atoe locations
TRANSCRIPT
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7/30/2019 AToE Locations
1/10
A Touch of Ev
Locations
(1) Mad
"For the love of all that is holy leave it be!""Get everyone out of here! I have to stop this evil one way oranother!"
"Don't Pull the Chain!"
Make an Honor & Spirit 6+ test andgain 4 Investigation for every 6+ rolled.If failed, immediately take D6 Woundsand move the Shadow Track 2 stepscloser to Darkness.
Investigation Danger
(1) SW
Sebastian Skinner joins you at the bar with a smile. "You look likeou could use a drink."
"Hello, Stranger"
Make a Spirit & Honor 6+ test and gain3 Investigation for every 6+ rolled. Iffailed, immediately discard one Itemor Ally, or take D6 Wounds.
Investigation Demon
(1) SW
Searching the rooftop, you slip on the wet moss and slide over the
edge! Jagged rocks await you at the bottom of the cliffs.
"It's a Long Way Down"
Roll a D6. On the roll of 5+ youmanage to pull yourself back up with afresh perspective on things take a Laircard for free. Otherwise, take D3
Wounds and move to and Encounterthe Forgotten Island.
Danger
(1) TC
A thick mist surrounds the base of the lighthouse, its tendrils fillingthe darkness and recoiling only from the light.
"Stay in the Light!"
Make a Spirit & Honor 5+ test and gain3 Investigation for each 5+ rolled. Iffailed, you are pulled screaming into thedarkness. Take D6 Hits and
immediately move to and Encounter theIcy Waters.
Investigation Danger
(1) SW
"Ive read about something like this before It's not good."
Abigail Sturn
1+1
Ally Female Occult
1 +1
(1) SW
The inscription reads, "Before you lay the tomb of Sigmund - theBetrayer."
Ancentral Tome
Make a Spirit & Combat 6+ test. Ifsuccessful gain D6 Investigation andadd a Resolve token to any Town Elder.If failed, roll once on the Villain'sMinion Chart (re-rollling any Eventresult). That Minion gains +2 FightDice for this Fight.
Danger
(2) AToE
Angry Trees
245 Investigation5 Investigation
Angry Trees only Hit on the roll of 6(instead of the normal 5 or 6), but eachsuccessful Hit roll counts as 2 Hits. Ifdefeated, gain 5 Investigation.
Minion Plant
42
(2) AToE
"Perhaps we're getting too close."
Attacked!
Roll once on the Villain's Minion Chartto see what has attacked you.
Fight
(1) AToE
(2) AToE
(2) AToE
(2) SW
(2) SW
(1) SW
(1) TC
(1) TC
(1) TC
(2) AToE
Axe
+1
You may discard to cancel any Mysterycard on the D6 roll of 2+.
Item Hand Weapon
+1
(1) pro
(1) TC
Babbling Beast (the)
437 Investigation7 Investigation
If not defeated in the first Fight Round,Babbling Beast infects your mind(draw and play 2 Mystery cards) anddisappears, ending the Fight. Ifdefeated, gain 7 Investigation.
Minion Beast
34
(1) AToE
Beast in the Dark (the)
324 Investigation4 Investigation
You must use Cunning instead ofCombat when fightingthe Beast in theDark. If defeated, gain 4 Investigation.
Minion Beast Demon
23
(1) TC
In the cold, damp, darkness you are confronted by a stunningapparition of light and sorrow. "It's beautiiifuuuuuullllllll!"
Beautiful Apparition
Make a Spirit 6+ test and gain 3Investigation for each 6+ rolled. Iffailed, draw a Haunting to fight.
Danger Investigation
(1) All
"Come on! It went this way Into the woods!
Ben, the Watchman
+2
Ally Male Soldier
+2
(1) TC
Now it comes to it the gaping void stands before you shimmeringwith a cold hunger.
Beyond the Lighted Gate
If you enter the Void gain two +1Honor markers and remove your figurefrom the board. At the start of eachMystery Phase roll 2D6. If you rollequal to or under your Honor, gain 5Investigation. If you roll over yourHonor, take D3 Wounds. Once you rolldoubles on the dice (or if KO'd), placeyour figure back on the board at arandom Location.
Danger Void
(1) AToE
Climbing to the lof of the old Windmill, you find a single blackeather on the wooden floor. It is a quill etched with runic markingand dripping red.
Black Feather
Make a Spirit 4+ test and gain 1Investigation for every 4+ rolled.
Investigatio
(1) SW
Black Powder Bombs
Place 3 Bomb tokens on thi s card.Discard a Bomb token during a Fight toimmediately inflict an extra 4 Fight Diceattack against your opponent (limit oncper Fight Round). If there are no moreBomb tokens remaining, discard.
Item Explosiv
(1) AToE
After dinner, the silence is broken by the scream of a servant girl.Rushing to the study, you are aghast to discover the West wallapparently bleeing. Is this trickery or a dark sign of things to come
Bleeding Wall (the)
Make a Cunning & Spirit 5+ test andgain 1 Investigation for every 5+ rolled.
Investigatio
(1) AToE
"Stand clear!"
Blunderbuss
+2
You may discard to add +1 to each ofyour Fight Dice just rolled.
Item Gu
+2
(1) SW
Bone Key
Draw a random Location for this KeyWhile at that Location, you may discardthis Key, as an Action, to gain D6Investigation.
ORDiscard this Key anywhere to gain +3Spirit for the rest of the turn (orShowdown Fight Round).
Item K
(1) TC
The white-washed bones of a long dead traitor lay half buried inthe sand. "Poor bastard."
Bones of a Traitor
Make a Spirit 5+ test and gain 2Investigation for each 5+ rolled.
Investigatio
(1) TC
Book of Darkness
+2
When you defeat a Minion, place a
Mystery card here without looking at it.You have +1 Wound box for everyMystery card stacked here. If KO'd, allMystery cards here are immediatelyplayed.
Item Book Ev
+2
02-May-13Duplicate cards may have differing flavor text and/or pictures, but are functionally identical.
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7/30/2019 AToE Locations
2/10
A Touch of Ev
Locations
(1) SW
Book of Death
+1
Anytime you are KO'd, you may pay 2Investigation instead of having to losethe normal D6 Items, Allies, or
Investigation.
Item Book Death
+1
(1) SW
Book of Life
At the start of each of your turns (orShowdown Fight Rounds), you mayHeal 1 Wound.Discard to fully Heal (except during aFight Round).
Item Book Holy
(1) AToE
Book of Medicine
At the end of each your turns, you maychoose one Hero in your space(including yourself) and make a
Cunning 5+ test. For each roll of 5 or 6,Heal 1 Wound from that Hero.
This may also be used at the start ofeach Showdown Fight Round.
Item Book Science
(1) SW
Book of Riddles
+1
Once per Fight Round, you may pay 3Investigation to add your Cunning toyour Combat for a single attack.
