Treachery. Weakness
Curse.
Revelation - Randomly choose an event beneath Sefina Rousseau and remove it from the game. If you cannot, take 1 damage and 1 horror. If your deck has 5 or more cards in it, shuffle Stars of Hyades back into your deck instead of discarding it.

Treachery
Omen.
Revelation - Test (4). If you fail, you must either place 1 doom on the current agenda or take 1 horror for each point you failed by. This effect can cause the current agenda to advance.

Treachery
Hazard.
Revelation - Discard Item assets from your play area and/or from your hand with a total printed resource cost of at least X, where X is the shroud value of your location. If no cards are discarded by this effect, Corrosion gains surge.

Treachery
Omen.
Revelation - Test (3). If you fail:
- If agenda 1a is in play, take 1 damage and lose 1 action.
- If agenda 2a is in play, take 2 damage and lose 2 actions.
- If act 3a or agenda 3a is in play, take 3 damage and lose 3 actions.

Treachery
Pact.
Revelation - If there are no Possessed enemies in play, Dance of the Yellow King gains surge. Otherwise, test (3). If you fail, the nearest Possessed enemy readies, moves (one location at a time) until it reaches your location, engages you, and makes an immediate attack.

Treachery
Omen.
Revelation - Test (3). If you fail, discard cards from the top of the encounter deck until an enemy is discarded. You must either draw that enemy, or that enemy attacks you (from the discard pile). If no enemy is discarded, take 1 horror instead.

Treachery
Terror.
Surge.
Revelation - If you have at least 3 horror on you, lose 1 action.

Treachery
Curse. Terror.
Revelation - Test (3). If you have no remaining sanity, this test gets +2 difficulty. If you fail, take 2 damage (4 damage instead if you have horror on you greater than twice your sanity).

Treachery
Terror.
Revelation - Test (3). For each point you fail by, take 1 horror. When assigning horror from this effect, it must be divided as evenly as possible among eligible cards.

Treachery
Terror.
Peril.
Revelation - You must either place 1 of your clues on a Bystander asset in play or take 1 horror and 1 damage.

Treachery
Terror.
Revelation - Put Frozen in Fear into play in your threat area.
The first time you perform one of the following actions (move, fight, or evade) each round, it costs 1 additional action.
Forced - At the end of your turn: Test (3). If you succeed, discard Frozen in Fear.

Treachery
Terror.
Peril. Hidden.
Revelation - Secretly add Gift of Madness (Pity) to your hand.
You cannot attack Possessed enemies.
: Randomly choose 1 enemy from among the set-aside Monster enemies and place it beneath the act deck without looking at it. Discard Gift of Madness (Pity) from your hand.

Treachery
Terror.
Peril. Hidden.
Revelation - Secretly add Gift of Madness (Misery) to your hand.
You cannot trigger abilities on locations.
: Randomly choose 1 enemy from among the set-aside Monster enemies and place it beneath the act deck without looking at it. Discard Gift of Madness (Misery) from your hand.

Treachery
Pact.
Revelation - Test (6). If you fail, reveal the top X cards of the encounter deck, where X is the amount you failed by. If at least 1 Byakhee enemy is revealed by this effect, choose and draw 1 of them. If at least 1 Omen treachery is revealed by this effect, take 1 horror. Shuffle the encounter deck.

Treachery
Scheme.
Peril.
Revelation - You must decide (choose one):
- Place 1 of your clues on a Cultist enemy.
- Place 1 doom on the current agenda (this effect may cause the current agenda to advance).

Treachery
Pact.
Peril.
Revelation - Test (2). If you fail, take 2 horror. If The Man in the Pallid Mask is in play, horror dealt by this effect is considered direct horror, and this test has +2 difficulty.

Treachery
Hazard.
Revelation - Put Ooze and Filth into play next to the act deck.
Each location gets +1 shroud.
Forced - At the end of the round: Discard Ooze and Filth.

Treachery
Hex. Terror.
Peril. Hidden.
Revelation - Secretly add Possession (Traitorous) to your hand.
If you have horror on you greater than twice your sanity, you are immediately eliminated and killed.
You may commit this card to a skill test at your location. That test automatically fails.

Treachery
Hex. Terror.
Peril. Hidden.
Revelation - Secretly add Possession (Torturous) to your hand.
If you have horror on you greater than twice your sanity, you are immediately eliminated and killed.
Spend 5 resources: Discard Possession (Torturous) from your hand.

Treachery
Hex. Terror.
Peril. Hidden.
Revelation - Secretly add Possession (Murderous) to your hand.
If you have horror on you greater than twice your sanity, you are immediately eliminated and killed.
Deal 2 damage to an investigator at your location: Discard Possession (Murderous) from your hand.
