diff --git a/pack/fhv/fhvc.json b/pack/fhv/fhvc.json index f58fdc75f..88b912709 100644 --- a/pack/fhv/fhvc.json +++ b/pack/fhv/fhvc.json @@ -10,11 +10,11 @@ "pack_code": "fhvc", "position": 1, "quantity": 1, - "text": "Easy / Standard - Act 1\n[skull]: -X. X is your location's column number.\n[cultist]: -1. Place 1 resource on this card, as a scrap.\n[tablet]: -2. If you fail, remove 1 scrap from this card.\n[elder_thing]: -5. Remove 1 switch from this card.", + "text": "Easy / Standard - Act 1\n[skull]: -X. X is your location's column number.\n[cultist]: -1. Place 1 resource on this card, as a scrap.\n[tablet]: -2. If you fail, remove 1 scrap from this card.\n[elder_thing]: -3. If you fail, take 1 damage.", "type_code": "scenario" }, { - "back_text": "Hard / Expert - Act 2\n[skull]: -X. X is twice your location's column number.\n[cultist]: -3. If you succeed, place 1 resource on this card, as a switch.\n[tablet]: -4. Move the Mine Cart once.\n[elder_thing]: -5. Take 1 damage.", + "back_text": "Hard / Expert - Act 2\n[skull]: -X. X is twice your location's column number.\n[cultist]: -3. If you succeed, place 1 resource on this card, as a switch.\n[tablet]: -4. Move the Mine Cart once.\n[elder_thing]: -5. Remove 1 switch from this card.", "code": "10502", "double_sided": true, "encounter_code": "written_in_rock", @@ -27,6 +27,86 @@ "text": "Hard / Expert - Act 1\n[skull]: -X. X is twice your location's column number.\n[cultist]: -3. If you succeed, place 1 resource on this card, as a scrap.\n[tablet]: -4. Remove 1 scrap from this card.\n[elder_thing]: -5. Take 1 damage.", "type_code": "scenario" }, + { + "back_flavor": "A wooden beam buckes with a sharp crack, coming down on your skull. The impact of the blow nearly knocks you out. Further tremors rock the cave from deeper within the mine.", + "back_name": "Caved-In", + "back_text": "Deal 2 damage to each investigator and 1 direct damage to each [[Ally] asset they control.\nReveal the Control Station location and move each surviving investigator to it.\nEach investigator loses all of their clues.\nAdvance the act.", + "code": "10503", + "doom": 5, + "double_sided": true, + "encounter_code": "written_in_rock", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "The old mine is full of dilapidated machinery and an old rail track. What secrets are written in rock below?", + "illustrator": "Rob Laskey", + "name": "Underground Survey", + "pack_code": "fhvc", + "position": 3, + "quantity": 1, + "stage": 1, + "text": "Forced - When this agenda advances: Move all doom on it to the next agenda.\n[action] Draw the top card of the encounter deck: Move 1 resource from your location to the scenario reference card, as a scrap. If the enconter card just drawn was a [[Power]] treachery, gain 5 resources.", + "type_code": "agenda" + }, + { + "back_flavor": "The tunnel collapses behind the mine cart to expose a cavern filled with glowing violet crystals. The cart crashes into a boulder to send you flying headlong into the dark. As more tremors rock the tunnel, you scramble to keep ahead of the cave-in, terrified of what might happen if you are trapped here. As you sprint past a rotten, slack-jawed corpse, you almost gag from the stench, then trip on a fallen rock and hit your head.\nYou wake up hours later, head pounding, and wonder in a daze until you catch the scent of fresh air and follow it out of the mine.", + "back_name": "Utter Collapse", + "back_text": "Each surviving investigator is defeated and suffers 1 physical or 1 mental trauma.", + "code": "10504", + "doom": 14, + "double_sided": true, + "encounter_code": "written_in_rock", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "You now know why North Point Mine was abandoned. Writhing abominations and frenzied miners prowl the tunnels, hungry for their next meal.", + "illustrator": "Rob Laskey", + "name": "Dangerous Ride", + "pack_code": "fhvc", + "position": 4, + "quantity": 1, + "stage": 2, + "text": "Locations with a story asset on them cannot be slid or swapped.\nEach enemy gains the hunter keyword and resolves its hunter keyword an additional time during the enemy phase.\nWhen an enemy moves, each adjacent location is considered to be connected to its location.", + "type_code": "agenda" + }, + { + "back_flavor": "A chunk of rock falls from the ceiling, narrowly missing you. More rocks come loose, forcing you deeper.", + "back_name": "No Turning Back", + "back_text": "Remove each [[Cave]] location from the game (discarding all enemies, tokens, and attachments at those locations). If River Hawthorne is in play but not under control of any investigator, remove them from the game.\nEach investigator loses all but 2 of their clues.\nIf it is agenda 1a, advance the agenda directly to agenda 2a (do not resolve agenda 1b).\nYour search for supplies will help you navigate whatever is ahead. Flip the scenario reference card over to its other side, moving all scraps on it to that side, as switches.\nRead Scenario interlude: The Cave-In (page 10.", + "clues": null, + "code": "10505", + "double_sided": true, + "encounter_code": "written_in_rock", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "You realize the eerie hum in the air comes from vibrating crystal forations. Something feels strange, though you cannot say what...", + "illustrator": "Rob Laskey", + "name": "Descent into the Mines", + "pack_code": "fhvc", + "position": 5, + "quantity": 1, + "stage": 1, + "text": "Objective - At the end of the round, if each surviving investigator is at Control Station, advance. (Hint: Get to the Control Station before the agenda advances!).", + "type_code": "act" + }, + { + "back_flavor": "Sparks fly off the tracks as you pump the cart brakes until you slow to a stop.", + "back_name": "Safe At Last", + "back_text": "Check the following:\n- If an investigator controls Simeon Atwood, (→R1).\n- If an investigator controls Leah Atwood, (→R2).\n- If Simeon Atwood is set aside or still in play and not under the control of an investigator, (→R3).\n- If Leah Atwood is set aside or still in play and not under the control of an investigator, (→R4). \n- If none of the above is true, (→R5).", + "clues": null, + "code": "10506", + "double_sided": true, + "encounter_code": "written_in_rock", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "The only way out of North Point Mine is through the maze of rail tunnels.", + "illustrator": "Rob Laskey", + "name": "The Underground Maze", + "pack_code": "fhvc", + "position": 6, + "quantity": 1, + "stage": 2, + "text": "[fast] During your turn, spend 1 [per_investigator] clues, as a group: Either slide a location into an empty adjacent space, or swap 2 adjacent locations.\n[action] Spend 1 [per_investigator] resources: Slide a revealed location into an empty adjacent space. (Group limit once per round.)\n[action] If the Prismatic Shard story asset is at your location: Take control of it.\nObjective - Get to the Rail Exit! When the Mine Card enters Rail Exit, immediately advance.", + "type_code": "act" + }, { "code": "10522", "cost": 2, @@ -46,7 +126,7 @@ "type_code": "asset" }, { - "back_text": "Hard / Expert\n[skull]: -X. X is twice your current floor number (to a minimum of 2).\n[cultist]: -2. If you succeed and your location is an enemy, exhaust it.\n[tablet]: -4. If you fail, heal 1[per_investigator] damage from the nearest enemy-location.\n[elder_thing]: -5. If it is agenda 2a or 3a, after this test resolves, remove this token from the chaos bag and add it to the predation bag.", + "back_text": "Hard / Expert\n[skull]: -X. X is twice your current floor number (to a minimum of 2).\n[cultist]: -2. If you succeed and your location is an enemy, exhaust it.\n[tablet]: -4. If you fail, heal 1 [per_investigator] damage from the nearest enemy-location.\n[elder_thing]: -5. If it is agenda 2a or 3a, after this test resolves, remove this token from the chaos bag and add it to the predation bag.", "code": "10523", "double_sided": true, "encounter_code": "hemlock_house", @@ -60,270 +140,3070 @@ "type_code": "scenario" }, { - "code": "10548", - "cost": 1, + "back_link": "10524b", + "code": "10524", "encounter_code": "hemlock_house", - "encounter_position": 31, - "deck_limit": 1, - "faction_code": "neutral", - "illustrator": "David Chen", - "is_unique": true, - "name": "Little Sylvie", + "encounter_position": 2, + "faction_code": "mythos", + "name": "The Predatory House", "pack_code": "fhvc", - "position": 48, + "position": 24, "quantity": 1, - "sanity": 1, - "slot": "Accessory", - "subname": "A Cracked Memento", - "text": "[reaction] When Little Sylvie is discarded from your hand or deck: Play it (paying its cost).\n[reaction] When a scenario card effect would discard a card from your hand or deck, exhaust Little Sylvie: Place that card on top of your deck, instead.", - "traits": "Item. Charm. Cursed.", - "type_code": "asset" + "text": "Create a separate bag consisting of the following tokens: [cultist], [tablet], and [elder_thing]. (If you do not have a second bag, you can use a cup, bowl, or other opaque container.) This is the predation bag, and these are predation tokens. They are not chaos tokens.\nThen, add the following tokens to the predation bag based on the current day:\n- Day 1: Add [cultist], [cultist] to the predation bag.\n- Day 2: Add [cultist] to the predation bag.\n- Day 3: No change is made.\nSome abilities will instruct investigators to make a predation test. A predation test may cause the house to come alive and prey on the investigators. To resolve a predation test, reveal a random token from the predation bag and resolve the effects for that token as indicated on the other side of this card.\nFlip this card over and place it next to the scenario reference card.", + "type_code": "story" }, { - "back_text": "Hard / Expert\n[skull]: -X. X the number of revealed [[Cave]] locations in play.\n[cultist]: -1. If you succeed by 2 or more, heal 1 horror.\n[tablet]: -4. If you are at a [[Cave]] location, treat this token's modifier as -6 instead.\n[elder_thing]: -3. If an [[Abomination]] enemy is at your location, this test automatically fails instead.", - "code": "10528", - "double_sided": true, - "encounter_code": "the_lost_sister", - "encounter_position": 1, + "code": "10524b", + "encounter_code": "hemlock_house", + "encounter_position": 2, "faction_code": "mythos", - "name": "The Lost Sister", + "hidden": true, + "name": "Predation Test", "pack_code": "fhvc", - "position": 28, + "position": 24, "quantity": 1, - "text": "East / Standard\n[skull]: -X. X is half the number of revealed [[Cave]] locations in play (rounded up).