrive in every culture. Behind every legend, however, lies a kernel of Thruth. TRAVEL UNDERWATER (U-BOAT) from any WATER LOCATION to the LOST TEMPLE OF ATLANTIS, using the DISC OF THE HYADES to find your way. Go to the Temple, and find a TOME. Then, return to a different WATER LOCATION. Theron Marks Society, The +6 S-U Adventure Heroic Adventure +2 You are not alone. The Theron-Marks Society believes your wild stories of a MONSTER. We'll help you take care of that PHOBIA, as well. Our members will examine that odd TOME with that supposed SPELL that you found in the COUNTRY HOUSE. When you are feeling better, you and those TWO STEADFAST ALLIES are welcome to return as proud members of the Theron-Marks Society. One final thing - bring a WEAPON. Unspeakable Oath, The +6 B1-R Adventure Corrupt Adventure +2 Procuring 'hard-to-find' goods for a select clientele is good business, but that MARSH fellow (any MARSH ALLY) sure is odd with that oath on that funny TOME and all. They must be building an army! Recently they've bought THREE WEAPONS shipments. My unease soon grew to PHOBIA proportions, but if I ever break that oath, I just know that I am doomed to CATASTROPHIC FAILURE and my wife and CHILDREN HAVE NIGHTMARES. Your First Big Story +6 S-C Adventure Mythos Experience +2 The local newspaper wants your story! To get this story published, you must include the following elements that show a disturbing trend: search for evidence in THREE GATE LOCATIONS located in tree different cities or towns; have known an ALLY that costs you Sanity; discover a TOME or ARTIFACT as evidence, and get back to a PRESS LOCATION while it is DAY. -------------------------------------------------------------------------------- Ally -------------------------------------------------------------------------------- Abdul Alhazrad 3 B3-U Ally Middle East - Any Past -2 Unique Corrupt Cultist, Knows Arabic & Hyperborean Can know any two Spells. Bury Spells in your Story Deck after they are cast. Abigail Winthrop Marsh 2 S-C Ally New England - Innsmouth Steadfast Wife, Knows English Add 2 points to the value of this card while any other Marsh card is in play as an Ally. Ahmed 3 B3-C Ally Middle East - Cairo Steadfast Guide, Knows Arabic Protection from Police Investigation and from cards that cause you to lose Artifacts and Tomes. At the moment when you would lode an Artifact or Tome, you may choose to Bury this card instead. Your opponent must then Bury his or her card. Albert N. Wilmarth 2 S-U Ally New England - Arkham Steadfast M.U. Professor, Knows English, Latin & Greek Albert Shiny 4 S-R Ally New England - Any City Unique Corrupt Friend, Knows English Does not use Weapons. While this card is in play, you may Discard any Shoggoth that attacks your Investigator at the moment that it is revealed. At the end of that Round, Bury poor Albert in your Story Deck. Ammi Pierce 2 S-C Ally New England - Miskatonic Valley Steadfast Farmer, Knows English While he is in play, add one to the Maximum number of cards that you may keep in your Hand. Culmulative with other Allies that raise your Maximum. Ann White 1 S-C Ally New England - Providence Steadfast Housekeeper, Knows English Add 1 point to this card's value when either Rhoby Harris or Mercy Dexter is in play. Arthur Jermyn 2 B1-C Ally Europe - Any House +1 Steadfast Scholar & Artist, Knows English Arthur Machen 1 B2-C Ally Europe - Any City Steadfast Author, Knows English & Hyperborean While this card is in play, subtract one from the Minimum number of cards that you may keep in your Hand. Not culmulative with other Allies that lower your Minimum. Arthur Munroe 2 S-C Ally Any City Steadfast Reporter, Knows English While this card is in play, subtract one from the Minimum number of cards that you may keep in your Hand. Not cumulative with other Allies that lower your Minimum. Asenath Waite Derby 1 S-R Ally New England - Arkham -1 Unique Corrupt Wife, Living Dead, Knows English Cannot be played if you have Ephraim Waite in play. Can know any one Spell. Bury Spell in your Story Deck after it is cast. Barnabas Marsh 1 S-R Ally New England - Innsmouth -1 Unique Corrupt Cultist, Knows English Add 1 point to the value of this card if your investigator has the Jewelry of the Deep Ones. Brown Jenkin 1 B3-R Ally New England - Arkham Past -1 Unique Corrupt Cultist, Knows All Languages Can be played only with Keziah Mason, or if she is already in play. Joins with Keziah Mason. Capt. Edward Norrys 3 B1-C Ally Europe - Any City Steadfast Soldier, Knows English As long as he is chosen as a defending Ally, he raises the card value of all other Steadfast defending Allies by one point per card. Not culmulative with another Ally's Command Ability. Capt. Karl Heinrich 3 B1-C Ally Europe - Any City Steadfast Soldier, Knows German As long as he is chosen as a defending Ally, he raises the card value of all other Steadfast defending Allies by 1 point per card. Not culmulative with another Ally's Command Ability. Carl Stanford 2 B3-R Ally New England - Boston -1 Unique Corrupt Cultist, Living Dead, Knows English, Latin, Greek, Arabic & Chinese A member of the Silver Twilight. Can know any one Spell. Bury Spell in your Story Deck after it is cast. Charles Dexter Ward 2 S-U Ally New England - Providence Corrupt Student, Knows English Add 2 points to the value of this card while you have any Corrupt Cultist in play as an Ally. Crawford Tillinghast 2 S-U Ally New England - Providence Unique Corrupt Inventor, Knows English You may place an Artifact card beneath this card on your Turn in any Location. If this card is Discarded or Buried, the Artifact suffers the same fate. The Artifact can be replaced with another, if lost. Dennys Barry 2 B1-C Ally Europe - Any House Steadfast Gentleman, Knows English If you are using a female Investigator, Dennys must be chosen as a defending Ally in Combat, and add 2 points to the value of this card. Dr. Allen Halsey 2 B1-U Ally New England - Arkham Steadfast M.U. Scholar & Doctor, Knows English & Latin The Doctor and one Ally of your choice are excluded when determining the results of an Epidemic. Dr. Marinus Bicknell Willett 1 S-C Ally New England - Providence Steadfast Doctor, Knows English This Doctor and one Ally of your choice are excluded when determining the results of an Epidemic. Edgar Allen Poe 2 B2-C Ally New England - Providence Steadfast Author, Knows English & Atlantean Edward Pickman Derby 2 S-R Ally New England - Arkham Steadfast Poet, Knows English Add 1 point to the value of this card while you have Asenath Waite Derby in play. Ephraim Waite 2 S-R Ally New England - Innsmouth Past -1 Unique Corrupt Cultist, Living Dead, Knows English Cannot be played if you have Asenath Waite Derby in play. When you bury Ephraim, you may immediately play Asenath Waite Derby card. Can know any one Spell. Bury Spell in your Story Deck after it is cast. Erich Zann 1 B1-R Ally Europe - Paris +1 Steadfast Musician, Knows German & French While this card is in play, subtract one from the Minimum number of cards that you may keep in your Hand. Not culmulative with other Allies that lower your Minimum. Eusapia Paladino 1 B1-R Ally Europe - Any City Steadfast Spiritualist, Knows Latin & Atlantean As a Turn, Bury this card to keep one Great Old One or Outer God in play for one additional round. Eusapia and one Ally of your choice are excluded when determining the results of an Epidemic. Faraz Najir 2 B3-C Ally Middle East - Cairo Unique Corrupt Merchant, Knows Arabic & English You may place an Artifact card beneath this card as your Turn in any Location. If this card is Discarded or Buried, the Artifact suffers the same fate. The Artifact can be replaced with another, if lost. George Birch 3 S-C Ally Any Cemetery Corrupt Undertaker, Knows English Add 1 point to the value of this card while your current Location is a Cemetery. George Gammell Angel 1 B2-C Ally New England - Providence Steadfast Professor, Knows English & Glyphs Harvey Walters 2 S-C Ally New England - Arkham Steadfast Reporter, Knows English While this card is in play, subtract one from the Minimum number of cards that you may keep in your Hand. Not culmulative with other Allies that lower your Minimum. Henry Armitage 1 B1-U Ally New England - Arkham Unique Steadfast M.U. Professor, Knows English, Latin, Greek, French & German Herbert West 1 B1-C Ally New England - Arkham Unique Corrupt M.U. Student, Knows English When played, choose an Ally Buried in your Story Deck and slip it beneath this card. Add their card values, and both function as one Ally card. This medical student and one Ally of your choice are excuded when determining the