Agenda. Stage 2
Each copy of Ancient Evils gains surge.
The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator gains 2 resources. (Group limit once per round.)
Worlds Intertwine - Back
Desperate, you look up at the heavens for a sign. Lightning courses through the vortex of black clouds above. Figures robed in yellow search through the sky on the backs of monstrous winged creatures. Suddenly, you realize your error - the tide wasn't the key, it was the sky!
Spawn the set-aside Beast of Aldebaran enemy in the Abbey Tower.
Check Campaign Log. If Ashleigh Clarke is not listed under "VIPs Slain," search the collection for Ashleigh Clarke (Songs Die Unheard) and spawn her at Porte de l'Avancée.
Remove the set-aside act 3a card from the game. Advance to agenda 3a.
Your objective lies within the other agenda deck.


Agenda. Stage 2
Each copy of Ancient Evils gains surge.
The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator gains 2 resources. (Group limit once per round.)
The Path to Carcosa - Back
Remove the remainder of this agenda deck from the game and replace it with the set-aside act 3a card. Advance to that act card.


Agenda. Stage 1
The Patients - Back
Shuffle the encounter discard pile and each of the set-aside Possessed enemies into the encounter deck.
The lead investigator must randomly choose an enemy from among the set-aside Monster enemies and place it beneath the act deck without looking at it.


Agenda. Stage 1
- Robert W. Chambers, "In the Court of the Dragon," The King in Yellow
Hastur cannot be defeated.
Forced - If there is at least 3 damage on Hastur: Advance this agenda.
Key to the...? - Back
The investigators must decide (choose one):
- Any investigator tests (4) to snap out of it. If successful, advance to agenda 2a. If failed, you must choose an option you have yet to choose.
- Any investigator tests (4) to remember that you've done this before. If successful, advance to agenda 2a. If failed, you must choose an option you have yet to choose.
- This can't be real. This can't be real. This can't be real. Each investigator takes 2 horror. Advance to agenda 2a.
- The investigators faint and awaken some time later. Advance to agenda 2a and place 1 doom on it.


Agenda. Stage 3
- Robert W. Chambers, "The Repairer of Reputations," The King in Yellow
Hastur gets +2 fight.
Hastur cannot be defeated unless an investigator "know the secret."
Earth and Carcosa - Back
Check Campaign Log.
- If you have more (or equal) Conviction than Doubt, proceed to (→R4).
- If you have more Doubt than Conviction, proceed to (→R5).


Agenda. Stage 2
- Robert W. Chambers, "The Mask," The King in Yellow
Hastur gets +1 fight and cannot be defeated.
Forced - If there is at least 5 damage on Hastur: Advance this agenda.
The Final Guest...? - Back
"Well, now the real party can begin," it roars.
Spawn the set-aside Beast of Aldebaran enemy at the Palace of the King.
Shuffle the encounter discard pile into the encounter deck.


Agenda. Stage 2
Skip the 'Place 1 doom on the current agenda' step of the Mythos phase.
Forced - After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side.
Oathbreaking - Back
"You spoke the Oath," a man's voice responds. "You spoke His name." The man stammers. "No! No, I cannot! I will not!" Then, his voice becomes distorted, and he speaks no more. You hear footsteps on the staircase - heavy and wet.
Spawn the set-aside Possessed Oathspeaker enemy at the Entry Hall.
Check Campaign Log. If Sebastien Moreau is not listed under "VIPs Slain," search the collection for Sebastien Moreau (Savage Hysteria) and spawn him in the Entry Hall.


Agenda. Stage 3
Skip the 'Place 1 doom on the current agenda' step of the Mythos phase.
Forced - After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side.
The Way Forward - Back
"Yes. We can embark immediately. The Path will be opened."
The door closes, and the manor returns to being quiet and lonely. For the remainder of your search, you find no further traces of the mysterious robed figures, nor do you find any information to answer your many questions about The King in Yellow...
(→R4).