\n[cultist]: -1. If you succeed, heal 1 horror.\n[tablet]: -2. If you are at a [[Cave]] location, treat this token's modifier as -4 instead.\n[elder_thing]: -2. If an [[Abomination]] enemy is at your location, reveal another token.", - "type_code": "scenario" + "text": "Use these results only when revealing tokens from the predation bag.\n[cultist]: Set this token aside.\n[tablet]: Each enemy-location attacks each investigator at that location. If no attack was made by this effect, the lead investigator draws the top card of the encounter deck. Return this token and each set-aside token to the predation bag.\n[elder_thing]: Set this token aside. Find the unsealed, [[Dormant]] location nearest to the lead investigator. Flip that location to its enemy-location side.", + "type_code": "story" }, { - "back_text": "Hard / Expert\n[skull]: -X. X the number of [[Insect]] enemies in play and in the victory display.\n[cultist]: -3. If you succeed, you may shuffle a non-[[Elite]] enemy in the victory display into the encounter deck.\n[tablet]: -5. Ready the nearest [[Insect]] enemy. It moves and attacks as if it were the enemy phase.\n[elder_thing]: -4. If you are a [[Lair]] location, you automatically fail.", - "code": "10549", + "back_flavor": "At the sound of creaking wood, you spin to face the hall you came from. Everything looks as it was, and yet you cannot shake the feeling that things are subtly different. Letting out a held breath, you resume your investigation, only to find the furniture in your room settling into place, like children playing a game of musical chairs. A slimy tentacle retreats between a gap in the wood.\nThe rumors regarding Hemlock House were only half right. There is something living within its walls. But it is something far worse than you could have imagined.", + "back_name": "The Living House", + "back_text": "Shuffle each copy of the set-aside Out of the Walls and Pulled In treacheries into the encounter deck, along with the encounter discard pile.\nFind the unsealed [[Dormant]] location nearest to the most investigators. Flip that location to its enemy-location side.\nFind the set-aside The Predatory House story card and resolve its text.", + "code": "10525", + "doom": 2, "double_sided": true, - "encounter_code": "the_silent_heath", - "encounter_position": 1, + "encounter_code": "hemlock_house", + "encounter_position": 3, "faction_code": "mythos", - "name": "The Silent Heath", + "flavor": "Your first steps into the old manor come with a fetid odor and an intense feeling of being watched. The air is too still, and for an abandoned house, there is an unsettling lack of dust on the furniture and floors. If nobody has lived here for years, then why does it feel like everything has moved recently?", + "illustrator": "Romain Leguay", + "name": "Eerie Silence", "pack_code": "fhvc", - "position": 49, + "position": 25, "quantity": 1, - "text": "East / Standard\n[skull]: -X. X is half the number of [[Insect]] enemies in play and in the victory display (rounded up).\n[cultist]: -1. You may shuffle a non-[[Elite]] enemy in the victory display into the encounter deck.\n[tablet]: -3. If you fail, choose an [[Insect]] enemy at your location. It engages you and makes an immediate attack.\n[elder_thing]: -2. If you are a [[Lair]] location, reveal another token.", - "type_code": "scenario" + "stage": 1, + "type_code": "agenda" }, { - "back_text": "Hard / Expert\n[skull]: -X. X the number of [[Sunken]] locations in play (rounded up).\n[cultist]: -3. If you succeed, you may remove 1 sinkhole from the nearest [[Bog]] location.\n[tablet]: -5. Place 1 damage on the nearest [[Bog]] location, as a sinkhole.\n[elder_thing]: -5. Search the encounter deck and discard pile for a Grasping Tendril enemy and draw it, ignoring its surge keyword.", - "code": "10588", + "back_flavor": "The house groans and creaks, as though it is still settling. Movement stirs in the corner of your eye: the floor itself ripples like water as something moves beneath the creaking old boards.", + "back_name": "It's Alive!", + "back_text": "Shuffle the encounter discard pile into the encounter deck. Find the unsealed [[Dormant]] location nearest to the most investigators. Flip that location to its enemy-location side.", + "code": "10526", + "doom": 5, "double_sided": true, - "encounter_code": "the_thing_in_the_depths", - "encounter_position": 1, + "encounter_code": "hemlock_house", + "encounter_position": 4, "faction_code": "mythos", - "name": "The Thing in the Depths", + "flavor": "It is no mere infestation of rats or woodland creatures that haunts this decrepit manor. Something vile lives in Hemlock House. It burrows through the floor, writhes within its walls, and watches you with invisible, hungry eyes.", + "illustrator": "Romain Leguay", + "name": "The House Stirs (v. I)", "pack_code": "fhvc", - "position": 88, + "position": 26, "quantity": 1, - "text": "East / Standard\n[skull]: -X. X is half the number of [[Sunken]] locations in play (rounded up).\n[cultist]: -1. You may remove 1 sinkhole from the nearest [[Bog]] location.\n[tablet]: -3. If you fail, place 1 damage on the nearest [[Bog]] location, as a sinkhole.\n[elder_thing]: -4. If you fail, search the encounter deck and discard pile for a Grasping Tendril enemy and draw it, ignoring its surge keyword.", - "type_code": "scenario" + "stage": 2, + "text": "Forced - When the mythos phase ends: Make a predation test.\n[fast] Either place 1 [per_investigator] of your clues on your location or remove a seal from it: Ready it and flip it over.", + "type_code": "agenda" }, { - "back_text": "Hard / Expert\n[skull]: -X. X is twice the current darkness level.\n[cultist]: -3. If you succeed, heal 1 damage from your investigator.\n[tablet]: -4. Find the enemy in pursuit with the highest evade. Spawn it at your location.\n[elder_thing]: -5. Take 1 horror.", - "code": "10605", + "back_flavor": "Tumultuous rain pelts the roof of the house. The sky outside is swathed in dark clouds, illuminated only by brief flashes of light in the distance. Your skin crawls as the groans and creaks are muffled by the roar of thunder and the downpour crashing against the windows. Just then, bright light floods the room, and a resounding crack booms from the top floor of the house. The smell of burning wood drifts down into the halls. Lightning has struck the house!", + "back_name": "Dark and Stormy", + "back_text": "Find the unsealed [[Dormant]] location nearest to the most investigators. Flip that location to its enemy-location side.\nAttach a set-aside Fire! treachery to the leftmost location on the highest floor. Shuffle each other copy of Fire! into the encounter deck, along with the encounter discard pile.", + "code": "10527", + "doom": 5, "double_sided": true, - "encounter_code": "the_twisted_hollow", - "encounter_position": 1, + "encounter_code": "hemlock_house", + "encounter_position": 5, "faction_code": "mythos", - "name": "The Twisted Hollow", + "flavor": "It is no mere infestation of rats or woodland creatures that haunts this decrepit manor. Something vile lives in Hemlock House. It burrows through the floor, writhes within its walls, and watches you with invisible, hungry eyes.", + "illustrator": "Romain Leguay", + "name": "The House Stirs (v.II)", "pack_code": "fhvc", - "position": 105, + "position": 27, "quantity": 1, - "text": "East / Standard\n[skull]: -X. X is the current darkness level.\n[cultist]: -1. Heal 1 damage from your investigator.\n[tablet]: -3. If you fail, find the enemy in pursuit with the highest evade. Spawn it at your location.\n[elder_thing]: -4. If you fail, take 1 horror.", - "type_code": "scenario" + "stage": 2, + "text": "Forced - When the mythos phase ends: Make a predation test.\n[fast] Either place 1 [per_investigator] of your clues on your location or remove a seal from it: Ready it and flip it over.", + "type_code": "agenda" }, { - "back_text": "Hard / Expert\n[skull]: -X. X is the number of doom in play.\n[cultist]: -3. If you succeed, place 1 barrier at your location.\n[tablet]: -4. The nearest enemy readies, moves, and attacks as if it were the enemy phase.\n[elder_thing]: -5. Remove a barrier, decoy, or trap at your location.", - "code": "10626", + "back_flavor": "Wood cracks and splinters as the walls press in around you. Furniture topples, making way for more of the creature's slithering tentacles. They wrap around your limbs and pin you to the floor as the ceiling descends, warped and contorted. It is a pulsating organ, a stomach devouring its meal. Wood, caulk, and plaster enclose you as the house's rumblings dissolve into muffled gnashing.\nYour senses are flooded with a surge of adrenaline, and you shake out of the thing's grip. Head pounding, you sprint out of the house as its doors slam open and shut like hungry mouths.", + "back_name": "The Walls Close In...", + "back_text": "Each surviving investigator who has not resigned is defeated and suffers 1 mental trauma.", + "code": "10528", + "doom": 8, "double_sided": true, - "encounter_code": "the_longest_night", - "encounter_position": 1, + "encounter_code": "hemlock_house", + "encounter_position": 6, "faction_code": "mythos", - "name": "The Longest Night", + "flavor": "Either the house is alive, or the creature within its walls has grown to encompass it entirely. Your only hope now is to either secure all of the rooms, turn this place into rubble, or flee and make sure nobody ever ventures near this place ever again.", + "illustrator": "Romain Leguay", + "name": "Living Walls", "pack_code": "fhvc", - "position": 126, + "position": 28, "quantity": 1, - "text": "East / Standard\n[skull]: -X. X is half the number of doom in play (rounded up).\n[cultist]: -2. Place 1 barrier at your location.\n[tablet]: -1. Reveal another token. If you fail, the nearest enemy readies, moves, and attacks as if it were the enemy phase.\n[elder_thing]: -4. If you fail, remove 1 barrier, decoy, or trap at your location.", - "type_code": "scenario" + "stage": 3, + "text": "Forced - When the mythos phase ends: Make a predation test.\n[fast] Either place 1 [per_investigator] of your clues on your location or remove a seal from it: Ready it and flip it over.", + "type_code": "agenda" }, { - "code": "10642", - "cost": 2, - "encounter_code": "the_longest_night", - "encounter_position": 17, - "deck_limit": 1, - "faction_code": "neutral", - "health": 2, - "illustrator": "Carlos Palma Cruchaga", - "is_unique": true, - "name": "Ajax", + "back_name": "Walls of Flesh", + "back_text": "If there are more seals in play than enemy-locations in the victory display:\n