results of an Epidemic. Howard Lovecraft 1 S-U/P Ally New England - Providence +1 Steadfast Author, Knows English & Hyperborean Remain in any Providence Location with Lovecraft for one Turn and Bury one Phobia. Ibrahim Amin 2 B3-C Ally Middle East - Cairo Steadfast Scholar, Knows Arabic, English & French While this card is in play, subtract one from the Minimum number of cards that you may keep in your Hand. Not cumulative with another card that lowers your Minimum. Jeremiah Brewster 3 S-C Ally New England - Innsmouth -1 Unique Corrupt Cultist, Knows English Add 1 point to the value of this card if your investigator has the Jewelry of the Deep Ones. John Scott 2 B3-U Ally New England - Boston Corrupt Cultist, Living Dead, Knows English & Greek A member of the Silver Twilight. Can know any one Spell. Bury Spell in your Story Deck after it is cast. Joseph Curwen 2 B3-R Ally New England - Providence Past -1 Unique Corrupt Cultist, Knows English, Latin, & Greek Can know any one Spell. Bury Spell in your Story Deck after it is cast. K.J. Hooper 3 S-C Ally New England - Arkham Steadfast Private Eye, Knows English Protection from Police Investigation and from cards that cause you to lose Artifacts and Tomes. At the moment when you would lose an Artifact or Tome, you may choose to Bury this card instead. Your opponent must then Bury his or her card. Kalil Kareem 1 B3-C Ally Middle East - Cairo +1 Steadfast Scholar, Knows Arabic While this card is in play, subtract one from the Minimum number of cards that you may keep in you Hand. Not cumulative with other Allies that lower your Minimum. Keziah Mason 2 B3-U Ally New England - Arkham Past -1 Unique Corrupt Cultist, Knows English Can know any one Spell. Bury Spell in your Story Deck after it is cast. Joins with Brown Jenkin. Lavinia Whateley 1 B1-C Ally New England - Dunwich Corrupt Mother, Knows No Languages While this card is in play, add one to the Maximum number of cards that you may keep in your Hand. Culmulative with other Allies that raise your Maximum. Lord Edward Dunsany 2 B1-R Ally Europe - London Steadfast Author, Knows English & Atlantean Madame Blavatsky 1 B1-R Ally Europe - Any City Steadfast Occultist, Knows English Discuss philosophy with her in any Europian Location for one Turn, and Bury one Phobia. Mercy Dexter 3 S-C Ally New England - Providence Steadfast Sister, Knows English Add 1 point to this card's Value when either Rhoby Harris or Ann White is in play. Nahum Gardner 2 S-C Ally New England - Miskatonic Valley +1 Steadfast Farmer, Knows English Nathaniel Wingate Peaslee 1 B1-C Ally New England - Arkham Steadfast M.U. Professor, Knows English, Glyphs & Atlantean Olaus Wormius 1 B3-U Ally Europe - Any Past Unique Corrupt Cultist, Knows German, Chinese, Greek, Latin, & Atlantean Old Man Whateley 2 B1-R Ally New England - Dunwich Unique Corrupt Cultist, Knows English & Latin Can know any one Spell. Bury Spell in your Story Deck after it is cast. As long as he is chosen as a defending Ally, he raises the card value of all other defending Whateleys by 1 point per card. Not culmulative with another Ally's Command Ability. Prof. Wingate Peaslee 2 B1-R Ally New England - Arkham Steadfast M.U. Professor, Knows English, Chinese & Latin Randolph Carter 2 S-R Ally Any City Steadfast Dreamer, Knows English & French As long as he is chosen as a defending Ally, he reises the card value of all other Steadfast defending Allies by one point per card. Not culmulative with another Ally's Command Ability. Raymond Legrasse 3 S-C Ally New England - Any City Steadfast Police Detective, Knows English & French Protection from Police Investigation and from cards that cause you to lose Artifacts and Tomes. At the moment when you would loose an Artifact or Tome, you may choose to Bury this card instead. Your opponent must then Bury his or her card. Rhoby Harris 2 S-R Ally New England - Providence Steadfast Wife, Knows English & French Add 1 point to this card's value when either Mercy Dexter or Ann White is in play. Richard Upton Pickman 1 B3-C Ally New England - Boston Steadfast Artist, Knows English If a defending Ally, you may Discard any Ghoul in any Threats attacking your Investigator at the moment that they are revealed. Then, Bury this card. Robert Harrison Blake 1 S-R Ally New England - Providence +1 Steadfast Artist, Knows English Robert Marsh 2 S-U Ally New England - Innsmouth -1 Unique Corrupt Cultist, Knows English Add one to the value of this card if your investigator has the Jewelry of the Deep Ones. Robert W. Chambers 1 B2-C Ally Any Site Steadfast Author & Artist, Knows English & French Simon Orne 2 B3-R Ally New England - Boston or Europe -1 Unique Living Dead, Corrupt Cultist, Knows English, German & Hyperborean Can know any one Spell. Bury Spell in your Story Deck after it is cast. Simon can use the Orne Formula Artifact. Palce the card beneath this, and treat both as one card. T.E. Lawrence 3 B3-U Ally Middle East - Any Country Steadfast Adventurer, Knows Arabic & English As long as he is chosen as a defending Ally, he raises the card value of all other Steadfast defending Allies by 1 point per card. Not cumulative with another Ally's Command Ability Thomas F. Malone 3 B3-C Ally New England - Boston Steadfast Private Eye, Knows English Protection from Police Investigation and from cards that cause you to lose Artifacts and Tomes. At the moment when you would lose an Artifact or Tome, you may choose to Bury this card instead. Your opponent must then Bury his or her card. Wakalea 2 B2-C Ally South Pacific Steadfast Chief, Knows Hyperborean & Glyphs Bury this card to either keep a Great Old One or Outer God in play for an additional Round, or Bury a Great Old One or Outer God in play. Wilbur Whateley 3 B1-U Ally New England - Dunwich Unique Corrupt Cultist, Knows English Use Wilbur to steal a Tome (cause it to be Buried) from your opponent, then Bury Wilbur. William Channing Webb 2 B2-C Ally Any City Steadfast Professor, Knows English & Glyphs Zachariah Whateley 2 B1-C Ally New England - Dunwich Steadfast Farmer, Knows No Languages While this card is in play, add one to the Maximum number of cards that you may keep in your Hand. Culmulative with other Allies that raise your Maximum. Zadok Allen 1 S-C Ally Any Outside Location Steadfast Bum, Knows No Languages While this card is in play, add one to the Maximum numbers of cards that you may keep in your Hand. Culmulative with other Allies that raise your Maximum. -------------------------------------------------------------------------------- Artifact -------------------------------------------------------------------------------- Brazen Head, The S-U Artifact -2 Unique Affects Your Investigator Can know any one Spell. Bury Spell in your Story Desk after it is cast. Knows Greek, Latin & Chinese. Chime of Tezchaptl S-R Artifact -2 Affect Opponent's Spell Flip this card face-down to cancel an opponent's Spell that was just cast. Disk of the Hyades B2-C Artifact -2 Affects All Threats While this card is in play, no Living Dead Monsters may Join. Diving Suit B2-C Artifact Affects Your Investigator Your Investigator and all Allies are able to Breath Underwater while this card is in play. Dynamite +6 S-C Artifact Weapon -1 Affects Ally's Value Add 6 points to Ally's value. One weapon per Ally. If Ally is Buried, also Bury this card. Discard both Dynamite and Ally after use in Combat. Elephant Gun +3 S-U Artifact Weapon Affects Ally's Value Add 3 points to Ally's value. One Weapon per Ally. If Ally is Discarded or Buried, this card also suffers the same fate. Enchanted Cane S-R Artifact -1 Unique Affects Your Investigator's Sanity. Increase your Investigator's maximum Sanity by five while this card is in play. If this card is Discarded or Buried, Sanity points above your maximum are immediately lost. Grecian Lekythos B3-C Artifact Affects Ally From The Past While this card is in play, you can use the Resurrection Spell to play an Ally Card from the Past. You must be in the proper Location to summon him or her. Jewelry of the Deep Ones S-U Artifact -1 Unique Affects Your Threat & Allies Increase the card value of all Deep Ones, Father Dagon, Mother Hydra, and certain Corrupt Cultists by 1 point. Lamp of Alhazrad B3-U Artifact -1 Affects Your Investigator Spend 1 Sanity point to add the Past attribute to your current Location. Ally cards that you play must be found in that Location in the Past. Play no new Locations until the Lamp's effects are ended. Mi-Go Braincase S-R Artifact -1 Affects An Ally Place this Artifact with an Ally. That Ally can now know one Spell. Bury Spell when cast. If this Artifact is Discarded or