Item Book
+1
(1) AToE
"lest the madly ravenous werewolf too savagely tear or devourtoo much from a godly flock."
Book of the Occult
+2
Item Book Occult
+2
(1) AToE
Book of Town History
+1
While you have this Item, it costs you1 Investigation less to look at theSecrets of a Town Elder (minimum of1).
Item Book
+1
(1) AToE
"Circles within circles, windows without walls."
Book of Witchcraft
+1+1
Item Book Magik
+1 +1
(1) AToE
You come across a cracked and broken mirror in the old ruins.Gazing into it, you see a glimpse of things to come.
Broken Mirror
Look at the top 3 Mystery cards. Take 1Wound for each card that is KeywordDeath, then put one card back on topof the deck and discard the other two.Gain 2 Investigation.
Danger Portent
(1) AToE
Cracked and twisted, these glasses bear a striking resemblance tothose worn by Doctor Manning.
Broken Spectacles
Make a Cunning 5+ test and gain 1
Investigation for every 5+ rolled. If youroll at least one 6, you may also look atthe Secrets ofDoctor Manning.
Investigation
(1) SW
"Come with me I can show you the way."
Brother Darius
1+1
Ally Male Holy
1 +1
(2) TC
The Smuggler's Cove is renowned as a hiding place for buried goldand treasure.
Buried Gold
Roll 3 dice and choose the highestnumber. Collect Investigation equal tothat number. If any doubles were rolled,
the gold is cursed and you are alsoattacked byDrowned Dead.
Danger Gold
(1) TC
The lighthouse stands tall on the hilltop, its shining light burninginto the foggy night.
Burning Beacon (the)
Make a Cunning 4+ test and gain 2Investigation for each 4+ rolled.
Investigation
(1) TC
Cabin Key
Draw a random Location for this Key.While at that Location, you may discardthis Key, as an Action, to gain 5Investigation.
ORDiscard this Key anywhere to gain +2Fight Dice for one attack.
Item Key
(1) TC
The booming drone of the Lightkeeper's fog horn rings out overthe sea echoing into the abyss. The droning roar that returns is farmore unsettling. "What was that?""The sound of death approaching!"
Call of the Fog Horn
Make a Spirit 5+ test and gain 2Investigation for each 5+ rolled.
Investigation
(1) SW
As you stare into the fire forms begin to take shape visions of theuture.
Camp Fire
Make a Spirit 4+ test. For every 4+rolled, gain 1 Investigation, add 1Resolve token to a Town Elder, andlook at one card from the top of theMystery deck. Choose one of thesecards to discard, then one to play, andthen put any others back in any orderyou wish.
Investigation Portent
(1) TC
Captain's Log
+2
While your Cunning is 6 or higher, youmay draw an Event card at the start ofeach of your Hero Turns.
Item Boo
+2
(1) All
Carla, Blacksmith's Wife
+1
All Town Items cost you 1 Investigaionless to buy (minimum of 1).
Ally Fema
+1
(1) Mad
Cavalry Horse
+1
May add +1 to your Move.Limit one Transport.
Item Animal Transpo
+1
(1) TC
The unstable passage collapses above you, raining down wet sandand rock all around. You'll have to find another way out.
Cave In
Roll 3 dice. For every roll of 1 or 2, takea Wound. Immediately move to andEncounter the Abandoned Keep.
Danger Collap
(1) TC
Cave Worm
468 Investigation8 Investigation
Cave Worm only Hits on 6 (instead othe normal 5 o 6), but every roll of 6counts as 2 Hits. If defeated, gain 8Investigation.
Minion Bea
64
(1) TC
"I know a shortcut, but you may not like it."Charlotte Dubois
1
You gain +1 Move and may now useSecret Passages on the board for freeduring your movement, instead ofreplacing your Move.
Ally Female Outla
1
(1) AToE
"Lucky I found you out here. There's been another murder."
Charm
Once per Game Round (or once perShowdown Fight Round), you mayforce any single die to be re-rolled.
Item Wa
(1) TC
As you enter the damp passage, the temperature seem to drop ou are not alone.
Chilling Presence
Make a Cunning 5+ test and gain 2Investigation for each 5+ rolled. Iffailed, draw a Haunting to fight.
Investigation Dang
02-May-13Duplicate cards may have differing flavor text and/or pictures, but are functionally identical.
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7/30/2019 AToE Locations
3/10
A Touch of Ev
Locations
(1) AToE
Upon returning to your room for the evening, y ou are ambushed by ashadowy figure.
Cloaked Assassin
224 Investigation4 Investigation
You may not use anyItems or Allies
during this Fight and may not Escape.If defeated, gain 4 Investigation.
Minion Assassin
22
(1) AToE
"Get in these roads aren't safe at night!"
Coachman
You may move an extra 2 spaces eachturn as long as you do not enter theFields or Marsh.Limit one Transport.
Ally Male Transport
(1) SW
(1) HP2
Cold Terror (the)
334 Investigation4 Investigation
For every Hit that you take you mustalso discard an Event card from hand. If
defeated, gain 4 Investigation.
Minion Vampire
33
(2) AToE
The spiral stairs crumble beneath you and you plummet to the floorbelow!
Collapse
Roll 3 dice. For every roll of 1 or 2, take1 Wound AND lose one Item, Ally,or Investigation. Then Encounter theAbandoned Keep again.
Danger
(1) AToE
Searching the basement of the old Windmill, you notice several cratesmarked for overseas travel from distant Europe. Prying open a crate,musty earth pours out one the floor and the smell of death is
overwhelming.
Crates of Foreign Soil
Make a Cunning & Combat 5+ test andgain 1 Investigation for every 5+ rolled.
Investigation Occult
(1) SW
Pressing deeper into the woods, you are ensnared by a tangle of vineswith a will of its own.
Creeping Vines
Make a Combat 6+ test. If passed, gain3 Investigation. If failed take D3
Wounds and make the test again untilsuccessful.
Danger Plant
(1) AToE
"Get back, you devil!"
Cross
AnyVampire, Ghost, or Demonyou are fighting has -1 Fight Dice(minimum of 1).Discard to prevent 1 Wound to anyHero or Town Elder in your space(including yourself).
Item Ward Holy
(1) SW
Cross of Kandor (the)
+1
Once per Fight Round you may pay 3Investigation to add your Spirit to yourCombat for a single attack.
Item Artifact Magik
+1
(1) AToE
Traveling the path, you come to an old crossroads. An owl sits atopthe signpost, watching you intently. Continuing on around the nextbend, you stop suddenly. The same crossroads lied before you as theowl stares into your soul.
Crossroads
Make a Spirit 4+ test and gain 1Investigation for every 4+ rolled.
Investigation
(1) TC
Cursed Key (the)
Draw a random Location for this Key.While at that Location, you may discardthis Key, as an Action, to gain 5Investigation.