Your efforts to suppress the strange infestation seem to have angered it. A noisome screech shakes the foundation of the house, and the air floods with a fetid stench of something awful down below.
\nPut the set-aside Shapeless Cellar enemy-location into play on the Cellar Floor, as close to the middle column as possible.\nAdvance to the set-aside act 2a \"The Heart of the House\" and remove act 2a \"Against the House\" from the game.\n
\nIf there are more enemy-locations in the victory display than seals in play:\n
The foundations of the house shake as another room threatens to collapse. If you bring this house down, the abomination that lives inside it won't survive long.
\nAdvance to the set-aside act 2a \"Against the House\" and remove act 2a \"The Heart of the House\" from the game.", + "clues": null, + "code": "10529", + "double_sided": true, + "encounter_code": "hemlock_house", + "encounter_position": 7, + "faction_code": "mythos", + "illustrator": "Romain Leguay", + "name": "Strange Infestation", "pack_code": "fhvc", - "position": 142, + "position": 29, "quantity": 1, - "slot": "Ally", - "subname": "Faithful Steed", - "text": "Your first action each round does not provoke attacks of opportunity.\n[action] Exhaust Ajax: Move. Either move twice, or choose any [[Field]] location and move to it.\n[action] If Ajax is at your location: Take control of him. Any player at Ajax's location may trigger this ability.", - "traits": "Ally. Creature.", - "type_code": "asset" + "stage": 1, + "text": "Clues cannot be discovered from locations with no investigators.\n[action] If your location is unsealed and [[Dormant]], investigators at that location spend 1 [per_investigator] clues, as a group: Place 1 resource on it, as a seal.\nObjective - At the end of the round, if a total of 7 locations are sealed and/or in the victory display, advance.", + "type_code": "act" }, { - "back_text": "Hard / Expert\n[skull]: -X. X is the number of [[Colour]] enemies in play.\n[cultist]: -6. Discard 1 card at random from your hand.\n[tablet]: -8. You may place 1 doom on your investigator card to treat this token's modifier as -3, instead.\n[elder_thing]: -5. If this is a fight or evasion attempt against a Cosmic Emissary, you automatically fail instead.", - "code": "10651", + "back_flavor": "You escape just in time as the last remnant of Hemlock House collapses into rubble and ruin. Through the cloud of dirt and dust, you watch as the creature's remaining tentacles slither into its foundations and retreat underground. Whatever it was, it is gone now.", + "back_name": "Fall of the House of Hemlock", + "back_text": "(→R1) (page 18).", + "clues": null, + "code": "10530", "double_sided": true, - "encounter_code": "fate_of_the_vale", - "encounter_position": 1, + "encounter_code": "hemlock_house", + "encounter_position": 8, "faction_code": "mythos", - "name": "Fate of the Vale", + "flavor": "Sealing this creature away won't solve anything. Whatever sort of monster has taken over Hemlock House, it needs to be destroyed.", + "illustrator": "Romain Leguay", + "name": "Against the House", "pack_code": "fhvc", - "position": 151, + "position": 30, "quantity": 1, - "text": "East / Standard\n[skull]: -X. X is 1 more than the current act number.\n[cultist]: -4. If you fail, discard 1 card at random from your hand.\n[tablet]: -5. You may place 1 doom on your investigator card to treat this token's modifier as 0, instead.\n[elder_thing]: -2. If this is a fight or evasion attempt against a Cosmic Emissary, reveal another token.", - "type_code": "scenario" + "stage": 2, + "text": "Clues cannot be discovered from locations with no investigators.\nObjective - Bring this house down! If no locations are in play, immediately advance (this occurs before investigators would be defeated by not being at a location).", + "type_code": "act" }, { - "code": "10662a", - "encounter_code": "fate_of_the_vale", - "encounter_position": 15, - "enemy_evade": 4, - "enemy_fight": 4, - "enemy_horror": 2, + "back_flavor": "The house shudders, then stills. Sealing off the crevices and nooks where the creature was breaching through the house's walls seems to have forced it to retreat, or perhaps lay dormant for a while. Hopefully it won't resurface, but in the meantime, the legacy of the Hemlock family still stands. Maybe in time, they can find a way to exterminate the creature for good.", + "back_name": "Laid to Rest", + "back_text": "Flip each enemy-location to its location side. Place 1 resource, as a seal, on each unsealed [[Dormant]] location.\n(→R1) (page 18).", + "clues": null, + "code": "10531", + "double_sided": true, + "encounter_code": "hemlock_house", + "encounter_position": 9, "faction_code": "mythos", - "health": null, - "illustrator": "Ethan Patrick Harris", - "is_unique": true, - "name": "Cosmic Emissary", + "flavor": "If you want to seal the house for good, you must delve into the loathsome sepulchre below.", + "illustrator": "Romain Leguay", + "name": "The Heart of the House", "pack_code": "fhvc", - "position": 162, + "position": 31, "quantity": 1, - "subname": "The Abyss", - "text": "Massive.\nCannot make attacks of opportunity.\nForced – When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", - "traits": "Emissary. Colour. Elite.", - "type_code": "enemy" + "stage": 2, + "text": "Clues cannot be discovered from locations with no investigators.\n[action] If your location is unsealed and [[Dormant]], investigators at that location spend 1 [per_investigator] clues, as a group: Place 1 resource on it, as a seal.\nForced - After an enemy-location attacks you: Move (one location at a time) to Shapeless Cellar.\nObjective - When the Shapeless Cellar is in the victory display, advance.", + "type_code": "act" }, { - "code": "10663a", - "encounter_code": "fate_of_the_vale", - "encounter_position": 16, - "enemy_damage": 1, - "enemy_evade": 4, - "enemy_fight": 2, - "enemy_horror": 1, + "back_link": "10532b", + "clues": 1, + "code": "10532", + "encounter_code": "hemlock_house", + "encounter_position": 10, "faction_code": "mythos", - "health": null, - "illustrator": "Ethan Patrick Harris", - "is_unique": true, - "name": "Cosmic Emissary", + "flavor": "The room stirs with gentle movement, the window curtains and bedsheets swaying in a breeze you cannot feel.", + "illustrator": "Pixoloid Studios", + "name": "Bedroom", "pack_code": "fhvc", - "position": 163, + "position": 32, "quantity": 1, - "subname": "The Phantasm", - "text": "Massive. Retaliate.\nCannot make attacks of opportunity.\nForced – When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", - "traits": "Emissary. Colour. Elite.", - "type_code": "enemy" + "shroud": -2, + "text": "X is 1 more than this location's floor number.\n[reaction] After you place a seal on this location: Draw 1 card or gain 2 resources.", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 0 }, { - "code": "10664a", - "encounter_code": "fate_of_the_vale", - "encounter_position": 17, + "clues": null, + "code": "10532b", + "encounter_code": "hemlock_house", + "encounter_position": 10, "enemy_damage": 2, "enemy_evade": 2, - "enemy_fight": 4, + "enemy_fight": 3, "faction_code": "mythos", - "health": null, - "illustrator": "Ethan Patrick Harris", - "is_unique": true, - "name": "Cosmic Emissary", + "flavor": "This time, there really is a monster under the bed.", + "health": 3, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Bedroom", "pack_code": "fhvc", - "position": 164, + "position": 32, "quantity": 1, - "subname": "The Miasma", - "text": "Massive. Alert.\nCannot make attacks of opportunity.\nForced – When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", - "traits": "Emissary. Colour. Elite.", - "type_code": "enemy" + "shroud": 3, + "text": "Massive. Cannot make attacks of opportunity. Living Bedroom gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: Place 1 doom on it.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 0 }, { - "code": "10665a", - "encounter_code": "fate_of_the_vale", - "encounter_position": 18, + "back_link": "10533b", + "clues": 1, + "code": "10533", + "encounter_code": "hemlock_house", + "encounter_position": 11, + "faction_code": "mythos", + "flavor": "The room stirs with gentle movement, the window curtains and bedsheets swaying in a breeze you cannot feel.", + "illustrator": "Pixoloid Studios", + "name": "Bedroom", + "pack_code": "fhvc", + "position": 33, + "quantity": 1, + "shroud": -2, + "text": "X is 1 more than this location's floor number.\n[reaction] After you place a seal on this location: Draw 1 card or gain 2 resources.", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 0 + }, + { + "clues": null, + "code": "10533b", + "encounter_code": "hemlock_house", + "encounter_position": 11, "enemy_damage": 1, - "enemy_evade": 3, + "enemy_evade": 2, "enemy_fight": 3, "enemy_horror": 1, "faction_code": "mythos", - "health": null, - "illustrator": "Ethan Patrick Harris", - "is_unique": true, - "name": "Cosmic Emissary", + "flavor": "This time, there really is a monster under the bed.", + "health": 3, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Bedroom", "pack_code": "fhvc", - "position": 165, + "position": 33, "quantity": 1, - "subname": "The Brilliance", - "text": "Massive.\nCannot make attacks of opportunity.\nForced – When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", - "traits": "Emissary. Colour. Elite.", - "type_code": "enemy" + "shroud": 3, + "text": "Massive. Cannot make attacks of opportunity. Living Bedroom gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: It attacks each investigator at this location.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 0 }, { - "code": "10685", - "encounter_code": "day_of_rain", - "encounter_position": 3, - "deck_limit": 1, - "faction_code": "neutral", - "illustrator": "Jeff Himmelman", - "name": "The Hemlock Curse", + "back_link": "10534b", + "clues": 1, + "code": "10534", + "encounter_code": "hemlock_house", + "encounter_position": 12, + "faction_code": "mythos", + "flavor": "The room stirs with gentle movement, the window curtains and bedsheets swaying in a breeze you cannot feel.", + "illustrator": "Pixoloid Studios", + "name": "Bedroom", "pack_code": "fhvc", - "position": 185, - "quantity": 4, - "skill_wild": 1, - "subtype_code": "weakness", - "subname": "Endless Hunger", - "text": "This skill's icons subtract from your skill value instead of adding to it.