Buried, the Spell suffers the same fate. Mist Projector +3 S-R Artifact Enchanted Weapon -1 Affects Ally's Value Add 3 points to Ally's value; Ally is now Corrupt. One weapon per Ally. If Ally is lost, also lose this card. Orne Formulae & Diagrams +2 B2-R Artifact -1 Increase the value of any one Ally card by 2 points. If that Ally is a Corrupt Cultist, increase Spell capacity by one. If Ally is Simon Orne increase Spell capacity by two. Paracelsus' Sword +2 S-U Artifact Enchanted Weapon -1 Affects Ally's Value Add 2 points to Ally's value. One Weapon per Ally. If Ally is Discarded or Buried, this sword suffers the same fate. Ring of Eibon S-R Artifact -1 Unique Affects Opponent's Hand Spend 2 Sanity points to gain a 13-second glance at one opponent's hand and choose their next legal play (cannot be a Pass) of a card from their hand to the table. Flip this card face-down after use. R'lyeh Disk, Left Fragment B2-U Artifact -1 There are three parts to this Artifact; you must have all three to play the R'lyeh Card. Each portion of the disk in your possesion increase the value of Star Spawn by one point R'lyeh Disk, Right Fragment B2-U Artifact -1 There are three parts to this Artifact; you must have all three to play the R'lyeh Card. Each portion of the disk in your possesion increase the value of Star Spawn by one point R'lyeh Disk, Top Fragment B2-U Artifact -1 There are three parts to this Artifact; you must have all three to play the R'lyeh Card. Each portion of the disk in your possesion increase the value of Star Spawn by one point Seal of Isis S-C Artifact -1 Protects against theft. If opponent plays a card that would cause you to lose an Artifact, Tome, or Spell from a Tome, you may choose to Bury this card instead. Opponent also immediately Buries card used. Shining Trapezohedron S-U Artifact -2 Contacts Blasphemous Horrors Can be used in the place of any one of the cards needed to play a Great Old One or an Outer God. Bury this card when used. Shotgun +2 S-C Artifact Weapon +1 Affects Ally's Value Add 2 points to Ally's value. One Weapon per Ally. If Ally is Discarded or Buried, this shotgun suffers the same fate. Space Mead B2-U Artifact -1 Affects Your Investigator Your Investigator and all Allies are protected while Space is an attribute of your current Location. Sphere of Nath S-R Artifact -2 Unique Affects Opponent's Story Deck Take the top card of your opponent's Story Deck, and Discard it. If card revealed is not a Location, bury it. Repeat until a Location card is revealed. Ignore Sanity gain/loss; may use Gate. Then, bury this card. Star Stone of Mnar S-U Artifact -1 Affects Opponent's Threat Designate one Threat to be affected before Monsters are revealed. Halves the attack from Lesser Servitors and Lesser Independents. Tommygun +3 S-C Artifact Weapon Affects Ally's Value Add 3 points to Ally's value; Ally is now Corrupt. One weapon per Ally. If Ally is Discarded or Buried, this Weapon suffers the same fate. Ultra-Violet, The S-R Artifact -1 Affects Attacking Monsters While in play, this card makes all Invisible monsters in any attacking Threat Visible, but adds 1 point to the card value of each affected Monster. -------------------------------------------------------------------------------- Event -------------------------------------------------------------------------------- Acrophobia B3-C Event Phobia Affects Opponent's Investigator Lose 1 Sanity point if currently Traveling by Air and at the beginning of each Turn that you are in the Air. Aldebaran Moves in the Sky B2-C Event Star Affects All Investigators If Aldebaran is not already in play, then play this card as normal. If it is already in play, then Bury it and Bury this card. When revealed, Bury all other Events (except Travel cards). While in play, only one Phobia can affect any Investigator (randomly choosen). Amnesia S-C Event Affect's Opponent's Hand Randomly choose one card from your opponent's Hand that he or she must Discard, then Bury this card. An Unexpected Calamity S-U Event Affects Passing Play this card and announce "Pass." This Pass ends the current Round, even if it is the only Pass in the Round. Astrophobia B2-R Event Phobia Lose 1 Sanity point whenever an Event is played concerning a Star or Stars, and whenever it changes from Day to Night. Bacteriophobia S-C Event Phobia Affects Opponent's Investigator Lose 1 Sanity point if you or your Allies have a Weapon, Tome, or Artifact when this card is played, and each time you play an Artifact, Tome or Weapon card. Beatrice Is Released From the Attic S-R Event -1 Affects Opponent's Ally Choose one Ally up to 4 points in value (including Weapon) that your opponent must Bury, then Bury this card. Camel B3-C Event Travel by Land Affects Your Investigator Immediately play a new Location in the same Region right-side up on top of your Story Deck. Car S-C Event Travel By Land O Affects Your Investigator Immediately play a new Location in the same Region right-side up on top of your Story Deck. Catastrophic Failure S-C Event Affects One Weapon The Weapon held by one Ally malfunctions catastrophically and dramatically. Bury the target Ally and Discard his or her Weapon. Children Have Nightmares S-U Event -1 Affects Opponent's Allies All Allies of one opponent are reduced by 2 points for the remainder of this Round, to a minimum of 1. Bury this card at the end of the Round. Claustrophobia S-C Event Phobia Affects Opponent's Investigator Lose 1 Sanity point if you are currently at an inside Location and at the beginning of each Turn that you are Inside. Closed-Cockpit Monoplane B1-U Event Travel By Air O Affects Your Investigator Immediately play a new Location card in a different Region, right-side up on top of your Story Deck. May not play a Location within the same Region. Dawn of a New Day S-C Event Day +1 Affects All Investigators Bury any Night or Day Events in play. Bury this card if any Day or Night Event is played. Demophobia S-C Event Phobia Affects Opponent's Investigator Lose 1 Sanity point each time you play an Ally card, by whatever means, alongside your Investigator. Dendrophobia S-R Event Phobia Affects Opponent's Investigator Lose 1 Sanity point if you are currently at a Forest Location and at the beginning of each Turn that you are in a Forest Location. Direct Sunlight S-U Event Day Affects All Investigators It is now Day. Bury any Night or Day Event in play. Bury this card if any Day or Night Event is played. Dirigible B1-C Event Travel By Air O +1 Affects Your Investigator On a following turn, play any new Location card either in same Region or in a new Region, right-side up on top of your Story Deck. Discover Secret Cache S-U Event Affects Your Investigator Immediately play an Artifact or a Tome card regardless of current Location's attributes. You or your Allies must still know the proper Languages, if needed. Then Bury this card. Drought S-U Event Affects All Investigators No Location bears the Water symbol while this card is in play. Bury any Storm Events in play. Bury this card if any Storm Event is played. Earthquake S-U Event -1 Affects Opponent's Story Deck Take the top card of your opponent's Story Deck, and Bury it. If card revealed is not a Location, Bury it also. Repeat until a Location is revealed. Ignore Sanity gain/loss; may use Gate. Then, Bury this card. Eclipse of the Sun S-R Event Day Affects All Investigators Bury any Day or Night Event in play. Bury this card if any Day or Night Event is played. Eosophobia S-C Event Phobia Affects Opponent's Investigator Lose 1 Sanity point if it is Day and each time a Day Event is played. Flee to Special Room S-C Event Affects Your Investigator Cancel the effects of a card played since your last Turn that would otherwise cause you to Bury or Discard an Ally or Allies. Then, Bury this card. Full Moon S-U Event Night Affects All Investigators Bury any Day Event or any other Night Event in play. Bury this card if any Day or Night Event is played. Harney Reginald Opens Fire S-C Event Affects Opponent's Ally Bury opponent's Ally of up to 2 points (excluding the value of any Weapons). Then, Bury this card. Hound of the Tindalos S-U Event -1 Affects Opponent's Ally Can only be used against Allies who are Inside. Bury any Ally of your opponent. Then, Bury this card. Hurricane S-U Event Storm Unique Affects All Investigators Bury Travel by Air or Sea cards on top of any Story Deck (return to former Location). Ignore sanity/loss gain; no Gate use. Neither may be played. Every Location now bears the Water Attribute. Bury this card if any Day or Night Event is played. Hydrophobia S-U Event Phobia Affects Opponent's