ORDiscard this Key anywhere to forceanother Hero, Minion, or Villain to re-roll all of their Fight Dice Hits justrolled.
Item Key Cursed
(2) SW
Cutlass
+1
When making a Spirit, Cunning, orHonor test, you may re-roll one of thedice. If the re-roll is a 1, you mustdiscard the Cutlass.
Item Hand Weapon
+1
(1) AToE
Dagger
+1
Dagger does not count against yourcarrying limit.
Item Hand Weapon
+1
(1) TC
As you crack the musty seal of the aft hold, you are faced with a
horror beyond count.
Dark Below Deck (the)
Make a Spirit 5+ test and gain 3Investigation for each 5+ rolled. Iffailed, you are attacked byDrownedDead.
Danger Investigation
(1) TC
As you break the lock on the storm cellar doors, you are overcomewith the wretched stench of d ecay and a whisper of sorrow.
Dark Cellar
Make a Spirit 5+ test and gain 3Investigation for each 5+ roled. Iffailed, you are knocked down and thedoor is locked behind you. You may notmove away from the Lighthouse nextturn.
Investigation Danger
(1) TC
The evil beneath the keep yearns, above all else, to escape its darkprison.
Dark Keep (the)
Make a Cunning 6+ test and gain 3Investigation for each 6+ rolled. Iffailed, move the Shadow Track 2 stepscloser to Darkness and each Hero mustimmediately draw a Mystery card.
Danger
(1) TC
White wate splashes across the jagged rocks of the reef below asou peer oer the side of the broken ship. "Down there! There's something in the water!"
Dashed on the Rocks
Make a Cunning 4+ test and gain 2Investigation for each 4+ rolled. If anyof the dice rolled a 1, you are alsoattacked by the Drowned Dead.
Danger Investigatio
(1) TC
With a heavy heart and a cold shiver, you set out into the foggynight to make good on your word. No more will die this night.
Debt of Honor
Make an Honor 3+ test and gain 2Investigation for every 3+ rolled. Keepthis card. Anytime a Town Elder wouldbe killed, you MUST take D3 Woundsinstead to prevent it. Discard this card iyou are KO'd or if the Shadow Trackcrosses into a new stage.
Investigation De
(1) All
"We're not alone here there's something from theOTHER side the spirit world."
Delani the Servant Girl
+2
Ally Female Mag
+2
(2) TC
Descendants of the Deep
335 Investigation5 Investigation
For every Wound that you take, youmust also discard an Event card. Ifdefeated, gain 5 Investigation.
Minion Beast Ma
33
(1) Mad
Dueling Pistol
+1
You may now use Honor instead ofCombat during a Fight (roll Fight Diceequal to your Honor).
Item Gun Hon
+1
(1) SW
The sound of your call trails off endlessly over the murky lage.Listening closely voices of the dead echo back.
Echoes of Forever
Make a Spirit 4+ test and gain 1Investigaion for every 4+ rolled.
Investigatio
(1) SW
"I've never seen a weapon like this!"
Enchanted Pistol
+3
Item Gun Mag
+3
(1) SW
As you sit down to dinner you are horrified to see the delicacy thathas been prepared.
Exotic Meal
If you decide to eat, add a Resolvetoken to both Lord Hanbrook andLady Hanbrook, then roll 3 dice. Foreach roll of 1 or 2, take 1 Wound orlose 1 Investigation. For each roll of 6,gain a +1 Honor marker. If you decidenot to eat, you must immediatelyEscape the Manor.
Investigatio
02-May-13Duplicate cards may have differing flavor text and/or pictures, but are functionally identical.
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7/30/2019 AToE Locations
4/10
A Touch of Ev
Locations
(1) SW
"23rd of March, 1723 - There's nothing can be done now to stopit. In time, I too will become like Gerard a monster."
Explorer's Journal
+2+2
Item Book Journal
+2 +2
(1) SW
Familiar Cat
+2
Anytime a player draws a Mystery orLocation card (including yourself), youmay force them to discard it and drawagain. After each use, roll a D6. Discardthis card on a 1 or 2.
Ally Animal
+2
(1) AToE
Family Bible
+2
While you have Family Bible, you gainthe Keyword Holy.
Item Book Holy
+2
(1) TC
Moving an old crate, you discover an ornate chest covered in dust andsand. From inside you hear the muffled roar of the ocean and thesmell of sea air. You can't resist but to open it.
Farrow Chest (the)
Make a Spirit 5+ test and gain 2Investigation for every 5+ rolled. Ifsuccessful, immediately move to andEncounter any other space on theboard. If failed, you are attacked byDrowned Dead, searching for theirstolen chest.
Invesitgation
(1) All
Bones and tattered reamins litter the riverside, and the trees androcks are spattered with gore. You suddenly feel very unsafe.
Feeding Ground
Make a Cunning 5+ test and gain 2Investigation for every 5+ rolled. Iffailed, take D6 Wounds for lose oneAlly.
Investigation Danger
(1) TC
Fisherman's Net
Enemies are -1 Fight Dice against you(minimum of 1). This has no effect onGhost enemies.
Item Net
(1) TC
The passage ahead is flooded with sea water. If you are not careful,ou will be caught in the undertow, washed out into the salty brine
and the jagged rocks.
Flooded Passage
Make a Combat 5+ test using your baseCombat Skill. If passed, gain 3Investigation. If failed, immediatelymove to and Encounter the Icy
Waters space.
Danger Sea
(1) HP2
Death lingers all around as you pick your way hrough the twistedand gnarled trees of the wicked woods.
Forest of Death
Make a Spirit 5+ test and gain 3
Investigation for each 5+ rolled. Iffailed, you are attaked! Roll once on theVillain Minion Chart and work out theresult.
Danger Investigation
(1) SW
Forged Key
Draw a random Location for this Key.While at that Location, you may discardthis Key, as an Action, to gain D6Investigation.
ORDiscard this Key anywhere to gain +3Honor for the rest of the turn (orShowdown Fight Round).
Item Key
(1) AToE
"Woof!"
Franklin, Old Hound
2
Ally Animal
2
(1) TC
The still air of the foggy hillside is broken by the thunderous soundof a rider approaching but the road appears deserted. It's gettingcloser.
Galloping in the Distance
Make a Cunning 5+ test and gain 1Investigation for every 5+ rolled. Iffailed, roll once on the Villain's MinionChart and work out the result.
Investigation Danger
(1) AToE
"Garlic They HATE garlic."
Garland
AnyVampire you are fighting has -1Fight Dice (minmum of 1).Discard to prevent up to 2 Wounds toany Hero or Town Elder in your space(including yourself).
Item Ward Plant
(1) SW
Ghastly Stalker
446 Investigation6 Investigation
For every Hit that you take, you alsolose 1 Investigation. If defeated, gain 6Investigation.
