Enemy
Humanoid. Monster. Ghoul.
Enemy
Humanoid. Monster. Ghoul.
Prey - Lowest remaining health.
Treachery
Hazard.
Revelation - Test (3). For each point you fail by, take 1 damage.
Treachery
Terror.
Revelation - Test (3). For each point you fail by, take 1 horror.
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.
Revelation - Put Dissonant Voices into play in your threat area.
You cannot play assets or events.
Forced - At the end of the round: Discard Dissonant Voices.
Treachery
Omen.
Revelation - Place 1 doom on the current agenda. This effect can cause the current agenda to advance.
Treachery
Hazard.
Revelation - Test (4). If you fail, choose and discard 1 asset you control (if you cannot, take 2 damage instead).
Treachery
Hazard.
Revelation - Attach to your location. Limit 1 per location.
Attached location gets +2 shroud.
Forced - After attached location is successfully investigated: Discard Obscuring Fog.
Enemy
Humanoid. Cultist.
Spawn - Any empty location.
Forced - After Acolyte enters play: Place 1 doom on it.
Enemy
Humanoid. Cultist.
Spawn - Any empty location.
Retaliate.
Forced - At the end of the mythos phase: Place 1 doom on Wizard of the Order.
Treachery
Hex.
Revelation - Place 2 doom on the nearest Cultist enemy. If there are no Cultist enemies in play, search the encounter deck and discard pile for a Cultist enemy and draw it. Shuffle the encounter deck.
Enemy
Monster. Nightgaunt.
Hunter.
While attempting to evade Hunting Nightgaunt, double the negative modifier of each revealed chaos token.
Treachery
Revelation - Test (4). If you fail, take 1 horror and 1 damage. Then, disengage with each non-Nightgaunt enemy engaged with you and move to a Central location.
Treachery
Obstacle.
Revelation - Attach to the location in play with the most clues, and without a Locked Door attached.
The attached location cannot be investigated.
: Test (4) to break down the door or (4) to pick the lock. If you succeed, discard Locked Door.
Enemy
Monster. Byakhee.
Prey - Lowest remaining sanity.
Hunter.
While engaged with an investigator with remaining sanity 4 or fewer, Screeching Byakhee gets +1 fight and +1 evade.
Treachery
Omen.
Revelation - Test (4). If you fail, take 2 horror and search your deck for a Madness weakness. Draw that card and shuffle your deck.
Enemy
Monster. Yithian.
Prey - Fewest cards in hand.
Forced - When Yithian Observer attacks you: Discard 1 card at random from your hand. If you cannot, Yithian Observer deals +1 damage and +1 horror for this attack.
Treachery
Pact.
Peril.
Revelation - You must either (choose one): draw 2 cards and place 2 doom on the current agenda (this effect can cause the current agenda to advance), or take 2 horror.
Enemy
Monster. Dark Young.
Prey - Lowest .
Forced - At the end of the round: Heal 2 damage from Relentless Dark Young.