Investigator Lose 1 Sanity point if you are currently in a Water Location and at the beginning of each Turn that you are in a Water Location. Iatrophobia S-R Event Phobia Affects Opponent's Investigator Lose 1 Sanity point at the beginning of each turn that a Sanitarium is the top card of your Story Deck. You may not remove this Phobia in a Sanitarium. In the Nick of Time S-U Event Affects Passing Play this card, and the Pass by a player on an earlier Turn is voided - no Passes have been announced for the the current Round. You may immediately play a second card. Influenza S-C Event Epidemic -1 Affects Opponents' Allies Randomly choose one Ally that opponent must Bury. Each other player's Investigator also in the same Region must also randomly Bury one Ally. Then, Bury this card. Innsmouth Look, The S-R Event Affects Opponent's Ally Move opponent's Ally to his or her Threat, face down. Ally functions as a Lesser Independent Monster for the remainder of this Round. Bury that Ally after Combat is concluded. Bury this card once the ally has been moved. Instability in the Mythos (Lee Gibbons) S-C Event Affects Opponent's Threat If the target Threat contains more than three cards, including any Great Old One or Outer Gods, randomly Discard three. Then, Bury this card. Instability in the Mythos (Tom Sullivan) S-C Event Affects Opponent's Threat If the target Threat contains more than three cards, randomly choose two cards and add them to your Threat as if you summoned them (place crosswise). Bury them in your opponent's Story Deck at the end of Combat. Then, Bury this card. Mauretania B1-U Event Travel By Sea W O Affects Your Investigator, Tome On a following turn, play a new Location card featuring the Water icon in a different Region, right-side up on top of your Story Deck. May not play a new Location in the same Region. Monophobia S-C Event Phobia Affects Opponent's Investigator Lose 1 Sanity point each time you lose an Ally. New Moon S-U Event Day Affects All Investigators No effect on Day Events, but if none are in play then it is Day. Bury Night Events. Bury this card if any Day or Night Event is played. Obsessive/Compulsive S-R Event Phobia Unique Affects Opponent's Investigator At the beginning of each Round, lose 1 Sanity point and reshuffle your Mythos Deck and all discards. Police investigation S-C Event Affects Opponent's Hand At the beginning of the next Round, the local police confiscate four cards from opponent's hand. Opponent draws four cards fewer than usual. Bury this card at the end of the Round. Powerful Storms S-C Event Storm Affects All Investigators Bury Travel By Air cards on top of any Story Deck (return to former Location). Ignore Sanity loss/gain; no Gate use. No Travel By Air cards may be played while this card is in play. Bury this card if any Day or Night Event is played. Rhabdophobia S-U Event Phobia Affects Opponent's Investigator Lose 1 Sanity point any time that any player plays a card that begins a new Threat (not that is added to an existing Threat). Schizophrenia B2-C Event Phobia Affects Opponent's Investigator Lose 1 additional Sanity point each time that you cast a Spell. Scotophobia S-C Event Phobia Affects Opponent's Investigator Lose 1 Sanity point if it is Night, and each time a Night Event is played. Seaplane B2-R Event Travel By Air O Affects Your Investigator On a following turn, play any new Location card featuring the Water attribute, in either the same or different Region, right-side up on top of your Story Deck. May travel to Locations (except Exotic) where Air Travel is normally forbidden. Surprise Meeting B3-C Event Affects Your Investigator Immediately play an Ally who would not normally come from this Location. Ally may come from a different Region, though not from different time or dimension. Then, Bury this card. Thieves in your Attic S-C Event Affects Opponent's Investigator Randomly select one Artifact card (not a Tome) that your opponent must Bury, then Bury this card. Titanic B1-R Event Travel By Sea W O Affects Your Investigator On a following turn, play a new Location card featuring the Water attribute in a different Region, right-side up on top of your Story Deck. May not play a new Location in the same Region. Remain at sea for one turn and bury one Phobia card. Townsfolk Riot S-U Event Affects Opponent's Investigator Your opponent's foul deeds are exposed. Even if already Walking, opponent must play a Travel Event or a new Location next Turn or suffer an attack worth 5 points. Allies may defend. Then, Bury this card. Train S-C Event Travel By Land O Affects Your Investigator On a following Turn, play a new Location in the same Region, right-side up on top of your Story Deck. Or, remain on the Train for a Turn to play any Ally card that could be played in this Region (only 1 Ally per Train card played). Tramp Steamer B2-C Event Travel By Sea W O Artifact On a following Turn play a new Location card featuring the Water attribute in either the same Region or a different Region, right-side up on top of your Story Deck. Triskaidekaphobia S-R Event Phobia Unique Affects Opponent's Investigator Lose 1 Sanity point at the beginning of each Turn that the cards in your hand number 13. Typhoid S-U Event Epidemic -1 Affects Opponents' Allies Randomly choose and Bury half (round up) of your opponent's Allies. Any other players whose Investigators are in the same City as target are similary affected. Typhoon B1-C Event Storm Affects All Investigators Bury Travel by Sea cards currently on top of any Story Deck, returning to former location. Ignore Sanity loss/gain, no Gate use. No Travel by Sea cards may be played while this card is in play. Bury this card if any Day or Night Event is played. U-Boat B2-U Event Travel Underwater W I Affects Your Investigator, Underwater Play this card at a Location featuring the Water attribute. On a following turn play a new Location card featuring the Water attribute either in the same Region, in a different Region, or Underwater. Waning Moon S-C Event Night Affects All Investigators Bury any Day or Night Event in play. Bury this card if any Day or Night Event is played. Waxing Moon S-C Event Night Affects All Investigators Bury any Day or Night Event in play. Bury this card if any Day or Night Event is played. Yithian Mental Contact S-U Event -1 Unique Affects Opponent's Card Play Your opponent changes his or her mind and Buries the card(s) that were just played or whose orientations were altered, except Adventure cards. Ignore any effects that those card(s) might otherwise have had. -------------------------------------------------------------------------------- Location -------------------------------------------------------------------------------- 197 E. Pickman Street Gate S-C Location New England - Arkham W I -1 City,House,Artifact May use this Gate more than once, but must pay this card's Sanity cost for each subsequent Gate use. Akhenaten's Tomb Gate B3-R Location Middle East - Tel El-Amarna CI -1 Country,Underground,Tome,Artifact May use this Gate more than once while the New Moon card is in play, but must pay this card's Sanity cost for each subsequent Gate use. Al-Azhar University B3-R Location Middle East - Cairo I +2 City,University,Library Either your Investigator or an Ally must know Arabic to play this card. All Professors and Students add one to their card value when this card is your current Location. Alexandria Museum of Antiquities B3-C Location Middle East - Alexandria W I City,Museum,Tome,Artifact Ammi Pierce's Tottering Cottage S-C Location New England - Miskatonic Valley F O Country,House,Artifact Arkham Advertiser, The S-C Location New England - Arkham W I City,Press All Reporters add 1 point to their card value when this card is your current Location on your Story Deck. Arkham Historical Society S-C Location New England - Arkham W I +1 City,Society,Museum,Tome Arkham Rare Books & Maps S-R Location New England - Arkham W I City,Business,Tome Arkham Sanitarium S-U Location New England - Arkham WF I +6 Unique City,Sanatarium Reveal the top card of your Mythos Deck. If it is a Monster, it attacks immediately. Allies may defend you, then Discard it. Discard any other card drawn. You may remain here for one turn and Bury one Phobia. Assembly Hall S-C Location New England - Innsmouth W I City,Site,Artifact Asylum for the Deranged Gate S-U Location New England - Greenwood F I +6 Unique Country,Sanitarium Reveal the top card of your Mythos Deck. If it is a Monster, it attacks you immediately. Allies may defend you, then Discard it. Discard any other cards drawn. You may remain here for one turn and Bury one