\nIf this skill test fails, discard each card in your hand.\nForced - At the end of your turn, if The Hemlock Curse is in your hand: Discard 1 card at random from your hand.", - "traits": "Blight. Colour.", - "type_code": "skill" + "position": 34, + "quantity": 1, + "shroud": -2, + "text": "X is 1 more than this location's floor number.\n[reaction] After you place a seal on this location: Draw 1 card or gain 2 resources.", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 0 }, { - "code": "10693", - "encounter_code": "residents", - "encounter_position": 1, - "faction_code": "neutral", - "health": 4, - "illustrator": "Billy Norrby", - "is_unique": true, - "name": "Mother Rachel", + "clues": null, + "code": "10534b", + "encounter_code": "hemlock_house", + "encounter_position": 12, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "flavor": "This time, there really is a monster under the bed.", + "health": 3, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Bedroom", "pack_code": "fhvc", - "position": 193, + "position": 34, "quantity": 1, - "sanity": 4, - "subname": "Kindly Matron", - "text": "While you control Mother Rachel, you have 1 additional arcane slot.\n[action]: Parley. Test [willpower](2). If you succeed, ([codex] 1).\nForced - After Mother Rachel is defeated: Set her aside, out of play. In your Campaign Log, decrease her Relationship Level.", - "traits": "Resident.", - "type_code": "asset" + "shroud": 3, + "text": "Massive. Cannot make attacks of opportunity. Living Bedroom gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: Make a predation test.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 0 }, { - "code": "10694", - "encounter_code": "residents", - "encounter_position": 2, - "faction_code": "neutral", - "health": 3, - "illustrator": "Billy Norrby", - "is_unique": true, - "name": "Leah Atwood", + "back_link": "10535b", + "clues": 1, + "code": "10535", + "encounter_code": "hemlock_house", + "encounter_position": 13, + "faction_code": "mythos", + "flavor": "The room stirs with gentle movement, the window curtains and bedsheets swaying in a breeze you cannot feel.", + "illustrator": "Pixoloid Studios", + "name": "Bedroom", "pack_code": "fhvc", - "position": 194, + "position": 35, "quantity": 1, - "sanity": 1, - "subname": "The Vale Cook", - "text": "While you control Leah Atwood, you get +1 [combat].\n[action]: Parley. Test [combat](2). If you succeed, ([codex] 2).\nForced - After Leah Atwood is defeated. Set her aside, out of play. In your Campaign Log, decrease her Relationship Level.", - "traits": "Resident.", - "type_code": "asset" + "shroud": -2, + "text": "X is 1 more than this location's floor number.\n[reaction] After you place a seal on this location: Draw 1 card or gain 2 resources.", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 0 }, { - "code": "10695", - "encounter_code": "residents", - "encounter_position": 3, - "faction_code": "neutral", + "clues": null, + "code": "10535b", + "encounter_code": "hemlock_house", + "encounter_position": 13, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 3, + "faction_code": "mythos", + "flavor": "This time, there really is a monster under the bed.", + "health": 3, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Bedroom", + "pack_code": "fhvc", + "position": 35, + "quantity": 1, + "shroud": 3, + "text": "Massive. Cannot make attacks of opportunity. Living Bedroom gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: It attacks each investigator at this location.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 0 + }, + { + "back_link": "10536b", + "clues": 1, + "code": "10536", + "encounter_code": "hemlock_house", + "encounter_position": 14, + "faction_code": "mythos", + "flavor": "The faucet leaks a viscous brown fluid with a steady drip. The pipes croak unnaturally in the stillness.", + "illustrator": "Pixoloid Studios", + "name": "Washroom", + "pack_code": "fhvc", + "position": 36, + "quantity": 1, + "shroud": 4, + "text": "[fast]: Move 1 clue on this location to the location directly below it. (Limit once per turn.)", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 0 + }, + { + "clues": null, + "code": "10536b", + "encounter_code": "hemlock_house", + "encounter_position": 14, + "enemy_damage": 2, + "enemy_evade": 3, + "enemy_fight": 3, + "faction_code": "mythos", + "health_per_investigator": true, + "health": 3, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Washroom", + "pack_code": "fhvc", + "position": 36, + "quantity": 1, + "shroud": 4, + "text": "Massive. Cannot make attacks of opportunity.\nForced - When this enemy-location is revealed, if there are 1 or more clues on it: It attacks each investigator at this location.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 0 + }, + { + "back_link": "10537b", + "clues": 1, + "code": "10537", + "encounter_code": "hemlock_house", + "encounter_position": 15, + "faction_code": "mythos", + "flavor": "The faucet leaks a viscous brown fluid with a steady drip. The pipes croak unnaturally in the stillness.", + "illustrator": "Pixoloid Studios", + "name": "Washroom", + "pack_code": "fhvc", + "position": 37, + "quantity": 1, + "shroud": 4, + "text": "[fast]: Move 1 clue on this location to the location directly below it. (Limit once per turn.)", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 0 + }, + { + "clues": null, + "code": "10537b", + "encounter_code": "hemlock_house", + "encounter_position": 15, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health_per_investigator": true, + "health": 3, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Washroom", + "pack_code": "fhvc", + "position": 37, + "quantity": 1, + "shroud": 4, + "text": "Massive. Cannot make attacks of opportunity.\nForced - When this enemy-location is revealed, if there are 1 or more clues on it: It attacks each investigator at this location.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 0 + }, + { + "back_link": "10538b", + "clues": 1, + "code": "10538", + "encounter_code": "hemlock_house", + "encounter_position": 16, + "faction_code": "mythos", + "flavor": "The faucet leaks a viscous brown fluid with a steady drip. The pipes croak unnaturally in the stillness.", + "illustrator": "Pixoloid Studios", + "name": "Washroom", + "pack_code": "fhvc", + "position": 38, + "quantity": 1, + "shroud": 4, + "text": "[fast]: Move 1 clue on this location to the location directly below it. (Limit once per turn.)", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 0 + }, + { + "clues": null, + "code": "10538b", + "encounter_code": "hemlock_house", + "encounter_position": 16, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health_per_investigator": true, + "health": 3, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Washroom", + "pack_code": "fhvc", + "position": 38, + "quantity": 1, + "shroud": 4, + "text": "Massive. Cannot make attacks of opportunity.\nForced - When this enemy-location is revealed: Each investigator at this location discards cards at random from their hand equal to the number of clues on this location.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 0 + }, + { + "back_link": "10539b", + "clues": 1, + "code": "10539", + "encounter_code": "hemlock_house", + "encounter_position": 17, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "Library", + "pack_code": "fhvc", + "position": 39, + "quantity": 1, + "shroud": 3, + "text": "[reaction] After you discover the last clue from Library: You find a secret passage. Choose any location and place 1 horror token on it, as a secret passage. For the remainder of this scenario, each copy of Library is connected to the location with a secret passage, and vice versa. (Max once per game.)", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 0 + }, + { + "clues": null, + "code": "10539b", + "encounter_code": "hemlock_house", + "encounter_position": 17, + "enemy_evade": 2, + "enemy_fight": 4, + "enemy_horror": 3, + "faction_code": "mythos", + "health": 4, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Library", + "pack_code": "fhvc", + "position": 39, + "quantity": 1, + "shroud": 3, + "text": "Massive. Cannot make attacks of opportunity.\nLiving Library gets +1 [per_investigator] health.\nForced - When this enemy-location is revealed: Each investigator at this location and each connecting location loses 2 resources.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 0 + }, + { + "back_link": "10540b", + "clues": 1, + "code": "10540", + "encounter_code": "hemlock_house", + "encounter_position": 18, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "Library", + "pack_code": "fhvc", + "position": 40, + "quantity": 1, + "shroud": 3, + "text": "[reaction] After you discover the last clue from Library: You find a secret passage. Choose any location and place 1 horror token on it, as a secret passage. For the remainder of this scenario, each copy of Library is connected to the location with a secret passage, and vice versa. (Max once per game.)", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 0 + }, + { + "clues": null, + "code": "10540b", + "encounter_code": "hemlock_house", + "encounter_position": 18, + "enemy_evade": 2, + "enemy_fight": 4, + "enemy_horror": 3, + "faction_code": "mythos", + "health": 4, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Library", + "pack_code": "fhvc", + "position": 40, + "quantity": 1, + "shroud": 3, + "text": "Massive. Cannot make attacks of opportunity.\nLiving Library gets +1 [per_investigator] health.\nForced - When this enemy-location is revealed: Each investigator at this location and each connecting location takes 1 horror.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 0 + }, + { + "back_link": "10541b", + "clues": 2, + "code": "10541", + "encounter_code": "hemlock_house", + "encounter_position": 19, + "faction_code": "mythos", + "flavor": "If there are creatures within the house's walls, maybe you can use the fireplace to smoke or burn them out?", + "illustrator": "Pixoloid Studios", + "name": "Parlor", + "pack_code": "fhvc", + "position": 41, + "quantity": 1, + "shroud": 4, + "text": "[action] Spend 1 clue: Deal 2 damage to an enemy at a connecting location. You may test [intellect] (4). If you succeed, deal 1 additional damage to that enemy. (Limit once per round.)", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 1 + }, + { + "clues": null, + "code": "10541b", + "encounter_code": "hemlock_house", + "encounter_position": 19, + "enemy_damage": 1, + "enemy_evade": 1, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 3, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Parlor", + "pack_code": "fhvc", + "position": 41, + "quantity": 1, + "shroud": 4, + "text": "Massive. Retaliate. Cannot make attacks of opportunity.