Minion Vampire
44
(1) AToE
Rolling in from the nearby marsh, a thick fog surrounds the keep.
Cold apparitions being to take shape, whispering dark promises foronly a taste of your vitality.
Ghosts in the Fog
Make a Spirit 4+ test and gain 2Investigation for every 4+ rolled. Forevery roll of 1, take one Wound.
Investigation
(1) SW
Turning the corner, you stop dead. A ghostly apparition driftstoward you with soulless eyes and a malicious heart.
Ghosts in the Hall
You must immediately choose to
Escape OR make a Spirit 6+ test. If thetest is successful, gain D6 InvestigationIf the test is failed take D3 Wounds
AND discard one Item or Ally.
Investigation Dang
(1) SW
Gibbering Evil
145 Investigation5 Investigation
You may not Escape. Hits on the roll o3+ (instead of the normal 5 or 6). IfKO'd byGibbering Evil, youautomatically become Possessed. Ifdefeated, gain 5 Investigation.
Minion Demo
41
(1) Mad
Staring into the unspeakable void, your sould is burned by the
emerald glow.
Green Nothing (the)
Make a Spirit 6+ test. If failed, take D3Wounds and immediately discard anyEvent cards that you have in hand. Ifsuccessful gain 6 Investigation, but youmust never speak of what you have seen
Investigation Dang
(2) SW
Hard to find, harder to lose.
Gremians
224 Investigation4 Investigation
You may not Escape. Gremians canonly be Hit on the roll of 6 (instead ofthe normal 5 or 6). If defeated gain 4Investigation.
Minion Im
22
(1) AToE
"BOOOOOOOOOM!"
Gunpowder Keg
Discard during a Fight to immediatelyinflict an extra 6 Fight Dice attackagainst your opponent.
Item Explosiv
(1) SW
Hand of Glory
+1
Your movement is not blocked byenemies and you may always Escape.
While in a space with another Hero, youmay discard to steal D6+3 Investigationor one Item from them.
Item Magik Artifa
+1
(1) TC
Hanging Shadow (the)
425 Investigation5 Investigation
You may not Escape and must useCunning to Fight.If defeated, gain 5 Investigation.
Minion Demo
24
02-May-13Duplicate cards may have differing flavor text and/or pictures, but are functionally identical.
-
7/30/2019 AToE Locations
5/10
A Touch of Ev
Locations
(1) AToE
Hollow chimes in the whistling wind, five human skulls hang froma low branch. Adorned with red sigils and feathers, the song of thedead echoes through the woods.
Hanging Skulls
Make a Spirit 4+ test and gain 1Investigation for every 4+ rolled.
Investigation
(2) TC
Harpoon
+1
Discard during a Fight to immediatelyinflict an extra 4 Fight Dice attackagainst your opponent (or 8 Fight Diceif you are fighting a Beast).
Item Hand Weapon
+1
(1) SW
Hatchet
+1
You may discard to cancel any Mysterycard on the D6 roll of 3+. Hatchetdoes not count against your carrying
limit.
Item Hand Weapon
+1
(1) SW
Breaking into the clearing you come face to face with a hideouscreation - its dark eyes full of disgust! You should not have comehere!
Hateful Totem
Make a Spirit 6+ test and gain 3Investigation for every 6+ rolled. Iffailed you are Cursed. Take the Curseof the Werewolf card.
Danger Magik
(1) AToE
Healing Herbs
Discard at any time (except during a
Fight Round) to Heal 2 Wounds fromany single Hero in your space (includingyourself).
ORDiscard to remove all Transformationtokens from a Curse affecting you.
Item Plant
(1) AToE
Highwayman
224 Investigation4 Investigation
If not defeated in the first Fight Round,Highwayman steals one of yourItems (discard, your choice) anddisappears, ending the Fight. Ifdefeated, gain 4 Investigation.
Minion Man
22
(1) pro
(1) AToE
Holy Water
Discard to automatically defeat anyVampire, Ghost or DemonMinion you are fighting (or toautomatically do 2 Hits to a Vampire,Ghost, or Demon Villain).
ORDiscard at any time (except during aFight Round) to Heal 2 Wounds (orfully Heal if Keyword Holy).
Item Holy
(1) AToE
Stumbling into a den of thieves and rogues, you quickly realize thatou are surreounded!
Honor Among Thieves
Make an Honor 5+ test and gain 2
Investigation for every 5+ rolled. Iffailed, discard one Item of yourchoice, then your turn ends and you areimmediately moved to the Town Hall.
Investigation Danger
(2) SW
Host (the)
424 Investigation4 Investigation
You may not Escape. If KO'd bytheHost, you automatically becomePossessed. If defeated gain 4Investigation.
Minion Demon
24
(1) AToE
"I only need ONE shot."
Hunting Rifle
During a Fight, you may roll your FightDice and resolve any Hits beforeopponents get to fight back.
Item Gun
(1) TC
"A long lost relic from a golden age."
Idol of the Gold City
Once per turn you may cancel anyMystery card or Event. After each use,roll a D6. Discard Idol of the GoldCity on the roll of 1 or 2.
You may discard Idol of the Gold Citywhile in any Town space to immediatelygain 3D6 Investigation.
Item Gold Artifact
(1) SW
Impossible Key
Draw a random Location for this Key.While at that Location, you may discardthis Key, as an Action, to gain 5Investigation.
ORDiscard this Key anywhere to make anHonor 5+ test. If successful, gain a +1Cunning marker.
Item Key Magik
(1) AToE
Jack, the Servant Boy
1
You may carry one extra Item orAlly from a single Location or oneextra Town Item.
Ally Male Youth
1
(1) TC
Jewel of Valencia
1
Discard to prevent all Wounds justdone to you from one source, or toimmediately make an extra attack with 6Fight Dice.
Item Unique Artifact
1
(1) SW
"14th of March, 1723 - I have burned the boat so that none of usmay leave this forsaken place. We cannot risk letting this 'cursget back to the settlements. None of the men will hazard swimminthe lake, not after what happened to Samuel."
Journal Pages
Make a Cunning 4+ test and gain 2Investigation for every 4+ rolled.
Investigation Journ
(1) SW
"24th of March, 1723 - To whomever should find this journal. Aou read this, I preay that you are no longer on the island. This
place is altogether evil."
Journal Pages
Make an Honor 4+ test and gain 2Investigation for every 4+ rolled.
Investigation Journ
(1) SW
"12th of March, 1723 - It came again last night, in the dark.Took Jameson and Calhoun. I saw its eyes. They were familiar Human."
Journal Pages
Make a Spirit 4+ test and gain 2Investigation for every 4+ rolled.