Phobia. Auction House, The B1-C Location Europe - Vienna I City,Business,Tome,Artifact Aylesbury S-C Location New England - Miskatonic Valley F O +1 Country,Village Bal Sagoth Gate B2-R Location South Pacific WFCO -1 Island,Artifact This island has no airstrips. You must use a Travel by Sea card to get to this Location. May use this Gate more than once, but must pay this card's Sanity cost for each subsequent Gate use. Bibliotheque Nationale B1-C Location Europe - Paris I City,Library,Tome Bishop's Brook Bridge Gate B1-C Location New England - Dunwich WF O +1 Country,Site Bolton Gate S-C Location New England - Miskatonic Valley F O +1 Country,Village,Tome Boston Globe B3-C Location New England - Boston W I City,Press,Tome All Reporters add 1 point to their card value when this card is your current Location. British Museum B1-C Location Europe - London W I +1 City,Museum,Tome,Artifact Either your Investigator or an Ally must be a Professor, Student, or Scholar to play a Tome or Artifact while this is your current Location. Brown University John Hay Library S-C Location New England - Providence W I +1 City,University,Library,Tome All Professors and Students add 1 point to their card value when this card is your current Location. Cairo Qahwa B3-C Location Middle East - Cairo I +1 City,Business You may remain here for one Turn and Bury one Phobia. Catacombs Beneath Paris, The Gate B1-U Location Europe - Paris CI City,Underground,Artifact Rather than playing a Monster card from your hand, you may instead use this Gate to summon a Living Dead Monster or Ally from your Story Deck to your Threat. Catacombs of Rome Gate B1-C Location Europe - Rome CI Artifact,Underground,City Rather than playing a Monster card from your hand, you may instead use this Gate to summon a Living Dead Monster or Ally from your Story Deck to your Threat. Celeano Gate B2-U Location Exotic Location I -2 Unique Space,Site,Library,Tome Beginning each Turn, you must be able to Survive in Space or lose 5 points of Sanity. Celeano is not affected by Events or Spells that directly affect the top Location card of your Story Deck. May use this Gate more than once, but must pay this card's Sanity cost for each subsequent Gate use. Chapman Farmhouse S-R Location New England - Arkham WF I City,House,Tome Chateau Des Fausses Flames Gate B1-R Location Europe - Averoigne FCI City,House,Artifact Christchurch Cemetery (Arkham) S-R Location New England - Arkham WFCO +1 City Remain here for a Turn and Bury one Phobia. Christchurch Cemetery (Innsmouth) S-R Location New England - Innsmouth WFCO City,Church You may remain here for one Turn and Bury one Phobia. Church of Starry Wisdom Gate S-U Location New England - Providence W I -1 City,Church,Tome May use this Gate more than once when Aldebaran or another star is in play, but must pay this card's Sanity cost for each subsequent Gate use. You may remain here for one turn and Bury one Phobia. City Morgue B3-C Location New England - Boston W CI City, Underground Cold Spring Glen Gate B1-U Location New England - Dunwich F O Country,Site Conanicut Island Private Hospital S-U Location New England - Conanicut WF I +5 Unique Country,Sanatarium Gain 5 Sanity points now, but you must spend next Turn in therapy (playing no cards, and not Passing). You may remain here for one Turn and Bury one Phobia Congregational Church Gate B1-R Location New England - Dunwich CI Country,Church You may remain here for one Turn and Bury one Phobia. Copp's Hill Burying Ground Gate B3-R Location New England - Boston WFCO City Crowninshield House Gate S-C Location New England - Arkham W I City,House,Tome Devil Reef Gate B2-C Location New England - Innsmouth W O Country,Site From this Location, just off the coast of Innsmouth, you may Walk to Y'ha-Nthlei. Devil's Hop Yard Gate B1-U Location New England - Dunwich CO Country,Site Docks, The B3-C Location New England - Boston W O +1 City,Site,Artifact While this is your current Location, as your Turn you may spend 2 Sanity points to recover one Artifact chosen from your Story Deck. Easter Island Gate B2-C Location South Pacific W CO Island,Site,Artifacts This island has no airstrips. You must use a Travel by Sea card to get to this Location. Esoteric Order of Dagon Gate S-R Location New England - Innsmouth W I -1 City,Society,Tome May use this Gate more than once when any Storm is in play, but must pay this card's Sanity cost for each subsequent Gate use. You may remain here for one Turn and Bury one Phobia. Exham Priory B1-C Location Europe - Exham I Country,House,Tome,Artifact Faith Baptist Church S-C Location New England - Innsmouth WFCI City,Church You may remain here for one Turn and Bury one Phobia. First Baptist Church S-C Location New England - Providence WF I +1 City,Church You may remain here for one Turn and Bury one Phobia. Golden Eye Society Gate S-U Location New England - Arkham WF I City,Society,Artifact Great Temple at Karnak Gate B3-R Location Middle East - Luxor I -1 Country,Site,Tome,Artifact May use this Gate more than once while the Dawn of a New Day card is in play, but must pay this card's Sanity cost for each subsequent Gate use. Grivas Old and New Books B3-C Location Middle East - Alexandria W O City,Business,Tome Hangman's Hill Gate S-R Location New England - Arkham WFCO City,Site Harvard University Houghton Library B2-U Location New England - Boston W I +1 City,University,Press,Library,Tome Highland Loch, The Gate B1-C Location Europe - Scotland W O Country,Site,Artifact Home of Laban Shrewsbury S-R Location New England - Arkham W I City,House,Artifact Hospital for the Insane B3-U Location Middle East - Cairo I +5 Unique City,Sanatarium,Inside Gain 5 Sanity points now, but you must spend next turn in therapy (playing no cards, and not passing). You may reamin here for one Turn and Bury one Phobia. House on Olney Court, The Gate S-R Location New England - Providence W I -1 City,House,Tome,Artifact Huntingdon Asylum for Lunatics B1-U Location Europe - Huntingdon F I +5 Unique Country,Sanitarium Gain 5 Sanity points now, but you must spend next Turn i therapy (playing no cards, and not passing). You may remain here for one further Turn and Bury one Phobia. Il Mondo Occulto B1-R Location Europe - Turin I City,Press,Tome All Reporters add 1point to their card value when this card is your current Location. Innsmouth Courier S-C Location New England - Innsmouth W I City,Press All Reporters add 1 point to their value when this card is your current Location on your Story Deck. Jermyn House Gate B1-R Location Europe - Huntingdon F I -1 Country,House,Tome,Artifact Knight's Head inn Gate B1-C Location Europe - Huntingdon I Business,Country You may remain here for one Turn and Bury one Phobia. La Mole Antonelliana Gate B1-C Location Europe - Turin O City,Site,Artifact May use this Gate more than once, but you must bury one Spiritualist, Occultist, Musician, or Artist Ally for each additional use. Lonely House in the Woods, The S-R Location New England - Miskatonic Valley F I Country,House,Tome Lost Temple of Atlantis Gate B2-U Location Exotic Location WF O -2 Unique Underwater,Site,Tome Beginning each turn, your Investigator must be able to Breath Underwater or lose 5 points of Sanity. The Lost Temple is not affected by Events or Spells that directly affects the top Location card of your Story Deck. May use this Gate more than once, but must pay this card's Sanity cost for each subsequent Gate use. Lowell Street Cafe, The S-C Location New England - Arkham WF I City,Business You may remain here for one Turn and Bury one Phobia. Marsh Mansion, The Gate S-R Location New England - Innsmouth WF I City,House,Tome All Marshes add 1 point to their card value when this card is your current Location. Marsh Refining Co. Gate S-U Location New England - Innsmouth W I City,Business,Tome All Marshes add 1 to their card value when this card is your current Location. Martense Mansion Gate S-R Location New England - Catskill Mountains F I -1 Country,House,Tome,Artifact All Martense family members (including Martense Kin) add 1 point to the card value when this is your current Location. Massachusetts State Hospital S-U Location New England - Danvers WF I +4 Unique Country,Sanatarium,Tome Gain 4 Sanity points, but reveal the top card of your Mythos Deck. Apply any Sanity gain or loss indicated on the card, then Discard it. You may remain here for one Turn and Bury one Phobia. Miskatonic University Medical School Gate B1-U Location New England - Arkham WF I City,University All Professors and Students add 1 point to their card value when this card is your current Location on your Story Deck. Miskatonic University