AGENCY
Sister Sofia - Nun with a Gun
Cost 3, Skill 2, CC.
Independent.
Response: After you win a C struggle at a story to which Sister Sofia is committed, choose and wound X of your opponent’s characters at that story, X is the number of drained domains your opponent has.
Call for Backup.
Event.
Cost 2.
Tactic.
Action: Exhaust a character you control to put into play from your hand an Agency character with printed cost 3 or lower. Return that character to your hand at the end of the phase.
SYNDICATE
Distraught Shopkeeper.
Cost 2, Skill 2, no icons.
Independent.
Forced Response: After Distraught Shopkeeper enters play, exhaust all characters with printed skill 1 or lower.
(S) An Offer You Can’t refuse.
Event.
Cost 0.
Action: Ready an exhausted character you control. Then, each opponent draws a card.
MISKATONIC
* Dr. Bartlett - Conspiracy Theorist.
Cost 3, Skill 2, AI.
Conspirator, Scientist.
While you have a conspiracy card in play, Dr. Bartlett gains Willpower and Invulnerability.
* Pnakotic Manuscripts - Mind Expanding Ideas.
Support.
Cost 1.
Attachment.. Tome.
Attach to a MU character you control.
Action: Exhaust Pnakotic Manuscripts to choose a character you control. Attached character gains all of that character’s printed icons until the end of the phase.
YOG-SOTHOTH
Faceless Abductor.
Cost 2, Skill 2, TC.
Servitor.
Action: Shuffle Faceless Abductor into your deck to choose a non-Ancient One character with skill 3 or less. Return that character to it’s owner’s hand.
Curse of the Putrid Husk.
Support.
Cost 1.
Attachment. Curse.
Attach to a non-Ancient One character.
Attached character loses all keywords.
SHUB-NIGGURATH
Collector of Sacrifices.
Cost 2, Skill 2, TC.
Dark Young. Servitor.
Response: After a character enters your discard pile from play, ready Collector of Sacrifices.
Come to the Altar.
Event.
Cost 2.
Action: Sacrifice a character to put into play from your hand a SHUB character with printed cost 3 or lower.
HASTUR.
Sweet Old Lady.
Cost 3, Skill 2, T.
Cultist.
While Sweet Old Lady is committed to a story alone, opponents must pay 2 to commit characters to that story.
Old Man of the Woods.
Cost 3, Skill 3, CC.
Lunatic.
Action: Drive Old Man of the Woods insane to choose and destroy an insane character.
CTHULHU
* Joe Sargent - Rattletrap Bus Driver.
Cost 3, Skill 2, CA.
Servitor.
Action: Exhaust Joe Sargent and pay 2 to choose and destroy a non-Ancient One character with skill X or lower committed to a story. X is the number of Deep One characters you control.
In the Wake of the Sleeper.
Event.
Cost 3.
Disaster.
Loyal.
Play during your operations phase.
Action: Choose a non-Ancient One character. Destroy all copies of that character.
NEUTRAL
Neutral Ground.
Support.
Cost 2.
Location.
Treat all neutral characters in play as if their printed text boxes were blank.
SILVER TWILIGHT
* Clifton Rosenberg - Mastermind.
Cost 6, Skill 3, CCAA.
Lodge,
Willpower. Toughness +2.
Response: After you play Clifton Rosenberg, return all Heroic and Villainous characters to their owner’s hands.
* Senator Nathaniel Rhodes - Adept Politician.
Cost 4, Skill 4, CAAI.
Lodge. Government.
Response: After you discard 1 or more cards from your hand, pay 1 to draw a card.
* Lord Jeffrey Farrington - Mysterious Benefactor.
Cost 3, Skill 3, CAI.
Lodge. Independent.
Forced Response: After Lord Jeffrey Farrington enters play, choose and return a character to it’s owner’s hand.
Silver Twilight Enforcer.
Cost 3. Skill 2, CCC.
Lodge.
Willpower. Toughness+1.
At the end of this turn, return Silver twilight Enforcer to it’s owners hand.
Extra combat phase icon.
Keeper of the Silver Sphere.
Cost 2, Skill 2, C.
Lodge. Conspirator.
While there is a conspiracy card in play, Keeper of the Silver Sphere gains CCAI.
Young Initiate.
Cost 1, Skill 2, no icons.
Lodge.
Response: After Young Initiate enters play, choose another ST character. That character gains Willpower until end of the turn.
Arcane Hunter.
Cost 3, Skill 2, CC.
Sorcerer.
Forced Response: After a character enters a discard pile from play, Arcane Hunter gains Willpower and Fast until the end of the phase.
Knight of the Outer Void.
Cost 3, Skill 3, CCA.
Lodge.
Willpower.
Forced Response: During your refresh phase, choose and return a ST character you control to it’s owner’s hand.
High Wizard of the Order.
Cost 4, Skill 4, AAI.
Lodge. Sorcerer.
Willpower.
Response: After High Wizard of the Order enters play, choose and return a non-Ancient One character to it’s owners hand.
Lodge Librarian.
Cost 3, Skill 3, AAI.
Lodge.
Response: After you win an A struggle, discard a card from your hand to draw a card.
Disgruntled Chef.
Cost 2, Skill 2, CC.
Independent.
Response: After a character leaves play, Disgruntled Chef gains C until the end of the phase.
(ST) Dedicated Butler.
Cost 0, Skill 1, A.
Independent.
Forced Response: After Dedicated Butler enters play, discard a card from your hand or sacrifice Dedicated Butler.