\nLiving Parlor gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: It attacks each investigator at this location.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 1 + }, + { + "back_link": "10542b", + "clues": 3, + "code": "10542", + "encounter_code": "hemlock_house", + "encounter_position": 20, + "faction_code": "mythos", + "flavor": "The hutch is filled with all manner of chipped plates and tarnished silverware. With each step you take, plates and glasses rattle precariously.", + "illustrator": "Pixoloid Studios", + "name": "Dining Room", + "pack_code": "fhvc", + "position": 42, + "quantity": 1, + "shroud": 2, + "text": "Forced - After you discover the last clue at this location: Discard 1 card at random from your hand.", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 1 + }, + { + "clues": null, + "code": "10542b", + "encounter_code": "hemlock_house", + "encounter_position": 20, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 4, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Dining Room", + "pack_code": "fhvc", + "position": 42, + "quantity": 1, + "shroud": 2, + "text": "Massive. Cannot make attacks of opportunity.\nLiving Dining Room gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: Make a predation test.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 1 + }, + { + "back_link": "10543b", + "clues": 1, + "code": "10543", + "encounter_code": "hemlock_house", + "encounter_position": 21, + "faction_code": "mythos", + "flavor": "The grandfather clock is stopped at 11:13.", + "illustrator": "Pixoloid Studios", + "name": "Foyer", + "pack_code": "fhvc", + "position": 43, + "quantity": 1, + "shroud": 2, + "text": "[fast] During your turn: Move (to a connecting location). (Limit once per turn.)\n[action]: Resign. You flee the house.", + "traits": "Room. Dormant.", + "type_code": "location", + "victory": 0 + }, + { + "clues": null, + "code": "10543b", + "encounter_code": "hemlock_house", + "encounter_position": 21, + "enemy_damage": 2, + "enemy_evade": 3, + "enemy_fight": 2, + "faction_code": "mythos", + "health_per_investigator": true, + "health": 3, + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Living Foyer", + "pack_code": "fhvc", + "position": 43, + "quantity": 1, + "shroud": 2, + "text": "Massive. Cannot make attacks of opportunity.\nForced - When this enemy-location is revealed: It attacks each investigator at this location.\n[action]: Resign. You flee the house.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 0 + }, + { + "code": "10544", + "encounter_code": "hemlock_house", + "encounter_position": 22, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 4, + "enemy_horror": 1, + "faction_code": "mythos", + "flavor": "\"It's got me!\"", + "health": 2, + "illustrator": "JB Casacop", + "name": "Grappling Spawn", + "pack_code": "fhvc", + "position": 44, + "quantity": 2, + "text": "Hunter. (Night [night]) Retaliate.\nGrappling Spawn gets +X health, where X is its current floor (to a minimum of +1 health).", + "traits": "Monster. Mutated.", + "type_code": "enemy" + }, + { + "code": "10545", + "encounter_code": "hemlock_house", + "encounter_position": 24, + "faction_code": "mythos", + "illustrator": "Darek Zabrocki", + "name": "Out of the Walls", + "pack_code": "fhvc", + "position": 45, + "quantity": 4, + "text": "Revelation - Test [agility] (3). If you fail and...\n- ...your location is an enemy, take 1 damage and 1 horror.\n- ...your location is unsealed and [[Dormant]], flip it over.\n- ...your location is sealed, discard 1 card at random from your hand.", + "traits": "Hazard.", + "type_code": "treachery" + }, + { + "code": "10546", + "encounter_code": "hemlock_house", + "encounter_position": 28, + "faction_code": "mythos", + "flavor": "You should really watch where you step.", + "illustrator": "Jeffrey Lai", + "name": "Pulled In", + "pack_code": "fhvc", + "position": 46, + "quantity": 2, + "text": "Revelation - If there are no enemy-locations in play, Pulled In gains surge. Otherwise, test [combat] (4). If you fail, choose the nearest enemy-location and move (one location at a time) to it. If you failed by 4 or more, the chosen enemy-location attacks you.", + "traits": "Blunder.", + "type_code": "treachery" + }, + { + "clues": 3, + "code": "10547", + "encounter_code": "hemlock_house", + "encounter_position": 30, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health_per_investigator": true, + "health": 5, + "illustrator": "Guillaume Ducos", + "name": "Shapeless Cellar", + "pack_code": "fhvc", + "position": 47, + "quantity": 1, + "shroud": 4, + "text": "Massive. Retaliate. Cannot make attacks of opportunity.\nShapeless Cellar cannot be sealed or flipped.\nForced - After you fail a skill test while investigating Shapeless Cellar: Shapeless Cellar attacks you.\nForced - If there are no clues on Shapeless Cellar: Add it to the victory display.", + "traits": "Room. Monster. Elite.", + "type_code": "enemy_location", + "victory": 1 + }, + { + "code": "10548", + "cost": 1, + "deck_limit": 1, + "encounter_code": "hemlock_house", + "encounter_position": 31, + "faction_code": "neutral", + "illustrator": "David Chen", + "is_unique": true, + "name": "Little Sylvie", + "pack_code": "fhvc", + "position": 48, + "quantity": 1, + "sanity": 1, + "slot": "Accessory", + "subname": "A Cracked Memento", + "text": "[reaction] When Little Sylvie is discarded from your hand or deck: Play it (paying its cost).\n[reaction] When a scenario card effect would discard a card from your hand or deck, exhaust Little Sylvie: Place that card on top of your deck, instead.", + "traits": "Item. Charm. Cursed.", + "type_code": "asset" + }, + { + "back_text": "Hard / Expert\n[skull]: -X. X the number of [[Insect]] enemies in play and in the victory display.\n[cultist]: -3. If you succeed, you may shuffle a non-[[Elite]] enemy in the victory display into the encounter deck.\n[tablet]: -5. Ready the nearest [[Insect]] enemy. It moves and attacks as if it were the enemy phase.\n[elder_thing]: -4. If you are at a [[Lair]] location, you automatically fail.", + "code": "10549", + "double_sided": true, + "encounter_code": "the_silent_heath", + "encounter_position": 1, + "faction_code": "mythos", + "name": "The Silent Heath", + "pack_code": "fhvc", + "position": 49, + "quantity": 1, + "text": "Easy / Standard\n[skull]: -X. X is half the number of [[Insect]] enemies in play and in the victory display (rounded up).\n[cultist]: -1. You may shuffle a non-[[Elite]] enemy in the victory display into the encounter deck.\n[tablet]: -3. If you fail, choose an [[Insect]] enemy at your location. It engages you and makes an immediate attack.\n[elder_thing]: -2. If you are at a [[Lair]] location, reveal another token.", + "type_code": "scenario" + }, + { + "back_flavor": "An acrid stench wafts from somewhere deep below. The skittering of hundreds of legs fills the air before a monstrous insect emerges from underground. It has sickly, translucent skin and a pair of shriveled black wings that hang limply over its back. The creature stares at you with unfeeling beady eyes, waving its antennae to announce your presence.", + "back_name": "Strange Creatures", + "back_text": "Discard cards from the top of the encounter deck until an [[Insect]] enemy is discarded. The lead investigator draws that enemy.\nShuffle the encounter discard pile into the encounter deck.", + "code": "10550", + "doom": 8, + "double_sided": true, + "encounter_code": "the_silent_heath", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "The dry landscape is perfectly still. A beguiling glow hangs over everything.", + "illustrator": "Carlos Palma Cruchaga", + "name": "Unsettling Silence", + "pack_code": "fhvc", + "position": 50, + "quantity": 1, + "stage": 1, + "text": "Forced - When doom is placed on this agenda, if the Brood Queen enemy is set aside: Reveal tokens from the chaos bag equal to the number of [[Insect]] enemies in the victory display. If a [skull] or [auto_fail] token is revealed, spawn the set-aside Brood Queen enemy.", + "type_code": "agenda" + }, + { + "back_flavor": "A swarm of insect soldiers descends upon you, blocking any escape. One of them buries its proboscis in your torso with near-mechanical efficiency. You feel pain, then numbness, then nothing as you pass out.\nYou come to hours later, covered in salt, in a dry cavern. Head pounding, you stagger out of the warrens into the arid heath. The wound in your side oozes a filmy blue poison, but it doesn't seem to be fatal...", + "back_name": "Swarmed!", + "back_text": "Each investigator who has not been eliminated is defeated and suffers 1 physical trauma.", + "code": "10551", + "doom": 7, + "double_sided": true, + "encounter_code": "the_silent_heath", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "The insects scurry to and fro, alarmed by your presence.", + "illustrator": "Carlos Palma Cruchaga", + "name": "Desolation (v.I)", + "pack_code": "fhvc", + "position": 51, + "quantity": 1, + "stage": 2, + "text": "Each [[Insect]] enemy loses aloof.\nForced - When doom is placed on this agenda, if the Brood Queen enemy is set aside: Reveal tokens from the chaos bag equal to the number of [[Insect]] enemies in the victory display. If a token with a symbol is revealed, spawn the set-aside Brood Queen enemy.", + "type_code": "agenda" + }, + { + "back_flavor": "A swarm of insects descends upon you, blocking any escape. One of them darts forward with almost mechanical efficiency, burying a proboscis in your torso. Sharp pain spasms through your body, followed by numbness. The milky white insect retracts a black proboscis dripping blue fluid as your vision begins to swim. Passing out is a mercy.\nYou come to hours later, covered in salt, in a dry chamber underground. Head pounding, you stagger out of the warrens into the arid heath. The wound in your side oozes a filmy blue poison, but it doesn't seem to be fatal...", + "back_name": "Swarmed!", + "back_text": "Each surviving investigator who has not been eliminated is defeated and suffers 1 physical trauma.", + "code": "10552", + "doom": 7, + "double_sided": true, + "encounter_code": "the_silent_heath", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "The insects scurry to and fro, alarmed by your presence.", + "illustrator": "Carlos Palma Cruchaga", + "name": "Desolation (v.II)", + "pack_code": "fhvc", + "position": 52, + "quantity": 1, + "stage": 2, + "text": "Each [[Insect]] enemy loses aloof and patrol and gains hunter.