Memorial Hall B1-C Location New England - Arkham WF I +1 City,University All Professors and Students add 1 point to their card value when this card is your current Location. Miskatonic University Orne Library B1-C Location New England - Arkham WF I City,University All Professors and Students add 1 point to their card value when this card is your current Location on your Story Deck. Miskatonic University Science Annex B1-R Location New England - Arkham WF I City,University All Professors and Students add 1 point to their card value when this card is your current Location. Mosque of Amr B3-C Location Middle East - Cairo I +1 City,Mosque You may remain here for one Turn and Bury one Phobia. Mosque of Ibn Tulun Gate B3-U Location Middle East - Cairo I +4 Unique City,Moaque,Sanitarium Gain 4 Sanity points, but reveal the top card of your Mythos Deck. Allpy any Sanity gain or loss indicated on the card, then Discard it. You may remain here for a Turn and Bury one Phobia. Muski, The B3-C Location Middle East - Cairo O City,Business,Tome,Artifact Nahum Gardner Place Gate S-U Location New England - Miskatonic Valley F I Country,House,Artifact Necropolis, The Gate B1-R Location Europe - Cerveteri CI Country,Site,Tome,Underground Rather than playing a Monster card from your hand, you may instead use this Gate to resurrect a Living Dead Monster or Ally from your Story Deck to your Threat. North Burial Ground Gate S-C Location New England - Providence WFCO Country Office of Dr. Freud, The B1-U Location Europe - Vienna I +4 Unique City,Sanitarium,Tome Each opponent reveals the top card of their Mythos Deck. If it is a Phobia, apply to you immediatly. Otherwise, Discard it. You may not bury Phobias here. Old Arkham Cemetery Gate S-C Location New England - Arkham WFCO City Old Mill Ruins Gate B1-C Location New England - Dunwich WF O Country,Site,Artifact Osborn's General Store B1-C Location New England - Dunwich I +1 Country,Business,Artifact Otaheite B2-C Location South Pacific WFCO +1 Island,Site,Artifacts This island has no airstrips. You must use a Travel by Sea card to get to this Location. Peck Valley Cemetery Gate S-R Location New England - Miskatonic Valley FCO Country Pickman's Apartment B3-R Location New England - Boston W I City,House,Tome,Underground Ponape Gate B2-C Location South Pacific WFCO -1 Island,Site,Tome This island has no airstrips. You must use a Travel by Sea card to get to this Location. May use this Gate more than once, but must pay this card's Sanity cost for each subsequent Gate use. Potter's Field S-C Location New England - Arkham WFCO City Remote Whateley Farmhouse Gate B1-C Location New England - Dunwich I -1 Country,House,Tome All Whateley's add 1 point to their card value when this card is your current Location. Retoka Gate B2-C Location South Pacific WFCO Island,Site,Tome This island has no airstrips. You must use a Travel by Sea card to get to this Location. R'lyeh Gate B2-U Location Exotic Location WFCO -2 Unique Island,Tome You can only play this card if your Investigator has all three pieces of the R'lyeh Disk. You must use a Travel by Sea card to get to this location. May use this Gate more than once, but must pay this card's Sanity cost for each subsequent Gate use. Robert Blake's Study Gate S-C Location New England - Providence W I City,House,Artifact Sefton Asylum S-U Location New England - Miskatonic Valley WF I +5 Unique Country,Sanitarium,Tome Your Electro-Shock Therapy is a success. Set aside this card and shuffle Story Deck. Randomly Discard one Story Deck card, then replace this card. You may remain here for one Turn and Bury one Phobia. Sentinel Hill Gate B1-U Location New England - Dunwich F O -1 Country,Site Seth Bishop Ruins Gate B1-R Location New England - Dunwich F O Country,Site,Artifact Shunned House, The Gate S-R Location New England - Providence WF I City,House,Artifact Silver Twilight Lodge Gate B3-U Location New England - Boston W I -1 City,Society,Tome,Artifact May use this Gate more than once whenever a Night card is in play, but must pay this card's Sanity cost for each subsequent Gate use. Societe Royale De Geographic D'egypte B3-C Location Middle East - Cairo I City,Society,Tome South Woods Memorial Cemetery S-C Location New England - Innsmouth WFCO City Sphinx, The Gate B3-C Location Middle East - Giza O Country,Site You may remain here for one Turn and Bury one Phobia. St. John's Churchyard S-R Location New England - Providence WFCO City,Church Stonehenge Gate B1-C Location Europe - Salisbury O Country,Site The stars are right! You may use this Gate more than once when Aldebaran Moves in the Sky or another Star is in play. Tempest Mountain Gate S-C Location New England - Catskill Mountains F O Country,Site Thurston's Tavern S-C Location New England - Providence W I City,Business You may remain here for one Turn and Bury one Phobia Tomb of the Prophet Daniel B3-R Location Middle East - Alexandria W CI City,Artifact,Underground Tree of Sayede Mandura Gate B3-C Location Middle East - Cairo F O City,Site While this is your current Location, one Ally of your choice is excluded when determining the results of an Epidemic. Unnameable House, The Gate S-U Location New England - Arkham WF I City,House Valley of the Kings Gate B3-U Location Middle East - Luxor CO -1 Country,Site,Underground,Tome,Artifact Waite House, The Gate S-C Location New England - Innsmouth W I -1 City,House,Tome,Artifact All Waites add 1 to their value when this card is your current Location. Ward Mansion S-U Location New England - Providence W I City,House,Tome Y'ha-Nthlei Gate B2-R Location Exotic Location WF I -2 Unique Underwater,Site Beginning each Turn, you must be able to Breath Underwater or lose 5 points of Sanity. Y'ha-Nthlei is not affected by Events or Spells that directly affect the top Location card of your Story Deck. May use this Gate more than once, but must pay this card's Sanity cost for each subsequent Gate use. -------------------------------------------------------------------------------- Monster -------------------------------------------------------------------------------- Abhoth B2-U Monster Outer God Underground Location, Eclipse Every Location gains the Gate attribute, and each Gate can be used more than once (pay Location Sanity cost each time). No Investigator may gain Sanity. Byakhee 4 B2-C Monster Lesser Servitor Vaue is 6 when Aldebaran Moves in the Sky is in play. Can only affect Allies and an Investigator at an Outside Location. If Controlled, can be used as Travel By Air. Can fly to Space Locations. Chosen of Bast, The 2 B3-C Monster Lesser Servitor Add 1 to the value of this card if your opponent is in any Middle East Location or is Traveling within or from the Middle East. Joins with Chosen of Bast. Colour Out of Space 6/4 S-C Monster Greater Independent -2 Visible/Invisble Decide if this entity is Visible (6 value) or Invisble (4 value) at the moment of revealing. Remain thus for the duration of this Combat. Half strength in Direct Sunlight. Cthulhu B2-U Monster Great Old One Island, Waxing Moon All Monsters may Join. No Investigator may gain Sanity. Deep One 1 S-C Monster Lesser Servitor Add 1 point to the value of this card if your opponent is in a Water Location. Add 1 point (cumulative) if your Investigator has the Jewelry of the Deep Ones. Joins Father Dagon, Mother Hydra, Deep Ones and Shoggoths. Dhole 3 B3-C Monster Greater Independent -1 Add 2 to the value of this card if your Investigator is Underground during Combat. If Controlled, use a Dhole to Travle to any Underground Location on your following turn. Joins Dholes. Dimensional Shambler 4 B2-C Monster Lesser Independent -1 Bypasses your opponent's Threat. Add 1 point to the Value of this card if your Investigator is in any Time other than the present, or in any Exotic Location, during Combat. Joins Dimensional Shamblers. Elder Things 2 S-R Monster Lesser Independent Add 2 points to the value of this card if your opponent is in a Water Location. Elder Things bypass Combat with all Monsters in your opponent's Threat except Shoggoths, and are never Buried in your Story Deck. Discard them after Combat. Joins Elder Things. Father Dagon 4 S-U Monster Greater Servitor -1 Unique Add 1 point to the value of this card if your Investigator has the Jewelry of the Deep Ones. Joins Mother Hydra, Deep Ones and Shoggoths. Fire Vampires 3 S-C Monster Lesser Servitor -1 Invisible During The Day Add 1 point to this card's value if your opponent is in a Forest Location. Invisible during the Day. Joins Fire Vampires. Flying Polyp 5 S-R Monster Greater Independent -2 Add 1 point to the value of this card if any