Event
Spell.
Cost: 2. XP: 1.
Evade. Use only on a non-Elite enemy. This evasion attempt uses instead of . If you succeed, move the enemy just evaded to any location in play. If you succeed and a , , , or symbol was revealed during this evasion attempt, that enemy does not ready during the next upkeep phase.
Latest Taboo
This card now reads "a symbol" instead of the list of indicated symbols.

Event
Spell. Paradox.
Cost: 0.
Fast. Play when an encounter card or an enemy attack would cause you to do one of the following (choose one): Discard cards from hand, lose resources, lose actions, take damage, or take horror.
You ignore that aspect of the effect. (Each other aspect resolves normally.)

Event
Spell. Paradox.
Cost: 0. XP: 5.
Fast. Play when an encounter card or enemy attack would cause you to do one of the following (choose one): Discard cards from hand, lose resources, lose actions, take damage, or take horror.
You ignore that aspect of the effect. Then, perform the opposite of that aspect (draw cards, gain resources, gain additional actions, heal damage, or heal horror, respectively).

Event
Spell. Spirit.
Cost: 0.
Fast. Play when you would resolve an effect on a card that triggers "when," "if," or "after" a , , , , or symbol is revealed.
Either cancel that effect, or resolve it an additional time.

Event
Spirit.
Cost: 0.
Rita Young deck only.
Fast. Play only during your turn.
Ready and engage all enemies at your location. For the remainder of your turn, whenever you evade an enemy, instead of exhausting and disengaging from that enemy, you may deal it 1 damage. (All other effects of the successful evasion still apply.)

Event
Insight.
Cost: 2.
Diana Stanley deck only.
Fast. Play when an investigator at your location draws an encounter card or a weakness.
Cancel all of that card's effects and shuffle it back into its deck. (Do not draw a new card to replace it.)

Event. Weakness
Pact.
Cost: 10.
Remove Lodge "Debts" from the game.
Forced - When the game ends or you are eliminated, if Lodge "Debts" is still in your hand: You suffer 1 mental trauma.

Event
Spell. Song.
Cost: 3.
Marie Lambeau deck only.
Fast. Play when the agenda would advance by reaching its doom threshold.
Until the end of the phase, the agenda cannot advance by reaching its doom threshold. Remove Mystifying Song from the game.

Event. Weakness
Insight. Mystery.
Cost: 4.
Place 1 of your clues on the location with the highest shroud. Remove Unsolved Case from the game.
Forced - If Unsolved Case would be shuffled into your hunch deck: Add it to your threat area instead. For the remainder of the game, it gains: "Forced - When the game ends: Joe Diamond earns 2 fewer experience for this scenario."

Skill
Innate.
While you have 5 or more total remaining health and sanity, Steadfast gains (while you have 10 or more total remaining health and sanity, Steadfast gains , instead).

Skill
Innate.
While you have 4 or more cards in hand, Curiosity gains (while you have 7 or more cards in hand, Curiosity gains , instead).

Skill
Innate.
While you control 2 or fewer Item assets, Able Bodied gains (while you control 1 or fewer Item assets, Able Bodied gains , instead).

Skill
Innate.
While you have 5 or more resources, Cunning gains (while you have 10 or more resources, Cunning gains , instead).

Skill
Practiced.
While there are 3 or more doom in play, Prophesy gains (while there are 6 or more doom in play, Prophesy gains , instead).

Treachery. Weakness
Flaw.
Revelation - Put Rational Thought into play in your threat area, with 4 horror on it. Horror on Rational Thought may be healed as if it were on Carolyn Fern. If there is no horror on Rational Thought, discard it.
You cannot heal horror from cards other than Rational Thought. You cannot gain resources from Carolyn Fern's ability.

Treachery. Weakness
Madness.
Revelation - If there are no card beneath Diana Stanley, shuffle Terrible Secret back into your deck. Otherwise, for each card beneath Diana Stanley, you must either discard that card or take 1 horror. Cannot be canceled.

Treachery. Basic Weakness
Omen.
Revelation - Put The 13th Vision into play in your threat area.
Investigators at your location fail ties during skill tests.
: Discard The 13th Vision.

Treachery
Endtimes.
Revelation - If there is no doom on Azathoth, A World in Darkness gains surge. Otherwise, for each doom on Azathoth, you must choose one:
- Lose 1 resource.
- Choose and discard 1 card from your hand.
- Take 1 horror.
- Take 1 damage.

Treachery
Curse. Spectral.
Peril.
Revelation - You must either (choose one):
- Choose an Unfinished Business card in play, flip it to its Heretic side, and place damage on it equal to half its health.
- Discard cards from the top of the spectral encounter deck until a Geist enemy is discarded. Spawn that enemy engaged with you.

Treachery
Hex.
Revelation - Put Bedeviled into play in your threat area.
You cannot trigger abilities on cards you control.
: Test (3). If you succeed, discard Bedeviled. If there is an exhausted Witch enemy at your location, this test is automatically successful.