\nForced - When doom is placed on this agenda, if the Brood Queen enemy is set aside: Reveal tokens from the chaos bag equal to the number of [[Insect]] enemies in the victory display. If a token with a symbol is revealed, spawn the set-aside Brood Queen enemy.", + "type_code": "agenda" + }, + { + "back_flavor": "Amongst the ruins of the Pearl Estate, you find Susan Pearl's diary. It details attempts to explore tunnels beneath the ridge. They were called \"The Warrens\" due to their mazelike structure. Perhaps some of the Pearl family disappeared in the surrounding tunnels, but why? You resolve to investigate.", + "back_name": "\"The Warrens\"", + "back_text": "Randomly put the three set-aside locations from the Horrors in the Rock encounter set into play, unrevealed, adjacent to the three starting locations as explained on page 20 of the Campaign Guide.\nTake the remaining set-aside locations (Salt Chamber, Larval Tunnel, and Crystal Nursery) along with the top 3 cards of the encounter deck. Shuffle them together and randomly deal 1 card facedown beneath each location.", + "clues": 2, + "code": "10553", + "double_sided": true, + "encounter_code": "the_silent_heath", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "The legacy of Pearl Ridge is a story of note amongst the locals. The Pearls were a prominent family like the Hemlocks and Atwoods, but the family vanished in a curious incident back in 1906. What could have happened here?", + "illustrator": "Carlos Palma Cruchaga", + "name": "A Lost Legacy", + "pack_code": "fhvc", + "position": 53, + "quantity": 1, + "stage": 1, + "text": "Objective - When the round ends, investigators at the Pearl Estate Ruins may spend the requisite number of clues, as a group, to advance.", + "type_code": "act" + }, + { + "back_flavor": "The scent of decay and the strange creatures' pheromones mix to create a uniquely awful musk. Emerging from the caverns, you lay down the last member of what you assume must be the Pearl family. The acidic residue from their strange, crystalline growths burns your skin. The bodies are painful to look at, their faces frozen in silent agony. Some invisible, heavy presence fills the air above the corpses, although there is no motion, no breeze or dust. Only a movement of something in the air. You feel a deep, bone-aching weariness.", + "back_name": "Laid to Rest", + "back_text": "Check the number of Crystal Remains in the victory display.\n- If there are exactly 3 Crystal Remains, (→R1) (page 22).\n- Otherwise, (→R2) (page 22).", + "clues": null, + "code": "10554", + "double_sided": true, + "encounter_code": "the_silent_heath", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "The Warrens are likely the final resting place of the Pearl family. Studying their remains may shed light on what really happened here.", + "illustrator": "Carlos Palma Cruchaga", + "name": "Searching the Heath", + "pack_code": "fhvc", + "position": 54, + "quantity": 1, + "stage": 2, + "text": "[action] If there are no clues on your location: Draw the top card beneath your location.\n[fast] Investigators at your location spend 1 [per_investigator] clues, as a group: Look at the top card beneath your location. You may place that card on the bottom of its stack.\nObjective - If each undefeated investigator has resigned and there are 1 or more Crystal Remains in the victory display, advance.", + "type_code": "act" + }, + { + "back_flavor": "A once-living orchard looks more like a delicate glasswork gallery. The apple trees have crystallized and reflect the light in shifting patterns.", + "clues": 1, + "code": "10555", + "double_sided": true, + "encounter_code": "the_silent_heath", + "encounter_position": 7, + "faction_code": "mythos", + "flavor": "The world is changing around us. I think, truly, for the better. - from the personal diary of Susan Pearl", + "illustrator": "Nele Diel", + "name": "Crystal Grove", + "pack_code": "fhvc", + "position": 55, + "quantity": 1, + "shroud": 2, + "text": "[action] Investigators at Crystal Grove spend 1 [per_investigator] clues, as a group: Add a Crystal Remains you control to the victory display.", + "traits": "Blight.", + "type_code": "location" + }, + { + "back_flavor": "The wreck of a once-great house stands precariously on the edge of a cliff. The decaying roofs look like an empty patchwork.", + "clues_fixed": true, + "clues": 1, + "code": "10556", + "double_sided": true, + "encounter_code": "the_silent_heath", + "encounter_position": 8, + "faction_code": "mythos", + "flavor": "The former orchard and farm has turned to powder from years of neglect. Nearly two decades have passed, yet nature has not reclaimed the opulent estate.", + "illustrator": "Pixoloid Studios", + "name": "Pearl Estate Ruins", + "pack_code": "fhvc", + "position": 56, + "quantity": 1, + "shroud": 3, + "text": "[action]: Resign. You leave the heath behind. Add all Crystal Remains you control to the victory display.", + "traits": "Ruins.", + "type_code": "location" + }, + { + "back_flavor": "The endless stretch of ash appears to be completely devoid of life.", + "clues": 1, + "code": "10557", + "double_sided": true, + "encounter_code": "the_silent_heath", + "encounter_position": 9, + "faction_code": "mythos", + "flavor": "The soft ash makes navigating the steep terrain especially treacherous.", + "illustrator": "Pixoloid Studios", + "name": "Ashen Slope", + "pack_code": "fhvc", + "position": 57, + "quantity": 1, + "shroud": 4, + "text": "Forced - When you reveal Ashen Slope: Test [agility] (4). If you fail, take 2 damage.", + "traits": "Blight.", + "type_code": "location" + }, + { + "clues": 3, + "code": "10558", + "encounter_code": "the_silent_heath", + "encounter_position": 10, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "Salt Chamber", + "pack_code": "fhvc", + "position": 58, + "quantity": 1, + "shroud": 4, + "text": "Revelation - Put Salt Chamber into play adjacent to the location from which it was drawn ([codex] Ω) (page 21).\n[action] Investigators at Salt Chamber spend 1 [per_investigator] clues, as a group: Draw the top card of the stack beneath Salt Chamber. (Group limit once per round.)", + "traits": "Cave. Lair.", + "type_code": "location" + }, + { + "clues": 3, + "code": "10559", + "encounter_code": "the_silent_heath", + "encounter_position": 11, + "faction_code": "mythos", + "illustrator": "BalanceSheet", + "name": "Larval Tunnel", + "pack_code": "fhvc", + "position": 59, + "quantity": 1, + "shroud": 2, + "text": "Revelation - Put Larval Tunnel into play adjacent to the location from which it was drawn. Search the encounter deck and discard pile for a Colorless Larva and spawn it at this location ([codex] Ψ) (page 21).\n[reaction] After you successfully evade an enemy at Larval Tunnel: Draw the top card of the stack beneath this location. (Group limit once per round.)", + "traits": "Cave. Lair.", + "type_code": "location" + }, + { + "clues": 2, + "code": "10560", + "encounter_code": "the_silent_heath", + "encounter_position": 12, + "faction_code": "mythos", + "illustrator": "BalanceSheet", + "name": "Crystal Nursery", + "pack_code": "fhvc", + "position": 60, + "quantity": 1, + "shroud": 3, + "text": "Revelation - Put Crystal Nursery into play adjacent to the location from which it was drawn ([codex] Ф) (page 21).\n[reaction] After you end your turn in Crystal Nursery, take 1 direct horror: Draw the top card of the stack beneath Crystal Nursery. (Group limit once per round.)", + "traits": "Cave. Lair. Blight.", + "type_code": "location" + }, + { + "code": "10561", + "encounter_code": "the_silent_heath", + "encounter_position": 13, + "faction_code": "mythos", + "illustrator": "Lin Hsiang", + "name": "Commanding Resonance", + "pack_code": "fhvc", + "position": 61, + "quantity": 2, + "text": "Revelation - Test [willpower] (3). For each point you fail by, choose a different option from the following, if able:\n- Take 1 damage.\n- Discard 1 card at random from your hand.\n- The nearest [[Insect]] enemy readies, moves (one location at a time) until it reaches your location, engages you, and makes an immediate attack.", + "traits": "Scheme.", + "type_code": "treachery" + }, + { + "code": "10562", + "encounter_code": "the_silent_heath", + "encounter_position": 15, + "faction_code": "mythos", + "flavor": "These ants can literally make mountains out of molehills.", + "illustrator": "Ryan Barger", + "name": "Defend the Nest", + "pack_code": "fhvc", + "position": 62, + "quantity": 2, + "text": "Revelation - Test [intellect] (2). Increase the difficulty of this test by 1 for each [[Lair]] location in play. If you fail, place 1 doom on the nearest [[Insect]] enemy. (If you cannot, take 2 horror instead.)", + "traits": "Scheme.", + "type_code": "treachery" + }, + { + "code": "10563", + "encounter_code": "the_silent_heath", + "encounter_position": 17, + "enemy_evade": 1, + "enemy_fight": 1, + "enemy_horror": 1, + "faction_code": "mythos", + "flavor": "The pale fluid dripping from the larva's eyes almost resemble tears.", + "health": 1, + "illustrator": "BalanceSheet", + "name": "Colorless Larva", + "pack_code": "fhvc", + "position": 63, + "quantity": 3, + "text": "Aloof.\nForced - After Colorless Larva attacks: Defeat it.", + "traits": "Creature. Insect. Mutated.", + "type_code": "enemy", + "victory": 0 + }, + { + "code": "10564", + "encounter_code": "the_silent_heath", + "encounter_position": 20, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "flavor": "\"The creatures were 8-12 feet long. Vestigial wings. Completely blind. Their venom burned like fire.\"\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "health": 2, + "illustrator": "Helge C. Balzer", + "name": "Brood Soldier", + "pack_code": "fhvc", + "position": 64, + "quantity": 3, + "text": "Aloof. Patrol ([[Cave]] location with clues).\nWhile Brood Soldier is ready, its location gets +2 shroud.", + "traits": "Creature. Insect. Mutated.", + "type_code": "enemy", + "victory": 0 + }, + { + "code": "10565", + "encounter_code": "the_silent_heath", + "encounter_position": 23, + "enemy_damage": 2, + "enemy_evade": 3, + "enemy_fight": 1, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 5, + "illustrator": "Helge C. Balzer", + "name": "Brood Queen", + "pack_code": "fhvc", + "position": 65, + "quantity": 1, + "subname": "Dying Mother", + "text": "Spawn - ([codex] Σ) (page 21).