Invisible Monsters are in opposing Threat. Bury this card if revealed when Direct Sunlight is in play. Formless Spawn 1 S-C Monster Lesser Servitor Increase this card's value by 1 point for each other Formless Spawn in play in the same Threat at the time that Combat is resolved. Joins other Formless Spawn. Ghasts 3 S-C Monster Lesser Independent -1 Bury this card if Direct Sunlight is in play at the moment thst it is revealed. Joins Ghasts. Ghatanathoa S-U Monster Great Old One Outside/Country/Gate Location, Drought Each Investigator flips face-down one random Ally at the beginning of each Turn due to the petrifying nature of this entity's visage. No Investigator may gain Sanity. Ghoul 2 S-C Monster Lesser Independent Add 1 pooint to the value of this card if your opponent is in a Cemetery. Joins other Ghouls. Giant Albino Penguins 0 S-C Monster Lesser Independent ? At the time of playing this card choose the Sanity point loss, from 0 to -2 points. Joins with any other Monster card. Gnoph Keh 5 S-R Monster Greater Independent -2 Unique Generates a freezing cold. Randomly choose and bury one Defending Ally when Threat is revealed. Goody Fowler's Ghost 3 S-C Monster Living Dead -1 Unique Invisible Invisible, Goody Fowler also Bypasses Combat with your opponent's Threat. Joins other Living Dead. Hastur B2-R Monster Great Old One Outside/Country/Gate Location, Aldebaran Moves in the Sky It is always night; Bury any Day cards in play. Day cards may not be played. Treat all Locations (including Exotic Locations) as if they belong to the same Region. No Investigator may gain Sanity. Ithaqua S-C Monster Great Old One Storm, Waxing Moon Due to the intense cold and the blinding snow, lose 1 Sanity point each time you play a Travel card or when you alter a Location Card's orientation. (You are safer in a city.) No Investigator may gain Sanity. Martense Kin 2 S-C Monster Lesser Independent Add 2 points to the value of this card if your Investigator is in any Catskills Location or if any Night card is in play. Joins other Martense Kin. Mi-Go 2 S-C Monster Lesser Independent Each Mi-Go surviving to affect your opponent's Allies or Investigator also steals one chosen Artifact. Your opponent must Bury the card in his or her Story Deck. Joins Mi-Go. Mother Hydra 3 S-U Monster Greater Servitor -1 Unique Add one to the value of this card if your Investigator has the Jewelry of the Deep Ones. Joins Father Dagon, Deep Ones and Shoggoths. Mummy 3 B3-C Monster Lesser Servitor -1 Add 1 to the value of this card if either you or your opponent is in a Cemetery. Joins with Mummies. Nightgaunts 3 S-C Monster Lesser Servitor -1 Each Nightgaunt surviving to affect your opponent's Allies or Investigator also carries off one random defending Ally. Discard such Allies. Joins other Nightgaunts. Nyarlathotep S-R Monster Outer God Outside/Gate Location, New Moon Spells no longer cost Sanity points to cast while this card is in play. No Investigator may gain Sanity. Pack of Rat Things 2 S-C Monster Lesser Servitor Add 1 point to the value of this card if your opponent is in any Inside Location. Joins other Rat Things. Rhan Tegoth S-C Monster Great Old One Forest/Cemetery Location, Waxing Moon No Allies are Buried or Discarded while this card is in play. Instead, they become Living Dead. Place two pennies on each Living Dead card. No Investigator may gain Sanity. Sand Dwellers 3 B3-C Monster Lesser Servitor -1 Subtract 1 from the value of this card if your opponent is in a Water Location. Add 2 during Drought. Joins other Sand Dwellers. Serpent People 3 S-C Monster Lesser Independent -1 Joins other Serpent People, and with Weapons. Shantaks 4 S-C Monster Lesser Servitor -1 Card value is 2 if Nightgaunts are part of your opponent's Threat. If Controlled, use Shantak as a Travel Card (Air or Water) to any Location including Space, except Underground. Shoggoth 6 S-U Monster Lesser Servitor -2 Unique Add 2 points to the value of this card if your opponent's Threat includes Elder Things. Joins Deep Ones, Father Dagon & Mother Hydra. Skeletons 1 S-C Monster Living Dead Skeletons Bypass Combat with all cards in your opponent's Threat. Add 1 point to their value at Night, or if either you or your opponent is in a Cemetery. Joins other Living Dead. Son of Yog-Sothoth 4 B1-U Monster Greater Independent -2 Unique Invisible Will always bypass Whateleys. Add 2 points to the value of this card when attacking an Investigator in Dunwich Star Spawn of Cthulhu 5 B2-C Monster Greater Servitor -2 Add 1 point to the value of this card for each portion of the R'lyeh Disk that your Investigator has in play. Subtract 1 point from the value of this card for each Tome featuring the Cthulhu sign possessed by the opponent this Monster attacks. Vampire 3 S-U Monster Living Dead -1 Invisible Invisible. Add 1 to the value of this card at Night. Discard this card if Direct Sunlight is in play when it is revealed. Joins other Living Dead. Zombies 1 S-C Monster Living Dead Bury if revealed when Dawn of a New Day is in play. Add 1 to the value of this card at Night, or if either you or opponent is in a Cemetery. Instead of Burying it, begin the next Round with one Zombie card in your Threat if Allies were lost in Combat. Joins other Living Dead. -------------------------------------------------------------------------------- Spell -------------------------------------------------------------------------------- Angles of Tagh Clatur E B1-C Spell -1 Affects One Monster Summon or Control a Lesser Servitor. Barrier of Naach-Tith W S-C Spell -1 Affects Opponent's Threat Reduce the value of Lesser or Greater Independent Monsters in target Threat by 2 points per card. Become Spectral Hunter E B2-R Spell -2 Affects One Ally Treat target Ally as if bearing an Enchanted Weapon, and Invisible, for the remainder of this Round. Bury Ally at the conclusion of Combat. Black Binding F S-U Spell -1 Affects Opponent's Ally Target Ally must participate in any Combat this Round. Body Warping of Gorgoroth Y B2-R Spell -1 Affects One Ally Place target Ally face-down in his or her Investigator's Threat. Ally now functions as a Monster. Bury Ally after Combat. Call Power of Nyambe Y B2-R Spell -2 Affects Own Allies Choose Allies to be affected. Tally value of cards chosen excluding Weapons or other Artifacts, and add that value to your Investigator's Sanity points. Bury the chosen Allies. Chant of Thoth F S-U Spell -1 Affects Your Investigator Immediately Discard up to four cards and replace them with an equal number of new cards drawn from your Mythos Deck. Circles of Thaol W S-C Spell -1 Affects One Monster Summon or Control a Lesser Independent Monster. If used while the Star Stone of Mnar is in play, you may summon or Control a Greater Independent as well. Cloud Memory C S-C Spell -1 Affects Your Investigator Bury all Phobias affecting your Investigator. Command the Dead D B3-C Spell -2 Affects one Monster Summon or Control a Living Dead Monster. Consume Likeness D B3-R Spell -1 Affects One Of Your Allies Replace target Ally with any Ally Buried in your Story Deck. You must pay any Sanity costs listed on replacement Ally card. Create Bad Corpse Dust D B3-C Spell -1 Affects One Opponent's Threat Reduce the attack of any Living Dead in opponent's Threat by 2 points per card to a minimum of 1 per card. Create Gate E B3-C Spell -1 Affects Your Threat Immediately play a Monster card to your Mythos Threat, whether or not you previously played a Monster card at your current Location. You must pay any Sanity cost for playing the Monster card. Create Time Warp E B2-R Spell -2 Affects Your Investigator Move any Location in your Story Deck to the top of the deck. Ignore Sanity gain/loss; may reuse Gate. Curse of the Rat-Thing F S-C Spell -1 Affects Opponent's Investigator Your opponent's Investigator is now also affected by all Phobias he or she has put in play, for the remainder of the Round. Devolution Y B2-C Spell -2 Affects One Corrupt Ally Replace target Corrupt Ally with a Monster card chosen from that Investigator's Story Deck. That Monster now functions as an Ally. Dominate C B1-C Spell -2 Affects Opponent's Ally Replace the languages and card benefits of one of your Allies with the target Ally's languages and card benefits, for as long as your Ally remains in play. Flip target Ally. Dread Curse of Azathoth Y B2-R Spell -3 Affects One Ally Bury the target Ally. Eibon's Wheel of Mist D B3-R Spell -1 Affects One Threat Reduce the attack of Greater and Lesser Servitors by 2 points per Monster card. Elder Sign E B2-C Spell -2 Affects Great Old One or Outer God Make this sign to cause a Great Old One or