Investigation Journ
(1) SW
Keeper's Registry
Once per turn, as an Action, you maypay 2 Investigation to look at anotherplayer's hand of Event cards. You maythen pay an additional 4 Investigation tochoose one of those cards to discard.Discard to cancel a Mystery card or toadd D3 Resolve tokens to Town Elders
Item Book Histo
(1) SW
Key of Salvation
Draw a random Location for this KeyWhile at that Location, you may discard
this Key as an Action, to gain 5Investigation.
ORDiscard this Key anywhere to make anHonor 5+ test. If successful, gain a +1Spirit marker.
Item Key Ho
(1) AToE
Lantern
+1
You may ignore the effects of cardswith Keyword Weather.
Item Fi
+1
(1) SW
Searching from shelf to dusty shelf, you come across a book or rituaand madness. As you read, the pages begin to disintegrate in your
hands.
Library of Latador
Make a Cunning 5+ test. If successful,gain a +1 Spirit marker and add aResolve token to any Town Elder.
Investigatio
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7/30/2019 AToE Locations
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A Touch of Ev
Locations
(1) TC
Lightkeeper's Key
Draw a random Location for this Key.While at that Location you may discardthis Key, as an Action, to gain 5
Investigation.ORDiscard this Key anywhere toimmediately draw 2 Event cards.
Item Key
(1) TC
Lonely Spirit
+3+1
The Lonely Spirit may not bediscarded except while at the Church.Lose 1 Investigation any time theShadow Track moves a step closer toDarkness.
Ally Lost
+3 +1
(1) AToE
When she thinks no-one is looking, the servant girl, Delani, pries
open the cracked floorboard in the kitchen. Inside, she keeps herlock box of secrets; a treasure trove if you can discern how to open it.
Loose Floorboards
Make a Spirit 6+ test and gain 3Investigation for every 6+ rolled.
Investigation
(1) TC
From the vantage of the lighthouse you see the shape of a mysteriousship adrift in the distance.
Lost Ship (the)
Make a Cunning 4+ test and gain 2Investigation for each 4+ rolled.If the Lost Ship is not on the board,place it at the Icy Waters space. If it isalready on the board remove it.
Investigation Lost Ship
(1) TC
(1) TC
From the vantage of the cove you see the shape of a mysterious shipadrift in the distance.
Lost Ship (the)
Make an Honor 4+ test and gain 2Investigation for each 4+ rolled.If the Lost Ship is not on the board,place it at the Icy Waters space. If it isalready on the board remove it.
Investigation Lost Ship
(1) TC
Loveless Pendant
+2
Any time a Mystery card is played, youmay take a Wound to place it hereinstead. IfLoveless Pendant isdiscarded, all Mystery cards here areplayed.
Item Relic
+2
(1) AToE
Lucy Hanbrook
+11
Ally Female Youth
+1 1
(1) AToE
Hidden behind an old barrel, you find the private thoughts of LucyHanbrook, written in a small red book. As entries get closer totoday's date, they become increasingly distrubed and random. Whatmadness plagues her mind?
Lucy's Diary
Make a Cunning 4+ test and gain 1Investigation for every 4+ rolled.
Investigation
(1) SW
Lycanthrope
437 Investigation7 Investigation
Lycanthrope Hits on the roll of 4+(instead of the normal 5 or 6). If KO'd,take the Curse of the Werewolf card.
If defeated, gain 7 Investigation.
Minion Werewolf
34
(1) TC
Lost in the twisting tunnels, you move further into the darkness.
Maze of Caves
Make an Honor 5+ test. If successful,gain 2 Investigation for every 5+ rolledand immediately move to andEncounter a random Location. If failed,you may not move next turn, but mustLinger here.
Investigation
(1) AToE
Gathering in Lord Hanbrook's study, the elders of the town haveinvited you to join their discussion of recent events and the dark evil
that has descended upon the town. Perhaps you are finally gainingtheir trust.
Meeting of the Elders
Make a Spirit & Honor 5+ test and gain1 Investigation for every 5+ rolled.
Investigation
(1) TC
Memory of Forever
+2
You gain +3 Fight Dice against anyAncient or Magik enemy. Memoryof Forever does not count against yourcarrying limit.
Item Memory
+2
(1) SW
Making contact with some of the local ruffians, you set up a late
night meeting in the hopes of gaining some valuable information.
Midnight Meeting
Roll a D6 and add your Honor. If thetotal is 6 or less, take a Lair card forfree. Otherwise, immediately roll onceon the Villain's Minion Chart.
Investigation Danger
(1) SW
The ceiling and walls are coverd in dingy mirrors. Moving aroundthe room, you notice that the reflections seem to be out of sync. Oneof the looks at you with hate!
Mirrored Room (the)
Make a Cunning 4+ test and gain 1Investigation for every 4+ rolled. Iffailed, take a number of Hits equal toyour base Combat Skill.
Investigation Room
(1) HP1
The Manor is filled with sinister-looking paintings. As you walkthe halls, you can't shake the fe eling that they are watching.
Moving Portrait
Make an Honor 6+ test. If passed youmay immediately look at the Secrets ofone Town Elder. If failed, add aSecret to both Lord Hanbrook andLady Hanbrook.
Investigation
(1) AToE
As you come across a barrel of murky black water, your eye catchea glint of light. Rolling up your sleeve, y ou reach in.
Murky Water
Choose a number from 1 to 6, then roll
2 dice. If either die shows your numbergain 2 Investigation. If both dice showyour number, take any Town Item forfree. If neither die shows your number,take 1 Wound.
Investigation Dang
(2) AToE
"Over six foot long from butt to bayonet."
Musket
+2
Item Gu
+2
(1) All
It's just the wind it's just the wind
Night Terror
324 Investigation4 Investigation
If not defeated in the first Fight Round,Night Terror steals one of your
Allies (discard, your choice) anddisappears, ending the Fight. If defeatedgain 4 Investigation.
Minion Beast Demo
23
(1) AToE
With so many recent deaths, Lord Hanbrook has instated a nightwatch to guard the Manor. Seeing this as a good opportunity toinvestigate the grounds, you join this evening's patrol.
Night Watch
Make an Honor 3+ test and gain 1Investigation for every 3+ rolled.
Investigatio
(1) AToE
Tossing and turning in the night, you wake from a nightmare inwhich you were one of the revered elders of the town doingunspeakable things!
Nightmare
Draw and look at a Secrets card, thenchoose one of the Town Elders to addit to.
Sleep Porte
(2) SW
Oath of the Hunter
1
You gain +1 Fight Dice against anyVampire, Ghost or Demon.Does not count against carrying limit.Limit one Oath.
Oath Hunt
1
(1) TC
Old Bell
+1
You may ring the Old Bell once perturn as an Action. Roll a D6: 1 Roll once on the Villain'sMinion Chart 2-4 Heal 1 Wound 5 Gain 2 Investigation 6 Cancel a Mystery card
Item Re
+1
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7/30/2019 AToE Locations
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A Touch of Ev
Locations
(1) AToE
Old Carving
+1
You may break the Old Carving(discard) during a Fight to make anextra free attack using Spirit instead of
Combat.