\nMassive. Alert.\n[[Insect]] enemies at Brood Queen's location lose aloof.\nBrood Queen gets +1 fight for each other [[Insect]] enemy in play and +X [per_investigator] health, where X is the current day number.", + "traits": "Creature. Insect. Mutated. Elite.", + "type_code": "enemy", + "victory": 2 + }, + { + "code": "10566", + "cost": null, + "encounter_code": "the_silent_heath", + "encounter_position": 24, + "faction_code": "neutral", + "health": 1, + "illustrator": "Peter Polach", + "name": "Crystal Remains", + "pack_code": "fhvc", + "position": 66, + "quantity": 1, + "sanity": 1, + "subname": "The Child", + "text": "Revelation - Put Crystal Remains into play in your play area.\nIf Crystal Remains is defeated, shuffle it with the top 2 cards of the encounter deck and place them facedown in a stack beneath the nearest [[Lair]] location.\nForced - When your turn begins: Take 1 damage or horror.", + "traits": "Humanoid. Blight.", + "type_code": "asset", + "victory": 1 + }, + { + "code": "10567", + "encounter_code": "the_silent_heath", + "encounter_position": 25, + "faction_code": "neutral", + "illustrator": "Peter Polach", + "name": "Crystal Remains", + "pack_code": "fhvc", + "position": 67, + "quantity": 1, + "sanity": 1, + "subname": "The Father", + "text": "Revelation - Put Crystal Remains into play in your play area.\nIf Crystal Remains is defeated, shuffle it with the top 2 cards of the encounter deck and place them facedown in a stack beneath the nearest [[Lair]] location.\nForced - When your turn begins: Take 1 horror.", + "traits": "Humanoid. Blight.", + "type_code": "asset", + "victory": 1 + }, + { + "code": "10568", + "encounter_code": "the_silent_heath", + "encounter_position": 26, + "faction_code": "neutral", + "health": 1, + "illustrator": "Peter Polach", + "name": "Crystal Remains", + "pack_code": "fhvc", + "position": 68, + "quantity": 1, + "subname": "The Mother", + "text": "Revelation - Put Crystal Remains into play in your play area.\nIf Crystal Remains is defeated, shuffle it with the top 2 cards of the encounter deck and place them facedown in a stack beneath the nearest [[Lair]] location.\nForced - When your turn begins: Take 1 damage.", + "traits": "Humanoid. Blight.", + "type_code": "asset", + "victory": 1 + }, + { + "back_text": "Hard / Expert\n[skull]: -X. X the number of revealed [[Cave]] locations in play.\n[cultist]: -1. If you succeed by 2 or more, heal 1 horror.\n[tablet]: -4. If you are at a [[Cave]] location, treat this token's modifier as -6 instead.\n[elder_thing]: -3. If an [[Abomination]] enemy is at your location, this test automatically fails instead.", + "code": "10569", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 1, + "faction_code": "mythos", + "name": "The Lost Sister", + "pack_code": "fhvc", + "position": 28, + "quantity": 1, + "text": "Easy / Standard\n[skull]: -X. X is half the number of revealed [[Cave]] locations in play (rounded up).\n[cultist]: -1. If you succeed, heal 1 horror.\n[tablet]: -2. If you are at a [[Cave]] location, treat this token's modifier as -4 instead.\n[elder_thing]: -2. If an [[Abomination]] enemy is at your location, reveal another token.", + "type_code": "scenario" + }, + { + "back_flavor": "A whirring, chittering sound echoes off the tunnel walls. A large, crab-like creature emerges from a nearby tidal pool, antennae swaying in the air as if searching for you. The thing moves surprisingly fast on dozens of legs, and its carapace is covered in sharp barnacles and strings of kelp and rotten seaweed. Whatever it is, it emits the most awful, rotten stench you have ever smelled.", + "back_name": "Hunted", + "back_text": "Spawn one of the set-aside Crustacean Hybrid enemies at the [[Coastal]] location nearest to the most investigators, (In the Light) side faceup.\nEach investigator at a [[Dark]] location must discard 1 card at random from their hand.\nPlace doom on agenda 2a equal to the current day number.", + "code": "10570", + "doom": 4, + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "Waves crash on the shoreline, threatening to wipe out a set of footprints that lead into the tidal caverns. You catch the faintest glimpse of a dim, blue glow deep within the tunnels.", + "illustrator": "Drazenka Kimpel", + "name": "Into the Caves", + "pack_code": "fhvc", + "position": 70, + "quantity": 1, + "stage": 1, + "text": "Cards at [[Dark]] locations use (Night [night]) effects. Cards at all other locations use (Day [day]) effects.", + "type_code": "agenda" + }, + { + "back_flavor": "You find yourself surrounded in the dark by dozens of shadowy forms, clacking and chittering. More unsettling still is the soft glowing moss that spreads across the slick walls and ceiling of the tidal cave. As the creatures and shifting moss press in, suffocatingly close, you lose your balance and fall into a thick carpet of moss. Up close, you see small buds and spiny growths in the moss that palpitate and turn toward you like a hundred tiny mouths.\nAs you feel your limbs go numb, a pair of hands pulls you from the moss. Helen Peters drags you bodily out of the cave, cursing under her breath.", + "back_name": "Enveloped in Moss", + "back_text": "Each surviving investigator who has not resigned is defeated and suffers 1 mental trauma.", + "code": "10571", + "doom": 12, + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "The cavern walls are alive with churning, shifting fungal growths. And they seem to be following you.", + "illustrator": "Drazenka Kimpel", + "name": "Darkness Closes In", + "pack_code": "fhvc", + "position": 71, + "quantity": 1, + "stage": 2, + "text": "Cards at [[Dark]] locations use (Night [night]) effects. Cards at all other locations use (Day [day]) effects.", + "type_code": "agenda" + }, + { + "back_flavor": "\"She's alive. Though I doubt Bruce is,\" Helen says, gripping the torn dog leash in one hand. You follow her as she tracks a set of footprints deeper into the darkness. As your eyes readjust to the low light, you notice the footprints glow with the leavings of the bioluminescent fungus covering the cavern floors.\n\"It's this way. Be ready for anything,\" Helen says. You steel yourself and keep step beside her. Ahead, an unsettling click and whir tell you that you are far from alone...", + "back_name": "A Glowing Trail", + "back_text": "Choose a [[Coastal]] location (with no investigators, if able). Put the set-aside Fungal Cave location into play adjacent to the chosen location.\nPut the top card of the Caverns deck into play, adjacent to the Fungal Cave. Repeat this until the Fungal Cave is connected to four locations, or the Caverns deck is empty.", + "clues": null, + "code": "10572", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "Elizabeth Peters has gone missing in these coastal caves, chasing after the family dog. Helen is determined to get her back.", + "illustrator": "Drazenka Kimpel", + "name": "The Missing Sibling", + "pack_code": "fhvc", + "position": 72, + "quantity": 1, + "stage": 1, + "text": "Forced - After the last clue is discovered from a [[Cave]] location: Put the top card of the Caverns deck into play adjacent to that location.\nObjective - Find Elizabeth Peters! If the investigators \"found a torn dog leash\" and \"found a set of footprints,\" immediately advance.", + "type_code": "act" + }, + { + "back_flavor": "\"Helen!\" Elizabeth's shrill, desperate cry cuts through the silence. A young woman with a round face and torn clothes hobbles out of the darkness to embrace her sister. As the pair embrace, their reunion is cut short by a fearsome screech. A massive crustacean the size of a house advances, pincers raised threateningly. The thing's slick, shining form is illuminated in green and blue by the cavern moss, and it emits a smell like rotten shellfish.\n\"Can you walk?\" Helen asks her sister. Lizzie shakes her head. As the massive creature comes closer, you tell the pair to run. Helen looks torn for a moment, then nods in thanks before carrying her sister away.", + "back_name": "The Lobstrosity", + "back_text": "Spawn the set-aside Limulus Hybrid at the Fungal Cave.\nRemove Helen Peters from the game. If Theo Peters is under the control of any investigator, ([codex] Σ) (page 25).", + "clues": null, + "code": "10573", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "Lizzie's glowing footprints lead to an unexplored chamber deep in the caverns. Through your exploration, you now know how to lure the ravenous creatures with glowing moss out of the darkness and into the light.", + "illustrator": "Drazenka Kimpel", + "name": "On the Trail", + "pack_code": "fhvc", + "position": 73, + "quantity": 1, + "stage": 2, + "text": "[action] Spend 1 [per_investigator] clues and choose an enemy at a connecting [[Dark]] location: Move that enemy to your location.\nObjective - When an investigator enters Fungal Cave, immediately advance.", + "type_code": "act" + }, + { + "back_flavor": "The towering abomination thrashes and squirms, its massive bulk shuddering in violent death throes. At long last, the monstrosity goes still. A filmy blue fluid leaks from its eyes and carapace, smelling like more awful, rotten shellfish. Covering your nose and mouth, you head back to Akwan.", + "back_name": "The Bigger They Are...", + "back_text": "(→R1) (page 26).", + "clues": null, + "code": "10574", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "The abomination from the depths of the caves stalks you through the tunnels. You can only hope you can buy Helen and her sister enough time to escape.", + "illustrator": "Drazenka Kimpel", + "name": "Face to Carapace", + "pack_code": "fhvc", + "position": 74, + "quantity": 1, + "stage": 3, + "text": "[action] Spend 1 [per_investigator] clues and choose an enemy at a connecting [[Dark]] location: Move that enemy to your location.\nObjective - If Limulus Hybrid is defeated, immediately advance.", + "type_code": "act" + }, + { + "back_flavor": "The fishing village of Akwan sits quietly in a rocky bay on the northern shores of Hemlock Isle. A few people mill around on the village's boardwalks.", + "clues": 0, + "code": "10575", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 7, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "Akwan", + "pack_code": "fhvc", + "position": 75, + "quantity": 1, + "shroud": 3, + "text": "[action]: Resign. You give up the search.