Outer God card to be Buried. Bury this spell when used. Fly F B2-C Spell -1 Affects Your Investigator Travel to any location as if Walking. May travel between Regions. May not travel to Exotic Locations. Hands of Colubra F S-C Spell -1 Affects An Ally Increase the value of one Ally by 2 points for the remainder of this Round. Keeness of Two Alike F S-R Spell -1 Affects An Ally Cast this spell upon an Ally in your Hand. Ally may be immediately played, even during Combat, but you must be legally able to play that Ally card in your current Region. Kiss of Dagon W B2-C Spell -1 Affects Your Investigator Growing gills temporarily, your Investigator and all Allies are able to Breathe Underwater until the start of the next Round. Mao Ceremony C B2-R Spell -1 Affects Opponents' Great Old One or Outer God Use this Spell to avoid the effects of all Great Old Ones or Outer Gods in play for the remainder of this Round, including Combat. You may gain Sanity. Mist of R'lyeh C B2-C Spell -1 Affects One Monster Target Monster becomes invisible for the remainder of this Round. Nyhargo Dirge W S-C Spell -1 Affects One Ally or Monster Card Bury one Living Dead Monster or Ally in opponent's Threat. Orne's Black D B3-C Spell -1 Affects All Threats Protects all Monsters in all Threats from the effects of any Day Event card for the remainder of this Round and through Combat. Pipes of Madness F S-U Spell -1 Affects One Ally During the Day; Bury opponent's 1 point Ally. At Night Bury opponent's Ally of up to 2 points. During the Full Moon Bury opponent's Ally of up to 3 points. Powder of Ibn Ghazi E B2-C Spell -1 Affects Your Investigator Attacking Invisible Monsters are now Visible for the remainder of this Round. Radiance of Alsophocus E B2-C Spell -1 Affects All Threats Eliminate the benefits of Night for all Threats for the remainder of this Round and through Combat. Remortification D B3-R Spell -2 Affects Target Investigator's Allies Just after Combat is concluded, all Allies lost during this round's Combat rise against the Investigator whose Threat caused their demise. That Investigator may use his or her Allies in defense. Resurrection D B3-C Spell -2 Affects Buried Ally Or Ally From The Past Bring one Ally back into play from your Story Deck. Resurrected Allies count as Living Dead. Place two pennies on the Ally card to indicate Living Dead status. Alternatively, with Grecian Lekythos can play an Ally card from the Past. Sarnath Sigil C B2-C Spell -1 Affects One Threat Reduce the attack of all Greater Servitors by 3 points per Monster Card. Shrivelling W S-C Spell -2 Affects Opponent's Ally Target Ally weakens and loses 2 points of value ta a 1 point minimum, until the end of Combat. Bury any Artifact held by that Ally. Sign of Barzai D B3-C Spell -2 Affects Opponent's Ally Bury an opponent's Ally up to 3 points (excluding Weapon) except Living Dead. Sign of Eibon F S-C Spell -2 Affects One Threat Bury one random Monster card from one player's Threat. Sign of Kish W S-U Spell -1 Affects Opponent's Threats Reduce the attack of each Lesser Servitor in all Threats attacking your Investigator by 2 points. Song of Hastur Y B2-R Spell -2 Affects Opponent's Investigator Destroy knowledge! A random Spell from chosen Tome or Ally is Buried. If cast while a Waning Moon is in play, choose any Tome (plus all Spells) for your opponent to Bury. Soul Singing D B2-C Spell -1 Affects Your Investigator Gain 3 Sanity points when cast during a Full Moon. Steal Life Y B2-R Spell -2 Affects Opponent's Ally Transfer to your Investigator's Sanity points the value of one opponent's Ally, excluding the value of any Artifacts or Weapons. Flip that Ally face-down. Thirty-Five Abominable Adulations of the Bloated One Y B2-R Spell -1 Affects A Great Old One Extend the time that a Great Old One or Outer God card remain in play by one full Round. Voola Ritual C B2-C Spell -2 Affects One Monster Summon or Control a Greater Servitor. Voorish Sign F S-R Spell -1 Affects Spells After casting, you may immediately transfer one or more Spells from one Tome to another, and from or to any Allies who can know a Spell. Spell icons for Tomes and Spells must match. Spells can not be transferred from or to your hand. Wave of Oblivion W S-R Spell -2 Affects An Opponent's Investigator Take the top card of your opponent's Story Deck and Discard it. If card revealed is not a Location, bury it. Repeat until a Location card is revealed. Ignore Sanity gain/loss; may use Gate. Wrack F S-C Spell -1 Affects Opponent's Ally Flip one Ally card face down. -------------------------------------------------------------------------------- Tome -------------------------------------------------------------------------------- Book of Dzyan (Atlantean) 3 B2-U Tome WYF -3 Atlantean You know the languages of Chinese and Hyperborean while this card is in play. Book of Dzyan (English) 1 S-C Tome W English Can also find one Yellow Sign Spell in this Tome if Aldebaran Moves in the Sky is in play. Book of Eibon (Atlantean) 3 B2-C Tome WD -3 Atlantean Draw one additional card at the beginning of each Round while this card is in play. Not cumulative with other cards that allow you to increase hand size. Book of Eibon (English) 1 B3-C Tome D English Book of Eibon (Hyperborean) 4 B2-U Tome WD -4 Hyperborean Draw one additional card at the beginning of each Round while this card is in play. Not cumulative with other cards that allow you to increase Hand size. Call of Cthulhu 1 S-C Tome F English "Re-roll your Investigator. As your turn and while a Waning Moon is in play, Bury this card (plus any spell) and exchange your Investigator Card for another. The Education value on the new card may not be the same as that of another Investigator already in play. Current Sanity points do not change. Cthaat Aquadingen 3 S-R Tome W -2 German While this Tome is in play, increase the total value of your Threat by 1 point if Deep Ones, Father Dagon, or Mother Hydra are part of your Threat. Cultes Des Goules 2 S-C Tome FD -2 French While this Tome is in play, increase the total value of your Threat by 1 point if any Living Dead are a part of it. De Vermiis Mysteriis 3 B1-R Tome WEF -2 Latin Shortly before his death at the hands of the Inquisition in 1542, reputed sorcerer Ludvig Prinn somehow managed to smuggle his "Mysteries of the Worm" out of his cell. Eltdown Shards 2 B2-C Tome FE -2 Glyphs Yithian Mental Contact cannot be played against you while this card is in play. Eltdown Shards, Winters-Hall Ed. 1 B1-C Tome E English King in Yellow (English) 1 S-C Tome F English King in Yellow (French) 2 S-R Tome WY -2 French Kitab Al Azif-Arabic 4 B3-U Tome EDCY -4 Unique Arabic While this card is in play, you may choose to play Monster cards face-up as Allies, or Allies face-down as Monsters, becoming part of your Threat. Liber Ivonis 3 B1-C Tome WD -2 Latin Livre d'Ivon 2 B3-U Tome CD -1 French Nameless Cults, Bridewell Ed. 2 S-C Tome F -1 English Nameless Cults, Golden Goblin Ed. 1 B1-C Tome E English Necronomicon, Dee Ed. 1 S-C Tome EC -1 English Necronomicon (Greek) 2 B1-C Tome YC -2 Greek Draw one additional card at the beginning of each Round while this card is in play. Not cumulative with other cards that allow you to increase hand size. Necronomicon (Latin) 3 B1-U Tome DEC -3 Latin Draw one additional card at the beginning of each Round while this card is in play. Not cumulative with other cards that allow you to increase hand size. Ponape Scripture 3 B2-C Tome WCF -1 Glyphs You may Breathe Underwater while this card is in play. Ponape Scripture, Hoag Ms. 1 S-C Tome WF -1 English R'lyeh Text (Atlantean) 4 B2-C Tome WDC -3 Atlantean This Tome can serve as any one of the three pieces of the R'lyeh Disk that you need in play before you can play the R'lyeh Location (no effect on Star Spawn). R'lyeh Text (Chinese) 2 B3-R Tome WDC -2 Chinese This Tome can serve as any one of the three pieces of the R'lyeh Disk that you need in play before you can play the R'lyeh Location (no effect on Star Spawn). Seven Cryptical Books of H'san (Chinese) 4 B3-R Tome FY -3 Chinese Draw one additional card at the beginning of each Round while this card is in play. Not cumulative with other cards that allow you to increase hand size. Seven Cryptical Books of H'san (English) 1 S-U Tome YF -1 English Unaussprechlichen Kulten 3 S-C Tome FD -2 German While this Tome is in play and if your Threat includes Living Dead, increase the value of your Threat by one. -------------------------------------------------------------------------------- This list includes 401 cards. --------------------------------------------------------------------------------