Asset
Item. Tome.
Cost: 2.
Uses (5 secrets). If Schoffner's Catalogue has no secrets, discard it.
You may spend secrets on Schoffner's Catalogue as resources to pay for Item assets played by any investigator at your location.
Asset
Item.
Cost: 2.
Uses (3 supplies). If Bandages has no supplies, discard it.
After an investigator or Ally asset at your location takes 1 or more damage, spend 1 supply: Heal 1 damage from that card.
Asset. Accessory
Item. Charm. Cursed.
Cost: 2. XP: 1.
Uses (1 charge).
Spend 1 charge: You get +2 skill value for this test. (Limit once per test.)
After an enemy attacks you: Place 1 charge on Bangle of Jinxes.
Asset. Accessory
Item. Relic.
Cost: 2. XP: 1.
Uses (3 secrets).
During your turn, exhaust Eon Chart and spend 1 secret: Choose and take one of the following actions (move, evade, or investigate).
Latest Taboo
This card should read “following basic actions” instead of “following actions.”
Asset. Hand x2
Item. Weapon. Melee.
Cost: 4.
Customizable. Uses (4 charges). Replenish 1 of these charges at the start of each round.
: Fight. You get +1 for this attack. Before this attack, you may spend any number of charges to imbue the axe with that many different inscriptions -
- Accuracy - You get an additional +2 for this attack.
- Power - This attack deals +1 damage.
Latest Taboo
Upgrade – Inscription of the Hunt: +1 experience.
Customizations
□ Heirloom. This asset gets -1 cost and gains the Relic trait.
□ Inscription of Glory. Add this inscription: "- Glory - If this attack defeats an enemy, choose one: draw 1 card, heal 1 damage, or heal 1 horror."
□ Inscription of the Elders. Add this inscription: "- Elders - If this attack succeeds by an amount equal to or greater than your location's shroud, discover 1 clue at your location."
□ Inscription of the Hunt. Add this inscription: "- Hunt - Immediately move to a connecting location or engage an enemy at your location."
□ Inscription of Fury. Add this inscription: "- Fury - If this attack is successful, in addition to its standard damage, deal 1 damage to each other enemy engaged with you."
□□□ Ancient Power. You may imbue the same inscription up to three times.
□□□ Saga. Replenish 2 of Runic Axe's charges at the start of each round, instead of only 1.
□□□□ Scriptweaver. For every charge spent, you may imbue the axe with up to two different inscriptions.
Asset. Hand
Item. Science.
Cost: 2.
Customizable. Uses (3 supplies).
Spend 1 supply: Choose an investigator at your location and test (1). If you succeed, that investigator performs one of the following options -
- Draw 2 cards.
- Gain 2 resources.
Customizations
□ Mending Distillate. Add this option: "- Heal 2 damage."
□ Calming Distillate. Add this option: "- Heal 2 horror."
□ Enlightening Distillate. Add this option: "- Place 1 charge or secret on an asset you control."
□ Quickening Distillate. Add this option: "- Move up to 2 times."
□□ Refined. Alchemical Distillation enters play with 2 additional supplies on it.
□□□□ Empowered. When you initiate this skill test, you may increase its difficulty by 2. If you do, increase the value of the effect granted by each option by 1 for this test.
□□□□□ Perfected. If you succeed by 2 or more, the chosen investigator may perform two different options instead of one.
Asset. Hand
Item. Tome.
Cost: 3.
Uses (4 secrets).
Spend 1 secret: Investigate. You get +2 for this investigation. If you succeed by 2 or more, you may draw 1 card.
Asset
Item. Tool. Science.
Cost: 2. XP: 3.
Uses (4 supplies).
When one of your card effects heals damage from an investigator, spend 1 supply: Either that effect heals 1 additional damage, or you draw 1 card and heal 1 horror.
: Heal 3 damage from an investigator or Ally asset at your location.
Asset. Hand
Item. Illicit.
Cost: 4.
Customizable. Uses (3 evidence).
Exhaust Damning Testimony and choose an enemy at any location: Investigate (your location). If you succeed, you may spend 1 evidence to discover 1 additional clue at the chosen enemy's location.
Customizations
□ Search Warrant. While investigating using Damning Testimony, you may ignore any effect or keyword on the investigated location that would trigger.
□□ Fabricated Evidence. Damning Testimony enters play with 2 additional evidence on it.
□□ Blackmail. You get +2 while investigating using Damning Testimony.
□□□ Extort. When you successfully investigate using Damning Testimony, you may spend 1 evidence to automatically evade the chosen enemy.