Item Ward
+1
(1) TC
Old Crow
+1
At the start of each of your Hero Turns,gain 1 Investigation (or 2 Investigationif the Shadow Track is in the RED).
Ally Animal Occult
+1
(1) AToE
Long since abandoned, the crumbling walls of the dungeon still bearthe scrawled ramblings of its former inmates. You notice one passagethat strikes your interest.
Old Prison
Make a Cunning 4+ test and gain 1Investigation for every 4+ rolled.
Investigation
(1) SW
Olde Mold
X3X InvestigationX Investigation
Olde Mold has X Fight Dice where Xis the number of cards in the ForgottenIsland discard pile +1. If defeated, gainX Investigation.
Minion Ancient Fungus
3X
(1) SW
The walls of thie room are covered in detailed paintings. As youlook closer, you are horrified to recognize yourself in one of thescenes, the victim of a terrible fate!
Painted Room (the)
Reveal and discard the top 2 Mysterycards. If either is Keyword Death, rollonce on the Villain's Minion Chart and
work out the result. If not gain 4Investigation.
Investigation Room
(2) TC
Pirate's Blade
+2+1-1
Item Hand Weapon
+2 +1 -1-1
(1) AToE
"Ohhh you startled me!""If you're gonna sneak around with that thing, you should at leastcock it!"
Pistol
+1
Item Gun
+1
(1) Mad
Pistol Crossbow
+1+1
Pistol Crossbow does not countagainst your carrying limit.
Item Gun
+1 +1
(2) AToE
Pitchfork
+1
Once per Fight Round, you may re-rollone of your Fight Dice. If the re-roll is a1, you must discard the Pitchfork.
Item Hand Weapon
+1
(1) AToE
Your drink has been poisoned by one of the servants who has sincevanished!
Poisoned
Make an Honor 5+ test and gain 2Investigation for every 5+ rolled. Iffailed, take D6 Wounds.
Danger Poison
(1) TC
Poltergeist
426 Investigation6 Investigation
You must use Spirit to fight.Poltergeist can only be Hit on the rollof 6 (instead of the normal 5 or 6). Ifdefeated, gain 6 Investigation.
Minion Ghost
24
(1) TC
Privateer's Pardon
+2
While you have the Privateer'sPardon, you may ignore the effects ofany Keyword Conspiracy orHysteria cards or Events.
Item
+2
(1) All
Turning he chain over in your hand, it begins to slither, wrappingitself around your fingers and burrowing into your mind!"
Puzzle of Chains
Make a Cunning 6+ test. If successful,
gain 5 Investigation. If failed, lose oneAlly or draw two Mystery cards.
Investigation Danger
(2) SW
Taking a short time for rest and reflection, you feel reinvigorated inour hunt.
Quiet Reflection
Immediately Heal 1 Wound and gain 1Investigation.
Recovery
(1) AToE
Relic
+1
You may discard to prevent all Woundsjust done to you from one source.
Item Ward
+1
(1) TC
"Yes sir, this hat and I have been through some tough spots but we always get the job done."
Rider's Hat
You may now roll an extra die for Moveeach turn and choose which to use.Rider's Hat does not count againstyour carrying limit.
Item Hat
(1) AToE
Rogue's Rapier
+1+1+1
Item Hand Weapon
+1 +1 +1
(1) SW
Hearing strange noises from the adjacent room, you go next doorand knock. The door opens by itself and from seated within theshadows, Sebastian Skinner beckons you in with a slippery voice.
Room 216
Make a Cunning 6+ test. If successfulgain 2D6 Investigation or take anyItem or Ally out of any discard pile.If failed, take D6 Wounds.
Danger Room Demo
(1) Mad
"Never travel without it."
Rope
Once per turn, you may re-roll all ofyour dice for a single Spirit or Cunningtest.
After each use roll a D6. On the roll of1, discard Rope.
Ite
(1) AToE
Rosary
+1
While you have Rosary, gain the
Keyword Holy. You may discardRosary to take any non-[PlayImmediately] card from the Eventdiscard pile.
Item Ward Ho
+1
(1) SW
The room has an overpowering scent of roses, y et there are no flowerto be found Only the cold echo of lost souls.
Rose Room (the)
Make a Spirit 5+ test and gain 2Investigation for every 5+ rolled. Iffailed, take a Wound and make the testagain until successful.
Investigation Roo
(1) HP1
"Looks like there's an engraving but I have no idea whatlanguage it's written in."
Runic Amulet
You may now use Spirit instead ofCombat during a Fight (roll Fight Diceequal to your Spirit).
Item Mag
(1) SW
Rusty Key
Draw a random Location for this KeyWhile at that Location, you may discardthis Key, as an Action, to gain D6Investigation.
ORDiscard this Key anywhere to gain +3Cunning for the rest of the turn (or
Showdown Fight Round).
Item K
(1) All
(2) AToE
"An elegant weapon for a civilized age."
Saber
+1+1
Item Hand Weapo
+1 +1
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Locations
(2) SW
Sacred Stone
+1+1
Discard at any time (except during aFight Round) to fully Heal or to cancela Curse on any Hero in your space
(including yourself).
Item Magik
+1 +1
(2) TC
A sturdy sidearm for a stout sailor.
Sailor's Pistol
+1+1
Item Gun
+1 +1
(1) All
Scarlet Shadow (the)
+11+1
Ally Male Outlaw
+1 1 +1
(3) AToE
Moving an old book on the shelf, a creaky door opens to reveal adusty passage. The faint sound of violin and the aroma of sulfur
beckon you inside.
Secret Passage
Make a Cunning 4+ test. If successful,gain 1 Investigation for every 4+ rolledand immediately move to andEncounter any other named space onthe board.
Investigation
(1) pro
(2) SW
Inspecting the grounds at night, you come across a dark ritualperformed by cloaked worshippers. Gathered around a bonfire thechanting draws you closer.
Secret Ritual
Make a Cunning 6+ test and gain 3Investigation for every 6+ rolled. Iffailed, you are attacked by the Order of
the Crimson Hand
.
Investigation Danger
(1) TC
Paging through an old tome you come ac ross a dark passage on anancient civilization of the deep, predating man by millenia. As ifcalled forth by this knowledge, a mass of tentacles bursts through thesplintered hull. It knows.
Secrets of the Deep
Make a Cunning 6+ test and gain 3Investigation for each 6+ rolled. Iffailed, you are immediately attacked bythe Kraken!
Danger Kraken
(1) AToE
"I have a bad feeling about this."
Selena, the Housemaid
+1
You may discard to prevent all Wounds
just done to you from one source.
