The Star • XVII
You Have Been Chosen
Asset. Tarot
Tarot.
Cost: 3. XP: 3.
Each asset you control with health gets +1 health.
Each asset you control with sanity gets +1 sanity.
When the game begins, if The Star • XVII is in your opening hand: Put it into play.

Asset. Accessory
Item. Relic. Occult. Blessed.
Cost: 2. XP: 3.
Limit 1 per deck.
When you play a copy of Soothing Melody: Either change each "2" on it to a "3," or shuffle it into your deck instead of discarding it.
Forced - After Hallowed Mirror enters play: Search your bonded cards for 3 copies of Soothing Melody. Add 1 to your hand and shuffle the other 2 into your deck.

The World • XXI
The Journey is Complete
Asset. Tarot
Tarot.
Cost: 3. XP: 3.
If you have 8 or more cards in your hand, exhaust The World • XXI: Draw 1 card.
When the game begins, if The World • XXI is in your opening hand: Put it into play.

Asset. Hand
Item. Tome. Occult.
Cost: 2. XP: 3.
Limit 1 per deck.
When you play a copy of Blood-Rite: Either change each "2" on it to a "3," or shuffle it into your deck instead of discarding it.
Forced - After Occult Lexicon enters play: Search your bonded cards for 3 copies of Blood-Rite. Add 1 to your hand and shuffle the other 2 into your deck.

Knight of Swords
Charge Ever Onward
Asset. Tarot
Tarot.
Cost: 3. XP: 3.
When you would succeed at a skill test: You get +1 skill value for this test. You may discard Knight of Swords to get +3 instead.
When the game begins, if Knight of Swords is in your opening hand: Put it into play.

Asset
Condition.
Cost: 2. XP: 3.
Limit 1 per investigator.
Exhaust Well Connected: You get +1 skill value for this skill test for every 4 resources you have.
Spend 2 resources: Ready Well Connected. (Limit once per round.)

The Hierophant • V
Your True Master Awaits
Asset. Tarot
Tarot.
Cost: 3. XP: 3.
You have 1 additional arcane slot.
Your arcane slots can be used to hold cards that take up accessory slots, and vice versa.
When the game begins, if The Hierophant • V is in your opening hand: Put it into play.

Asset. Hand
Ritual. Talent.
Cost: 3. XP: 3.
Fast.
You have 1 additional arcane slot, which can only be used to hold a Spell or Ritual asset.
After you activate an ability on a Spell or Ritual asset, exhaust Sign Magick: Activate an ability on a different Spell or Ritual asset you control (without paying its cost).

Nine of Rods
Every Trial a Lesson
Asset. Tarot
Tarot.
Cost: 3. XP: 3.
When you draw a non-weakness encounter card, exhaust Nine of Rods: Cancel all of that card's effects and shuffle it into the encounter deck. Then, draw another card from the top of the encounter deck.
When the game begins, if Nine of Rods is in your opening hand: Put it into play.

Event
Spirit.
Cost: 2. XP: 3.
Fast. Play only during your turn.
Until the end of your turn, set the base value of each of your skills to 5, or the base value of one of your skills to 7.

The Fool • 0
Unlimited Potential
Asset. Tarot
Tarot.
Cost: 3. XP: 3.
When you play a card, exhaust The Fool • 0: Reduce that card's cost by 1.
When the game begins, if The Fool • 0 is in your opening hand: Put it into play.

Asset. Accessory
Item. Charm.
Cost: 2. XP: 2.
You have 1 additional tarot slot.
Each non-weakness Tarot asset in your hand or committed to a skill test gains .
When the game begins, if Moon Pendant is in your opening hand: Put it into play.

Asset
Blessed.
Cost: –. XP: 4.
Permanent. Limit 1 per investigator.
Before setting up each game, draw 3 random cards from the tarot deck and choose 1. Place the chosen card in front of you, in the upright position. Each other investigator ignores its effects. Shuffle the rest back into the tarot deck.

Treachery. Basic Weakness
Curse. Omen.
Permanent.
Before setting up each game, draw a random card from the tarot deck and place the chosen card in front of you, in the reverse position. Each other investigator ignores its effects.

The Devil • XV
Your Shadow Hungers
Asset. Tarot. Basic Weakness
Omen. Tarot.
Cost: 3.
You cannot play assets other than The Devil • XV while it is in your hand.
If The Devil • XV is drawn in your opening hand during setup (before or after taking a mulligan), you cannot replace it. It must stay in your opening hand.
