Agenda. Stage 2
Forced - After you are moved to a location by an encounter card effect: Take 1 horror.
The Price of Failure - Back
Shuffle the encounter discard pile into the encounter deck. Then, discard cards from the top until a location is discarded. The lead investigator resolves that location's 'revelation' effect.
Check Campaign Log. If at least one name is recorded under "Sacrificed to Yog-Sothoth," read the following:
"You hear a familiar voice calling out to you, and you enter an impossibly shaped building of cracked stone. "No… don't!" the voice cries. You rush toward the voice, down a set of steep, narrow stairs. Upon reaching the bottom, you find yourself in the hidden chamber from Dunwich. Bound by shackles, you see those you failed to save, bloodied and maimed. A creature with a man's face feeds from a corpse on the ground. The head of the corpse turns to face you, and a sharp pain stabs your heart."
Each investigator tests (X), where X is the number of names recorded under "Sacrificed to Yog-Sothoth." For each point an investigator fails by, that investigator takes 1 damage.


Agenda. Stage 1
Something Stirs - Back
Each investigator with 5 or more cards in his or her discard pile takes 1 horror. Each investigator with 10 or more cards in his or her discard pile takes 2 horror, instead.
If the players have completed The House Always Wins, advance directly to agenda 2b. If Extracurricular Activity is the first scenario in the campaign, advance to agenda 2a.


Agenda. Stage 1
Forced - At the end of the enemy phase: Move each Brood of Yog-Sothoth enemy once toward a random location.
Calamity Strikes - Back
You ask Osborn for the location of the Ericks' homestead, and it confirms your worst fear. For that attack to have occurred recently, there must be more of the monsters on the loose.
Shuffle the encounter discard pile into the encounter deck.
Spawn 1 of the set-aside Brood of Yog-Sothoth enemies at a random location, if able.


Agenda. Stage 1
Forced - When Hunting Horror enters play: Attach the set-aside copy of Shadow-spawned to it, or add 1 resource to Shadow-spawned if it is already attached.
A Creature of the Void - Back
If Hunting Horror is in play, add 1 doom to it.
If Hunting Horror is not in play, search the encounter deck, discard pile, and the void for Hunting Horror and spawn it in Museum Halls, if able. Shuffle the encounter discard pile into the encounter deck.


Agenda. Stage 3
It's Getting Faster! - Back
Remove each of the two leftmost locations from the game (or place it in the victory display if either one has Victory X and no clues on it). Each investigator at those locations is defeated. Each enemy and asset at those locations is discarded.
Discard all clues controlled by the investigators.


Agenda. Stage 2
Forced - When Hunting Horror enters play: Attach the set-aside copy of Shadow-spawned to it, or add 1 resource to Shadow-spawned if it is already attached.
Hunted Down - Back
If Hunting Horror is in play, add 1 doom to it.
If Hunting Horror is not in play, search the encounter deck, discard pile, and the void for Hunting Horror and spawn it in Museum Halls, if able. Shuffle the encounter discard pile into the encounter deck.


Agenda. Stage 1
First Blood - Back
If there are 3 or more potential sacrifices, choose one of them at random and place it underneath the agenda deck, without looking at it.


Agenda. Stage 3
Forced - When this agenda would advance by reaching its doom threshold: Instead, remove all doom in play and move The Experiment 1 location toward the Dormitories.
Objective - If The Experiment enters the Dormitories, advance.
Not Fast Enough - Back
Each investigator immediately takes 3 horror. Then, proceed to (→R4).


Agenda. Stage 1
Each Criminal enemy gains Aloof.
If an investigator deals damage to a Criminal enemy: Immediately advance.
On the Right Track - Back
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.


Agenda. Stage 4
Forced - After you are moved by an encounter card effect: Take 1 horror.
Forced - If Yog-Sothoth is defeated, (→R3).
Yog-Sothoth Attacks! - Back
In player order, Yog-Sothoth attacks each investigator in play, regardless of Yog-Sothoth's current location. Then, flip this agenda back to its "a" side.


Agenda. Stage 2
Don't Stop! - Back
Remove the leftmost location from the game (or place it in the victory display if it has Victory X and no clues on it). Each investigator at that location is defeated. Each enemy and asset at that location is discarded.
Discard all clues controlled by the investigators.


Agenda. Stage 2
Abandoned Streets - Back
If there are 2 or more potential sacrifices, choose one of them at random and place it underneath the agenda deck, without looking at it.


Agenda. Stage 2
Sudden Chaos - Back
Spawn a random enemy from the set-aside Hideous Abominations encounter set in Clover Club Lounge. Shuffle the rest of that encounter set, the set-aside Striking Fear encounter set, and the encounter discard pile into the encounter deck.
Move all investigators and unengaged enemies from La Bella Luna to the Clover Club Lounge. Remove La Bella Luna from the game.


Act. Stage 1
The Head Janitor - Back
Shuffle the encounter discard pile and the set-aside "Jazz" Mulligan into the encounter deck.


Act. Stage 3
While Dr. Morgan is not controlled by a player, he gains ": Parley. Test (3) to shake Dr. Morgan out of his daze. If you succeed, place 1 clue from the token bank on him. If there are 1 clues on Dr. Morgan, take control of him."
Objective - If each undefeated investigator has resigned, advance.
Safe... For Now - Back
- If an investigator resigned with Dr. Francis Morgan under his or her control, (→R2)
- Otherwise, (→R1)


Act. Stage 2
Clues cannot be placed on non-Altered locations.
Objective - When an investigator enters Sentinel Peak, advance.
Trip the Pattern - Back
Remove the set-aside Seth Bishop enemy from the game.


Act. Stage 2
Clues cannot be placed on non-Altered locations.
Objective - When an investigator enters Sentinel Peak, advance.
Turn the Key - Back
Put the set-aside Seth Bishop enemy into play at Sentinel Peak.


Act. Stage 2
Clues cannot be placed on non-Altered locations.
Objective - When an investigator enters Sentinel Peak, advance.
Will the Change - Back
Put the set-aside Seth Bishop enemy into play at Sentinel Peak, with 1 damage on him.


Act. Stage 1
When you reveal a chaos token: You may treat that token as if it were any other token in the chaos bag. If you do, remember that you have "cheated." (Group limit once per round.)
Objective - When the investigators have collected the requisite number of clues, they must immediately spend them and advance.
High Roller - Back
Put the set-aside Darkened Hall into play.
If it is Agenda 1, discard cards from the top of the encounter deck until a Criminal enemy is discarded, and spawn that enemy in the Darkened Hall.


Act. Stage 2
Objective - If an investigator enters the Exhibit Hall (Restricted Hall), advance.
The Guard's Fate - Back
Choose an investigator to take control of the set-aside Harold Walsted asset.
Search the encounter deck, discard pile, the void, and all play areas for Hunting Horror, and place it in the Exhibit Hall (Restricted Hall), ready.
Advance to Act 3a.