Agenda. Stage 3
Each Monster enemy gets +1 fight.
Die Unheard - Back
You sit at the edge of the north tower below the abbey and contemplate the madness all around you. How has it come to this? Is all of this even truly happening? Or will you awaken in an asylum like Daniel Chesterfield, a victim of some cruel cosmic joke?
(→R3)


Agenda. Stage 3
Each copy of Ancient Evils gains surge.
Die Unheard - Back
You sit on a slab of wet rock outside the abbey and contemplate the madness all around you. How has it come to this? Is all of this even truly happening? Or will you awaken in an asylum like Daniel Chesterfield, a victim of some cruel cosmic joke?
(→R3)


Agenda. Stage 2
Each Monster enemy gets +1 fight.
The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator draws 1 card. (Group limit once per round.)
Worlds Intertwine - Back
Desperate, you examine your surroundings. Waves crash just over the outer walls of the village, flooding the streets. Figures robed in yellow search through the streets, their hooded lamps illuminating the floodwater. Suddenly, you realize your error - the vortex wasn't the key, it was the sea!
Spawn the set-aside Beast of Aldebaran enemy in the Chapel of St. Aubert.
Check Campaign Log. If Ashleigh Clarke is not listed under "VIPs Slain," search the collection for Ashleigh Clarke (Songs Die Unheard) and spawn her at Porte de l'Avancée.
Remove the set-aside act 3c card from the game. Advance to agenda 3c.
Your objective lies within the other agenda deck.


Agenda. Stage 2
Each Monster enemy gets +1 fight.
The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator draws 1 card. (Group limit once per round.)
The Path to Carcosa - Back
Remove the remainder of this agenda deck from the game and replace it with the set-aside act 3c card. Advance to that act card.


Agenda. Stage 1
While you have more Conviction than Doubt, this agenda gains:
"When checking the doom threshold, doom on cards other than this agenda subtract from the total doom in play instead of adding to it."
Daybreak - Back
Each investigator disengages from each enemy engaged with him or her and may move to a connecting location. Move The Organist 1 location away from the nearest investigator (to a location with no investigators, if possible).


Agenda. Stage 1
The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator draws 1 card. (Group limit once per round.)
Blue Star's Demise - Back
Shuffle the encounter discard pile and both set-aside copies of Rift Seeker into the encounter deck.
Check the current "a" agenda.
- If agenda 1a has 2 or fewer doom on it, mark one Conviction in your Campaign Log.
- If agenda 1a has 3 or more doom on it, mark one Doubt in your Campaign Log.
&- If agenda 1a is not the current "a" agenda, do not mark any Conviction or Doubt.


Agenda. Stage 2
While you have more Conviction than Doubt, this agenda gains:
"When checking the doom threshold, doom on cards other than this agenda subtract from the total doom in play instead of adding to it."
A Red Sun Rises - Back
Each investigator disengages from each enemy engaged with him or her and may move to a connecting location. Move The Organist 1 location away from the nearest investigator (to a location with no investigators, if possible).
Check Campaign Log. If Jordan Perry is not listed under "VIPs Slain," search the collection for Jordan Perry (An Imposing Presence) and spawn him in Montparnasse.


Agenda. Stage 2
Forced - When this agenda would advance by reaching its doom threshold: Instead, remove all doom in play and randomly resolve one of the Sickening Reality cards underneath the scenario reference card. If there are no cards underneath the scenario reference card, advance to agenda 2b instead.
If You Can't Beat Them… - Back
(→R3)


Agenda. Stage 1
The Emissary's Message - Back
Search all set-aside cards and the victory display for the Royal Emissary enemy, and spawn it in the Theatre.


Agenda. Stage 3
While you have more Conviction than Doubt, this agenda gains:
"When checking the doom threshold, doom on cards other than this agenda subtract from the total doom in play instead of adding to it."
Dawn At Last - Back
Check Campaign Log.
- If you have more (or equal) Doubt than Conviction, proceed to (→R3).
- If you have more Conviction than Doubt, advance to act 2b.


Agenda. Stage 1
The investigators spend 1 clues, as a group: Place 1 doom on this agenda (this effect can cause this agenda to advance). Each investigator gains 2 resources. (Group limit once per round.)
Red Dawn's Sunrise - Back
Shuffle the encounter discard pile and both set-aside copies of Tidal Terror into the encounter deck.
Check the current "c" agenda.
- If agenda 1c has 2 or fewer doom on it, mark one Conviction in your Campaign Log.
- If agenda 1c has 3 or more doom on it, mark one Doubt in your Campaign Log.
- If agenda 1c is not the current "c" agenda, do not mark any Conviction or Doubt.


Agenda. Stage 1
Skip the 'Place 1 doom on the current agenda' step of the Mythos phase.
Forced - After 1 or more clues are placed on an enemy in play: Flip those clues to their doom side.
Dark Ritual - Back
The building is quite different once plunged into darkness. Shadows and silhouettes dance along the walls. Crevices you hadn't noticed before draw your wary eye. What other secrets does this building hold?
Shuffle the encounter discard pile into the encounter deck.

