Event
Dilemma. Insight.
Cost: –. XP: 1.
Max 2 Dilemma per round.
Revelation - Choose an investigator and decide (choose one):
- The chosen investigator must immediately take an action as if it were their turn, then discards 1 card at random from their hand.
- The chosen investigator loses 1 action during their next turn, then draws 3 cards.
Event
Dilemma. Fortune.
Cost: –. XP: 3.
Max 2 Dilemma per round.
Revelation - You must decide (choose one):
- Place 1 doom on the current agenda. Each investigator heals 3 damage and 3 horror.
- Remove 1 doom from the current agenda. Each investigator takes 1 direct damage and 1 direct horror. Remove Fickle Fortune from the game.
Event
Augury. Dilemma.
Cost: –. XP: 2.
Max 2 Dilemma per round.
Revelation - Reveal the top card from each investigator's deck and place them in a pile. Repeat this two more times. Choose one of the three piles. Each investigator draws each of their cards from that pile. Shuffle each weakness in each other pile into its owner's deck. Remove each other revealed card from the game.
Event
Dilemma. Tactic.
Cost: –.
Max 2 Dilemma per round.
Revelation - Choose two skills (, , , or ). Until the end of the investigation phase, each investigator gets +1 to each of the chosen skills, and -1 to each other skill.
Event
Dilemma. Insight.
Cost: –. XP: 1.
Max 2 Dilemma per round.
Revelation - Reveal the top 3 cards of the encounter deck. Choose an investigator to draw 1 of the revealed cards and discard the rest. Then, choose an investigator to discover 1 clue at any revealed location.
Event
Dilemma. Tactic.
Cost: –.
Max 2 Dilemma per round.
Revelation - If there are no enemies in play, draw 1 card. Otherwise, you must decide (choose one):
- Each unengaged enemy moves once toward the nearest investigator.
- Each investigator disengages from each enemy engaged with them and moves once away from the nearest enemy.