□□□ Surveil. You may use Damning Testimony's ability to investigate the chosen enemy's location instead of your location.
□□□□ Expose. When you successfully investigate using Damning Testimony, you may spend X evidence to discard the chosen enemy if it is non-Elite. X is that enemy's remaining health.
Asset. Hand
Item. Tool. Illicit.
Cost: 3.
Uses (6 supplies).
Spend 1 supply: Investigate. You may use instead of for this investigation. If you succeed, gain 1 resource.
Asset. Hand
Item. Tool. Illicit.
Cost: 3. XP: 3.
Uses (6 supplies).
Spend 1 supply: Investigate. For this investigation, you may use instead of , and you get +1 skill value. If you succeed, gain 1 resource (2 resources instead if you succeed by 2 or more).
Hyperphysical Shotcaster
Theoretical Device
Asset. Hand
Item. Relic. Weapon. Firearm.
Cost: 4.
Customizable. Uses (4 aether). If Hyperphysical Shotcaster has no aether, discard it.
Spend 1 aether: Resolve the Manifest ability of the Hyperphysical Shotcaster's current form.
Exhaust Hyperphysical Shotcaster: Change its form (to one you have unlocked on its upgrade sheet).
Customizations
□□ Railshooter. Hyperphysical Shotcaster has this form: "Manifest - Fight. Fight with any skill. This attack deals +1 damage."
□□ Telescanner. Hyperphysical Shotcaster has this form: "Manifest - Investigate. Investigate with any skill. If you succeed, discover a clue at any revealed location instead of your location."
□□ Translocator. Hyperphysical Shotcaster has this form: "Manifest - Evade. Attempt to evade with any skill. Before or after this attempt, you may move an investigator or a non-Elite enemy at your location to a connecting location, or vice versa."
□□ Realitycollapser. Hyperphysical Shotcaster has this form: "Manifest - Test any skill (3). If you succeed, discard from play a non-weakness treachery that is not attached to an Elite enemy."
□□ Matterweaver. Hyperphysical Shotcaster has this form: "Manifest - Choose an asset in your hand and test any skill (X), where X is that asset's cost. If you succeed, play that asset at no cost."
□□□□ Aetheric Link. Hyperphysical Shotcaster enters play with 2 additional aether.
□□□□ Empowered Configuration. While using a Manifest ability, you get +2 skill value.
Asset. Hand
Item. Tool.
Cost: 2. XP: 3.
Uses (4 supplies).
When you perform a skill test while investigating or attempting to evade, spend 1 supply: This test gets -2 difficulty.
Card design by the Council-in-Exile at Arkham Nights 2020.
Asset. Accessory
Item. Tool.
Cost: 3.
Uses (3 supplies).
Supplies on Cleaning Kit may be spent as if they were supplies or ammo on assets you control.
-Schoffner's Catalogue, Winter 1924 ed.
Asset
Item. Charm. Blessed.
Cost: 2.
Uses (1 charge). Replenish this charge the first time a token is revealed at your location each round.
Choose a non-Elite enemy at your location and spend 1 charge: That enemy loses the alert, aloof, elusive, and retaliate keywords until the end of the round.
Asset. Accessory
Item. Tool.
Cost: 3. XP: 3.
Uses (4 supplies).
Supplies on Cleaning Kit may be spent as if they were supplies or ammo on assets you control.
When a supply is spent from Cleaning Kit, exhaust it: The performing investigator gets +2 skill value for this test.
Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 3.
Uses (3 ammo).
Spend 1 ammo: Fight. You may use instead of for this attack. This attack deals +1 damage.
After you fail a skill test while parleying with an enemy: Put British Bull Dog into play from your hand.
Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 3. XP: 2.
Uses (3 ammo).
Spend 1 ammo: Fight. You may use instead of for this attack and you get +2 skill value. This attack deals +1 damage. Ignore the aloof keyword for this attack.
After you fail a skill test while parleying with an enemy: Put British Bull Dog into play from your hand.
Asset. Hand
Item. Weapon. Firearm.
Cost: 2. XP: 2.
Uses (6 ammo).
Spend 1 ammo: Fight. You deal +1 damage for this attack.
Spend 1 resource: Return .32 Colt to your hand.
Asset. Hand
Item. Weapon. Firearm. Illicit.
Cost: 2. XP: 2.
Uses (5 ammo).
Spend 1 ammo: Fight. You get +2 for this attack. This attack deals +1 damage.
Forced - At the end of the round, if you triggered Colt Vest Pocket's "" ability: Discard it.