Ally Female
+1
(1) TC
Serpent's Tooth
+2
Discard to prevent all Wounds justdone to you from one source or tocancel a Mystery card.
Item Relic Occult
+2
(1) All
Bound to roam until another sould can be found to take its place.
Shackled Spirit
446 Investigation6 Investigation
You must use Spirit instead of Combatwhen FightingShackled Spirit. You
may discard an Ally to automaticallydefeat this Minion. If defeated, gain 6Investigation.
Minion Ghost
44
(2) SW
Alone in the small boat, you begin to wonder if this was really sucha good idea.
Shadow Beneath the Surface
Make an Honor 5+ test and gain 2Investigation for every 5+ rolled. Iffailed, take D6 Hits. If not KO'd, roll aD6. On 1, 2, or 3, move to the NorthDock. On 4, 5, or 6, move to theSouth Dock.
Danger Creature
(1) AToE
You have stumbled into a burial ground that appears to be very old.One of the graves has been recently disturbed and there is a hole justlarge enough to reach down inside.
Shallow Grave
Roll 3 dice. If any doubles are rolled,you are bitten by something and take 1
Wound. Otherwise, take anyItem outof any discard pile or gain D6Investigation.
Danger
(1) SW
The trees seem to bend and move to confuse you.
Shifting Trees
Place this card on your Hero. You maynot leave the Olde Woods unless youhave a 4 or higher for Move, and maynot Escape from a Fight (roll forLingering as normal). At the end of eachof your Turns, stack 1 Investigation onthis card. Upon leaving this spacediscard this card and gain allInvestigation stacked here.
Danger Plant
(1) TC
Ship's Manifest
+2
While your Spirit is 6 or higher, you gain2 Investigation at the start of each ofyour Hero Turns.
Item Book
+2
(1) SW
A shrill scream rings out from the darkest corners of the monastery.
Rushing outside to escape the noise you are faced with terror in thesky.
Shrieking Shadow (the)
Make an Honor 5+ test and gain 2Investigation for every 5+ rolled. Iffailed, take 1 Wound and make the testagain until successful.
Investigation
(1) AToE
Stepping through the dark passages, you hear a sickly crunchbeneath your feet. Striking a candle, you are horrified to find theloor covered in the bones of the dead. The coming of shadows hasbegun.
Sign of the Dark Omen
Make a Spirit 4+ test and gain 1Investigation for every 4+ rolled. Iffailed, discard the top card from eachLocation deck.
Investigatio
(1) SW
Skeleton Key
Draw a random Location for this KeyWhile at that Location, you may discardthis Key, as an Action, to gain D6Investigation.
ORDiscard this Key as an Action toimmediately move to and Encounterany named space on the board.
Item K
(2) TC
Smugglers
244 Investigation4 Investigation
You must pass a Cunning 6+ test toEscape. If defeated, take anyItemfrom the Smuggler's Cove discard pileor gain 4 Investigation.
Minion Ma
42
(1) TC
"A fine weapon, for a scroundrel!"
Smuggler's Blade
Once per Fight Round, you may eitherforce your opponent to re-roll one oftheir Fight Dice rolls OR you may re-roll any number of your Fight Dice roll
Item Hand Weapo
(1) AToE
The fire pit is still smoldering, though the tents and beds areshredded and empty. Whatever happened here must have happenedquickly.
Smuggler's Camp
Make a Spirit 4+ test and gain 1Investigation for every 4+ rolled.
Investigatio
(1) AToE
Spectre
233 Investigation3 Investigation
You must use Spirit instad of Combatwhen fighting the Spectre. If defeatedgain 3 Investigation.
Minion Gho
32
(1) SW
Buried in the hillside rests a hideous creation - its dark eyes full ofmalice! You should not have come here!
Spiteful Totem
Make a Cunning 6+ test and gain 3Investigation for every 6+ rolled. Iffailed, you are Cursed. Take theCurse of the Werewolf card.
Danger Mag
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Locations
(2) TC
The rotten boards splinter beneath your feet and you plummet to thedeck below!
Splintered Collapse
Roll 4 dice. For every roll of 1 or 2, take
1 Wound AND lose one Item, Ally,or Investigation. Then Encounter theShipwreck again.
Danger
(1) TC
Stokes' Gun
+2+2
Once per Fight Round you may pay 3Investigation to gain +2 Fight Dice.
Item Gun Artifact
+2 +2
(1) SW
Stone Key
Draw a random Location for this Key.While at that Location, you may discardthis Key as an Action to gain 5Investigation.
ORDiscard this Key anywhere to make aSpirit & Cunning 6+ test. If successful,gain TWO +1 Honor markers.
Item Key Ancient
(2) TC
A wicked storm is brewing just offshore. There isn't much timebefore it hits.
Storm Clouds
Make a Cunning 5+ test. For each 5+rolled, gain 2 Investigation and choose aCorner Location to be safe. For everyother Corner Location not chosen,discard the top 2 cards from its deck,then remove all of the cards in itsdiscard pile from the game.
Danger
(1) SW
Descending into the catacombs beneath the Monastery, you crack theseal and enter the Suffian Crypt. There can be no going back now.
Suffian Crypt (the)
Make a Spirit & Combat 6+ test. Ifsuccessful, gain a +1 Honor marker andadd a Resolve token to any Town Elder.If failed, you automatically becomePossessed.
Investigation
(1) Mad
Tossing and turning in the night, you awaken as the bed begins toconsume you! The more you struggle, the hungrier it gets!
Swallowed in the Night
Make a Combat 4+ test without usinganyItems or Allies and gain 2
Investigation for every 4+ rolled. Forevery roll of 1, 2, or 3, take 1 Wound.
Investigation Danger
(1) TC
Blowing in the icy wind, the tattered sails of the old shipwreck whipabout, giving life to the shadows as they dance in the moonlight.
Tattered Sails
Make an Honor 4+ test and gain 2Investigation for each 4+ rolled. If atleast one 6 was rolled, you mayimmediately Encounter the Shipwreckagain.
Investigation
(3) TC
From the icy depths below, the writhing tentacles of the Krakenthreaten to pull you into the sea.
Tendrils of the Kraken
Make an Honor 6+ test and gain 3
Investigation for every 6+ rolled. Iffailed, you are immediately attacked bythe Kraken!
Danger Kraken
(1) SW
Captured and held as a witch you are put to the 'test of torment.'It's okay though if you don't survive, then you will have been f oundinnocent.
Test of Torment
Make a Combat 5+ test using your baseCombat Skill. If successful, gain a +1Honor marker. If failed, take D6
Wounds.
Investigation Danger
(1) AToE
Timber Wolves
222 Investigation2 Investigation
Timber Wolves gain +2 Fight Dice
for each Ally you have. If defeated,gain 2 Investigation.
Minion Animal
22
(1) SW
The tower bell rings out and all of the monks begin to scurry off indifferent directions. They seem anxious Something is about tohappen.