Action: Sacrifice Dedicated Butler to choose and shuffle a card from your discard pile back into your deck.
* Mayor Atkinson - Resourceful Manipulator.
Cost 5, Skill 4, CAI.
Lodge. Government.
Willpower. Toughness +1.
While you have no cards in hand, Mayor Atkinson gains “Action: Pay 2 to choose a character with printed skill 2 or lower. Return that character to it’s owner’s hand”.
Devious Architect.
Cost 3, Skill 3, CI.
Lodge.
While you have no cards in hand, Devious Architect gains CAA.
(ST) Lodge Barkeep.
Cost 2, Skill 2, CA.
Lodge.
Response: After a character is readied, exhaust Lodge Barkeep to exhaust that character.
Failed Initiate.
Cost 1, Skill 1, AI.
Cultist.
Forced Response: After an event card is played, sacrifice Failed Initiate.
The Groundskeeper.
Cost 3, Skill 1, CC.
Independent.
Willpower.
Action: Discard a card from your hand to lower the cost of the next support card you play this phase by 1 (to a minimum of 1).
Silver Twilight Collector.
Cost 2, Skill 2, C.
Lodge.
Silver Twilight Collector gains C for each success token on it.
Forced Response: After a Monster or Creature character is destroyed, place a success token on Silver Twilight Collector.
Lodge Housekeeper.
Cost 3, Skill 2, AI.
Lodge.
Response: After Lodge Housekeeper enters play, choose and return a support card to its owner’s hand/
Recruiter for the Lodge.
Cost 2, Skill 2, no icons.
Lodge.
Response: After Recruiter for the Lodge enters play, reveal the top 5 cards of your deck. Add a revealed ST character to your hand. Then, shuffle the remaining cards into your deck.
* Silver Twilight Lodge - Nexus of Power.
Support.
Location.
Lower the cost of the first ST character you play by 1 (to a minimum of 1).
Key to the Inner Sanctum.
Support.
Cost 1.
Attachment. Item.
Attach to a Lodge character you control.
Attached character gains A.
Action: Sacrifice Key to the Inner Sanctum to reveal the top 5 cards of your deck. Add a revealed Ritual card to your hand. Then, shuffle the remaining cards into your deck.
Crescent Blade.
Support.
Cost 2.
Attachment. Weapon.
Attach to a character you control.
Attached character gains “Action: Exhaust this character to choose and wound a neutral non-Ancient One character”.
Sigil of the Order.
Support.
Attachment. Item.
Attach to a ST character you control.
Action: Exhaust Sigil of the Order and discard a card from your hand to ready attached character”.
* The Oubliettes - Secret Chambers.
Support.
Cost 2.
Location.
Characters with printed skill 1 or lower cannot commit to stories.
* Ritual of the Construct - Mystical Summons.
Support.
Cost 2.
Ritual.
Response: After you discard 3 more cards from your hand, place a success token on Ritual of the Construct.
Action: Exhaust Ritual of the Construct and discard X success counters from it to choose an opponent. That opponent must sacrifice a character with cost X or lower.
* Ritual of the Lance - Utter Annihilation.
Support.
Cost 3.
Ritual.
Response: After you sacrifice a character, place a success token on Ritual of the Lance.
Action: Sacrifice Ritual of the Lance and discard 5 success tokens from it to destroy all characters.
* Crystal of the Elder Things - Radiant Gem.
Support.
Cost 2.
Artifact.
Response: After a character leaves play, exhaust Crystal of the Elder Things to choose and refresh a domain with 1 resource.
(STx2) Initiation.
Event.
Cost 0.
Ritual.
Action: Sacrifice a character you control to lower the cost of the next ST character you play this phase by 2 (to a minimum of 1).
Lodge Meeting.
Event.
Cost 2.
Response: After you commit 3 Lodge characters to the same story, drain one of your opponent’s domains.
Dark Secrets of the Order.
Event.
Cost 1.
Action: Refresh a domain with a number of resources equal to or lower than the number of characters that left play this phase.
Secret Handshake.
Event.
Cost 1.
Ritual.
Action: Choose a ST character you control. That character gains CA until the end of the phase.
You Know Too Much.
Event.
Cost 2.
Play during your operations phase.
Action: Choose a player. That player must place two cards from his hands on top of his deck or sacrifice a character.
(STx2) Unbound!
Event.
Cost 2.
Ritual. Disaster.
Action: Discard X cards from your hand to destroy a character with printed skill X or less.
Fine Dining.
Event.
Cost 2.
Action: Sacrifice a character to choose a character with printed cost 2 or higher. That character gains CCAA and Invulnerability until the end of the phase.
* Ritual of Summoning - Horrific Methods.
Support.
Cost 3.
Ritual.
Action: Sacrifice a character to place a success token on this card.
Action: Discard 5 success tokens from Ritual of Summoning to put a character into play from your hand.
Steal the Soul.
Event.
Cost 1.
Action: Choose a character you control a a character an opponent controls. Choose one of those characters to gain the icons of the other character until the end of the phase.
Pose Mundane.
Event.
Cost 3.
Play during your operations phase.
Action: Choose and destroy a Monster or Creature character. Then, put a ST character into play from your hand.
Friendly to the Order.
Event.
Cost 1.
Action: Choose a ST character. That character gains CA for each character that left play this phase.
(STx3) Brazier Enchantment.
Event.
Cost 1.
Spell.
Action: ST characters you control gain Invulnerability until the end of the phase.