Treachery
Revelation - Test (4) or (4). If you fail, add an Ally asset you control to the pool of potential sacrifices. Then, attach Kidnapped! to the current agenda. If you have no Ally assets, take 2 damage and discard Kidnapped! instead.
Forced - When attached agenda advances: Choose a potential sacrifice at random and place it underneath the agenda deck.

Treachery
Pact. Power.
Peril.
Revelation - You must attach Light of Aforgomon to either the current agenda or the current act.
Limit 1 per agenda/act. Treat all damage as direct damage and all horror as direct horror.

Treachery
Power.
Revelation - Test (3). This test has +2 difficulty if Hunting Horror is at your location. If you fail you must either (choose one): discard the top 5 cards of your deck, or take 1 direct damage and deal 1 damage to each of your Ally assets.

Treachery
Omen.
Surge. Peril.
Revelation - Add Psychopomp's Song to any investigator's threat area.
Forced - When you would take 1 or more damage: Take 2 additional damage and discard Psychopomp's Song.

Treachery
Hex.
Revelation - Choose and shuffle a non-story asset you control into your deck and discard the top 3 cards of your deck. If a copy of that asset is discarded, take 2 horror.

Treachery
Hex.
Revelation - Discard the top 3 cards of each investigator's deck. Each investigator at an Altered location shuffles each weakness in his or her discard pile into his or her deck.

Treachery
Terror.
Revelation - Test (3). For each point you fail by, take 1 horror.

Treachery
Hazard.
Revelation - If there are no investigators at the same location as a Brood of Yog-Sothoth, Ruin and Destruction gains surge. Otherwise, each investigator at the same location as a Brood of Yog-Sothoth tests (3). For each point he or she fails by, he or she takes 1 damage.

Treachery
Power.
Shadow-spawned remains attached to Hunting Horror if it enters the void.
Hunting Horror gets +1 fight, +1 health, and +1 evade for each resource on Shadow-spawned. If there are 3 resources on Shadow-spawned, Hunting Horror also gains Massive.

Treachery
Revelation - 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 at your location, engaged with you. Shuffle the encounter deck.

Treachery
Poison. Illicit.
Surge.
Revelation - Each player who has "had a drink" loses 1 action.

Treachery
Terror.
Revelation - Attach Sordid and Silent to your location.
Forced - At the end of the round: Each investigator at attached location takes 1 horror.
Forced - When the agenda advances: Discard Sordid and Silent.

Treachery
Hex. Hazard.
Revelation - Flip each non-Sentinel Hill location in play to its unrevealed side, removing all clues from it. Each investigator and enemy at a location flipped in this way immediately moves to the nearest Sentinel Hill location. Shuffle each non-Sentinel Hill location, so the players do not know which is which.

Treachery
Tactic.
Revelation - If Hunting Horror is in play, it readies, engages you, and attacks each investigator at your location. Otherwise, Stalked in the Dark gains surge.
-H.P. Lovecraft & August Derleth, The Lurker at the Threshold

Treachery
Omen.
Revelation - Test (3). If you fail, add 1 clue from the token pool to your location (2 clues instead if there are 3 or 4 investigators in the game).

Treachery
Hex. Terror.
Peril.
Revelation - Choose one of the following cardtypes (asset, event, or skill). Each player must discard each card in his or her hand that is of the chosen cardtype. If this is not the first copy of Terror from Beyond drawn this phase, choose two cardtypes instead.

Treachery
Terror.
Peril.
Revelation - You must either (choose one): Take 2 horror, or spawn a set aside Brood of Yog-Sothoth at a random location.
-H.P. Lovecraft, "The Dunwich Horror"

Treachery
Peril.
Revelation - Attach to a Brood of Yog-Sothoth enemy in play. If that enemy is at your location, take 1 damage.
Attached enemy gets +1 fight and +1 health.

Treachery
Omen.
Revelation - Reveal a random token from the chaos bag.
If you reveal a symbol or positive number, nothing happens.
If you reveal any other number, take 1 damage.
If you reveal a , , , , or symbol, take 2 horror.

Treachery
Terror.
Revelation - Put Unhallowed Country into play in your threat area.
You cannot play Ally assets. Treat the printed text box of each Ally asset you control as if it were blank.
Forced - At the end of your turn: Test (3). If you succeed, discard Unhallowed Country.