Tolling of the Bell
Make an Honor 5+ test and gain 1Investigation for every 5+ rolled. Iffailed, you are attacked by the Order ofthe Crimson Hand.
Investigation
(1) HP1
"It seems that I may need my Coring Syringe."
Tools of Science
You may now use Cunning instead ofCombat during a Fight (roll Fight Diceequal to your Cunning).
Item Science
(1) TC
Torch
You may ignore the effects of cardswith Keyword Weather.Once per Fight Round, you may forcean opponent to re-roll one of theirFight Dice against you. After each use,roll a D6. On the roll of 1 or 2, discardTorch.
Item Fire
(1) TC
The feeling of chill dread is palpable as you descend the soggy woodenstairs into the dark hold below.
Tormented Soul
Make a Spirit 6+ test and gain 3Investigation for each 6+ rolled. Iffailed, draw a Haunting to fight.
Danger Investigation
(1) AToE
Dragged across the Autumn forest floor, a trail of bones and blackeathers stretches off into the shadows.
Trail of Bones
Make a Spirit 3+ test and gain 1Investigation for every 3+ rolled.
Investigation
(1) SW
Moving an old rug, you discover a trapdoor in the floor! The olddoor opens with a creak and you are overwhelmed by the stench ofdeath.
Trapdoor
Make a Cunning 6+ test and gain 2Investigation for every 6+ rolled. Iffailed, roll once on the Villain's MinionChart and work out the result then adda Resolve token to any Town Elder.
Investigation Dang
(2) TC
Treaure Map
+1+1
You no longer need to test to collectInvestigation from the board. It can becollected automatically as an Action.
Item Ma
+1 +1
(1) SW
Pulling aside the branches, you are faced with a hideous creation -it's dark eyes full of rage! You should not have come here!
Vengeful Totem
Make an Honor 6+ test and gain 3Investigation for every 6+ rolled. Iffailed, you are Cursed. Take theCurse of the Werewolf card.
Danger
Mag
(1) HP1
Finding a small vial of deadly green liqud, you can't help but thinkof who might deserve such a fate.
Vial of Poison
Make an Honor 5+ test. If passed, gain3 Investigation. If failed, choose anAlly, Town Elder, or Evil Elder inplay to poison (remove an Ally fromthe game or kill an Elder).
Investigatio
(1) TC
The whispering voices get louder as you push further into thedarkness. They know you're here. They know your name. Theywant you to join them forever.
Voices in the Dark
Make a Spirit 5+ test and gain 3Investigation for every 5+ rolled. Iffailed, you are consumed by thedarkness (KO'd).
Investigation Dang
(1) AToE
Hanging from a wooden support, you find a small voodoo doll inour likeness. It hangs suspended over a boiling vat of red liquid.
What dark magik is this?
Voodoo Doll
Make a Cunning & Spirit 5+ test andgain 1 Investigation for every 5+ rolled.
Investigation Mag
(1) SW
The monks are unresponsive to your questioning. Their vow ofsilence seems conveniently timed.
Vow of Silence
Make a Cunning 3+ test and gain 1Investigation for every 3+ rolled. If anyof the dice roll a 1, you are also attackedby the Order of the Crimson Hand.
Investigatio
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7/30/2019 AToE Locations
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Locations
(1) TC
Walking Dreams
336 Investigation6 Investigation
You may not Escape. For every Wounddone to you by the Walking Dreams,move the Shadow Track 1 step closer to
Darkness. If defeated, gain 6Investigation.
Minion Lost
33
(2) TC
Weathered Oar
+1
You may discard Weathered Oar togain an additional +3 Fight Dice forone attack.
Item Hand Weapon
+1
(1) SW
The skull looks as though it was once human.
Weathered Skull
+2
Discard at any time to prevent 1 Wound
to any Hero or Town Elder.
Item Artifact
+2
(1) AToE
Hiding around the corner, you overhear the servant girls gossipingabout several of the dinner guests. You listen intently for anythinguseful.
Whispered Rumors
Make a Spirit 5+ test. For every 5+rolled, you may look at the Secrets ofone Town Elder.
Investigation Gossip
(1) Mad
The voices grow ever louder as you push deeper into the woods. Theyknow your name and your deepest fears.
Whispers in the Woods
Make an Honor 6+ test and gain 5Investigation for every 6+ rolled. Iffailed, take D3 Wounds AND the playerto your left must immediately chooseone of your Items or Allies for youto discard.
Investigation Danger
(1) AToE
High atop the Windmill, the wind whistles in your ears, whisperingits secrets. From here, you can see out across the entire countryside.
Whistling Wind
Make a Cunning 6+ test. If successful,you may immediately take a Lair cardfor free.
Investigation
(1) AToE
The candles are still burning and the stench of death fills the air.
Someone was just here or maybe they still are.
Wicked Altar
Make a Cunning 5+ test and gain 1Investigation for every 5+ rolled. If anyof the dice roll a 1, you are alsoattacked! Roll once on the Villain'sMinion Chart.
Investigation Occult
(1) SW
You wake to the sound of scratching on glass and a shadowy figureat the window. As you approach, he disappears and you are leftstaring at your own reflection.
Window Room (the)
Make a Cunning 3+ test and gain 1Investigation for every 3+ rolled.
Investigation Room
(1) AToE
You come across an overgrown hut with flickering firelight in thewindows. As you approach, the door opens and you are compelled toenter.
Witch of the Woods (the)
Make a Spirit 6+ test. If successful, gain5 Investigation. If failed, lose D6Investigation, your turn ends and youare immediately moved to the TownHall.
Danger Magik
(1) HP2
Surprised by the horrible grasp of cold hands pulling you into thedarkness, you awaken some time later disoriented and bruised froma narrow escape.
Witching Hour (the)
Make a Combat 6+ test and gain 2Investigation for every 6+ rolled. Iffailed, take 2 Wounds and immediatelymove to and Encounter a randomLocation.
Investigation Danger
(1) HP2
"This should come in handy."
Wooden Chest
You may now carry up to 3 extraItems from any Locations or TownItems.
Item Chest
(1) AToE
Wooden Stake
+1
You may discard during any Fight witha Vampire to immediately make anextra free attack using Cunning insteadof Combat.
Item Hand Weapon
+1
(1) AToE
"I've had this coat since well, before you were born."
Woodsman's Overcoat
Any time you would take a Wound, rolla D6. On the foll of 5 or 6, prevent that
Wound.
Item Clothing
(1) SW
Writhing Tentacles
345 Investigation5 Investigation
For every Hit that you take, you alsolose 1 Investigation. You must pass aCunning 6+ test to Escape. If defeated,gain 5 Investigation.
Minion Beast Demon
43
02-May-13Duplicate cards may have differing flavor text and/or pictures, but are functionally identical.