Agenda. Stage 1
Doom: 4. Clues: –
You have entered the Clover Club Casino in search of Dr. Morgan. The club is bustling at this late hour, filled with patrons looking to relax and drink, or make it big. You don't appear to be in much danger.

Each Criminal enemy gains Aloof.

If an investigator deals damage to a Criminal enemy: Immediately advance.

Matthew Cowdery
The Dunwich Legacy #63. The House Always Wins #2.
The Clover Club

On the Right Track - Back

Your questioning has drawn the attention of several men - hired thugs, by the look of them. "Francis doesn't want to be bothered," one of them says. "We suggest you leave the premises before we force you to leave."

Shuffle the encounter discard pile into the encounter deck.

If the players have completed Extracurricular Activity, advance directly to agenda 2b. If The House Always Wins is the first scenario in the campaign, advance to agenda 2a.

The Clover Club
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • Each Criminal enemy gains Aloof for as long as The Clover Club is the current agenda. When the agenda advances, each Criminal enemy loses Aloof.
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