Treachery. Basic Weakness
Madness.
Revelation - Place Chronophobia into play in your threat area.
Forced - At the end of your turn: Take 1 direct horror.
: Discard Chronophobia.

Treachery. Weakness
Endtimes.
Revelation - Reveal 5 chaos tokens from the chaos bag. For each and token revealed, take 1 damage and 1 horror.

Treachery. Basic Weakness
Flaw.
Permanent.
You start each game with 2 fewer resources.

Treachery. Basic Weakness
Injury.
Revelation - Place Internal Injury into play in your threat area.
Forced - At the end of your turn: Take 1 direct damage.
: Discard Internal Injury.

Treachery. Weakness
Curse.
Revelation - Put Rex's Curse into play in your threat area.
Forced - When you would succeed at a skill test: Return the revealed chaos token to the bag and reveal a new chaos token. If this effect causes you to fail the test, shuffle Rex's Curse into your deck. (Limit once per test.)

Treachery. Weakness
Task.
Revelation - Attach Searching for Izzie to the location farthest from you.
: Investigate. If you succeed, instead of discovering clues, discard Searching for Izzie.
Forced - When the game ends, if Searching for Izzie is in play: Jenny Barnes suffers 1 mental trauma.

Treachery. Weakness
Task.
Revelation - Discard cards from the top of the encounter deck until an enemy is discarded. Attach Smite the Wicked to that enemy and spawn it at the location farthest from you.
Forced - When the game ends, if attached enemy is in play: Zoey Samaras suffers 1 mental trauma.

Treachery. Weakness
Madness.
Revelation - Exhaust all assets you control and put Wracked by Nightmares into play in your threat area.
Assets you control cannot ready.
: Discard Wracked by Nightmares.

Treachery
Power.
Revelation - If there are no Abomination enemies in play, Altered Beast gains surge. Otherwise, choose an Abomination enemy. Heal all damage from that enemy and attached Altered Beast to it.
Forced - When you enter attached enemy's location (or vice-versa): Take 1 horror.

Treachery
Hex. Obstacle.
Revelation - Attach to your location.
As an additional cost to move into or out of attached location, test (4). If successful, discard Arcane Barrier. Otherwise, you must either cancel the effects of the move or discard the top 5 cards of your deck.

Treachery
Revelation - Place 1 doom on each Criminal enemy at your location. If no doom was placed by this effect, lose 2 resources.

Treachery
Surge.
Revelation - Each Brood of Yog-Sothoth enemy in play moves once toward you.

Treachery
Hex.
Surge.
Revelation - Put Beyond the Veil into play in your threat area if there is no copy of Beyond the Veil in your threat area.
Forced - If your deck has no cards in it: Take 10 damage and discard Beyond the Veil.

Treachery
Hazard.
Revelation - Each investigator at your location loses 1 action. Each investigator at your location with 4 or more damage must also discard an asset he or she controls.

Treachery
Power.
Revelation - Test (3). If you fail, take 2 damage and you cannot move from this location this round. Damage from this effect must be assigned to your assets first, if able.

Treachery
Hazard.
Revelation - If you are at an Extradimensional location, discard it and take 1 damage. Otherwise, take 2 damage.

Treachery
Omen.
Revelation - Put Cursed Luck into play in your threat area.
You get -1 skill value during skill tests.
Forced - After you succeed at a skill test by 1 or more: Discard Cursed Luck.

Treachery
Omen.
Revelation - Test (2). Increase this skill test's difficulty by 1 for each damage on you. If you fail, take 2 horror.

Treachery
Terror.
Revelation - Test (3). If you fail, lose 1 action for each point you failed by.

Treachery
Tactic.
Revelation - If there are no unengaged Criminal enemies in play, Hunted Down gains surge. If there are 1 or more unengaged Criminal enemies in play, each of them moves 1 location toward you. Each Criminal enemy that engages you as a result of this effect makes an immediate attack.