\nIf it is Day 1 or Day 2, Akwan gains: \"[action]: Parley. You ask around the village about the coastal caves. Look at the top 3 cards of the Caverns deck. Return them to the top of the Caverns deck in any order.\"", + "traits": "Coastal.", + "type_code": "location" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"", + "back_illustrator": "Nele Diel", + "back_name": "Cavern", + "back_traits": "Cave. Dark.", + "clues": 1, + "code": "10576", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 8, + "faction_code": "mythos", + "flavor": "Dozens of grinning skulls and reaching skeletal arms hang down from the walls and ceiling.", + "illustrator": "Walter Brocca", + "name": "Suspended Graveyard", + "pack_code": "fhvc", + "position": 76, + "quantity": 2, + "shroud": 4, + "text": "[action] Take 1 horror: You dig through the bone-strewn moss covering the walls. Put the top card of the Caverns deck into play adjacent to this location. (Group limit once per game.)", + "traits": "Cave. Coastal.", + "type_code": "location" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"", + "back_illustrator": "Nele Diel", + "back_name": "Cavern", + "back_traits": "Cave. Dark.", + "clues": 1, + "code": "10577", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 10, + "faction_code": "mythos", + "illustrator": "Yoann Boissonnet", + "name": "Hidden Cove", + "pack_code": "fhvc", + "position": 77, + "quantity": 1, + "shroud": 3, + "text": "[action] Investigators at Hidden Cove spend 2 [per_investigator] clues, as a group: Remember that the investigators \"found a torn dog leash.\"\nForced - After you fail a skill test while fighting at Hidden Cove: Take 1 damage.", + "traits": "Coastal.", + "type_code": "location" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"", + "back_illustrator": "Nele Diel", + "back_name": "Cavern", + "back_traits": "Cave. Dark.", + "clues": 1, + "code": "10578", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 11, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "Weed-Choked Beach", + "pack_code": "fhvc", + "position": 78, + "quantity": 1, + "shroud": 3, + "text": "Forced - After you fail a skill test while attempting to evade at Weed-Choked Beach: Lose 1 action.\nForced - When you would leave Weed-Choked Beach: Reveal a chaos token. If a [skull], [tablet], [elder_thing], or [auto_fail] is revealed, you must either cancel the effects of the move or discard an [[Item]] asset you control.", + "traits": "Coastal.", + "type_code": "location" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"", + "back_illustrator": "Nele Diel", + "back_name": "Cavern", + "back_traits": "Cave. Dark.", + "clues": 1, + "code": "10579", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 12, + "faction_code": "mythos", + "flavor": "Worse things than seaweed and jellyfish have washed up on this beach.", + "illustrator": "John Pacer", + "name": "Rocky Shoreline", + "pack_code": "fhvc", + "position": 79, + "quantity": 1, + "shroud": 3, + "text": "Forced - After you reveal Rocky Shoreline: Spawn a set-aside Crustacean Hybrid enemy at this location, (In the Light) side faceup.", + "traits": "Coastal.", + "type_code": "location" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"", + "back_name": "Cavern", + "clues": 1, + "code": "10580", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 13, + "faction_code": "mythos", + "illustrator": "Nele Diel", + "name": "Underground Pools", + "pack_code": "fhvc", + "position": 80, + "quantity": 1, + "shroud": 3, + "text": "[action] Investigators at Underground Pools spend 2 [per_investigator] clues, as a group: Remember that the investigators \"found a set of footprints.\"\nForced - After you fail a skill test while investigating Underground Pools: Take 1 horror.", + "traits": "Cave. Dark.", + "type_code": "location" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"", + "back_illustrator": "Nele Diel", + "back_name": "Cavern", + "clues": 1, + "code": "10581", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 14, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "Open Cave", + "pack_code": "fhvc", + "position": 81, + "quantity": 2, + "shroud": 3, + "text": "[fast] During your turn: Test [agility] (2). This test gets +1 difficulty for each ready enemy at this location. If you succeed, Open Cave loses the [[Dark]] trait until the beginning of the next investigation phase (all cards at this location to use (Day [day]) effects). (Group limit once per round.)", + "traits": "Cave. Dark.", + "type_code": "location" + }, + { + "back_flavor": "The glowing blue mushroom caps palpitate as you approach the mouth of this chamber.", + "back_text": "As an additional cost for you to enter Fungal Cave, investigators at your location must spend 2 [per_investigator] clues, as a group.", + "clues": 2, + "code": "10582", + "double_sided": true, + "encounter_code": "the_lost_sister", + "encounter_position": 16, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "Fungal Cave", + "pack_code": "fhvc", + "position": 82, + "quantity": 1, + "shroud": 4, + "text": "[reaction] After you discover 1 or more clues from Fungal Cave: Heal 1 damage. (Group limit once per round.)\nForced - At the end of the round: Each enemy at Fungal Cave heals 2 damage.", + "traits": "Cave. Lair. Dark.", + "type_code": "location", + "victory": 1 + }, + { + "back_link": "10583b", + "code": "10583a", + "encounter_code": "the_lost_sister", + "encounter_position": 17, + "enemy_damage": 1, + "enemy_evade": 4, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 5, + "illustrator": "Helge C. Balzer", + "name": "Limulus Hybrid [day]", + "pack_code": "fhvc", + "position": 83, + "quantity": 1, + "subname": "In the Light", + "text": "Elusive. Massive.\nLimulus Hybrid gets +3 [per_investigator] health and cannot make attacks of opportunity.\nForced - After Limulus Hybrid flips to this side: Deal 1 [per_investigator] damage to it.", + "traits": "Monster. Abomination. Elite.", + "type_code": "enemy", + "victory": 2 + }, + { + "code": "10583b", + "encounter_code": "the_lost_sister", + "encounter_position": 17, + "enemy_damage": 2, + "enemy_evade": 3, + "enemy_fight": 4, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 5, + "hidden": true, + "illustrator": "Helge C. Balzer", + "name": "Limulus Hybrid [night]", + "pack_code": "fhvc", + "position": 83, + "quantity": 1, + "subname": "In the Dark", + "text": "Hunter. Massive. Retaliate.\nLimulus Hybrid gets +3 [per_investigator] health.\nForced - After you successfully attack Limulus Hybrid with a [[Melee]] card: Take 1 damage.", + "traits": "Monster. Abomination. Elite.", + "type_code": "enemy", + "victory": 2 + }, + { + "back_link": "10584b", + "code": "10584a", + "encounter_code": "the_lost_sister", + "encounter_position": 18, + "enemy_damage": 1, + "enemy_evade": 4, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "JB Casacop", + "name": "Crustacean Hybrid [day]", + "pack_code": "fhvc", + "position": 84, + "quantity": 2, + "subname": "In the Light", + "text": "Elusive. Hunter.\nCrustacean Hybrid gets +X health, where X is the current day number.\nForced - When Crustacean Hybrid would take damage from an attack: Reduce that damage to 1.", + "traits": "Creature. Abomination. Elite.", + "type_code": "enemy", + "victory": 0 + }, + { + "code": "10584b", + "encounter_code": "the_lost_sister", + "encounter_position": 18, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 4, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "JB Casacop", + "name": "Crustacean Hybrid [night]", + "pack_code": "fhvc", + "position": 84, + "quantity": 2, + "subname": "In the Dark", + "text": "Hunter.\nCrustacean Hybrid gets +X health, where X is the current day number.\nForced - After Crustacean Hybrid flips to this side: Crustacean Hybrid deals 1 damage to each investigator at its location.", + "traits": "Creature. Abomination. Elite.", + "type_code": "enemy", + "victory": 0 + }, + { + "code": "10585", + "encounter_code": "the_lost_sister", + "encounter_position": 20, + "enemy_damage": 1, + "enemy_evade": 1, + "enemy_fight": 2, + "faction_code": "mythos", + "health": 3, + "illustrator": "Pixoloid Studios", + "name": "Cavern Moss", + "pack_code": "fhvc", + "position": 85, + "quantity": 3, + "text": "Aloof. Hunter.\nWhile Cavern Moss is attached to an asset, it may be attacked as if it were an enemy engaged with you.\nForced - After you succeed at a skill test while fighting or investigating at Cavern Moss's location, if it is ready: Attach Cavern Moss to an [[Item]] asset you control. Treat attached asset's text box as if it were blank (except for [[Traits]]).", + "traits": "Flora. Mutated.", + "type_code": "enemy" + }, + { + "code": "10586", + "encounter_code": "the_lost_sister", + "encounter_position": 23, + "faction_code": "mythos", + "illustrator": "Rafal Hrynkiewicz", + "name": "Reclaimed by Nature", + "pack_code": "fhvc", + "position": 86, + "quantity": 3, + "text": "(Day [day]) Revelation - Test [combat] (3). If you fail, you must either take 2 damage or choose the nearest enemy. That enemy attacks you.\n(Night [night]) Revelation - Test [willpower] (3). If you fail, you must either take 2 horror, or each enemy at your location and each connecting location heals 1 damage.", + "traits": "Hazard.", + "type_code": "treachery" + }, + { + "code": "10587", + "encounter_code": "the_lost_sister", + "encounter_position": 26, + "faction_code": "mythos", + "illustrator": "Hai Hoang", + "name": "Luminous Growth", + "pack_code": "fhvc", + "position": 87, + "quantity": 3, + "text": "Revelation - Attach Luminous Growth to the nearest revealed [[Dark]] location without Luminous Growth attached, if able.\nAttached location loses the [[Dark]] trait. Enemies at attached location get +1 fight and +1 damage.\n[action]: Test [agility] (3). If you succeed, discard Luminous Growth.", + "traits": "Hazard. Flora.", + "type_code": "treachery" + }, + { + "back_text": "Hard / Expert\n[skull]: -X. X the number of [[Sunken]] locations in play (rounded up).\n[cultist]: -3. If you succeed, you may remove 1 sinkhole from the nearest [[Bog]] location.\n[tablet]: -5. Place 1 damage on the nearest [[Bog]] location, as a sinkhole.\n[elder_thing]: -5. Search the encounter deck and discard pile for a Grasping Tendril enemy and draw it, ignoring its surge keyword.", + "code": "10588", + "double_sided": true, + "encounter_code": "the_thing_in_the_depths", + "encounter_position": 1, + "faction_code": "mythos", + "name": "The Thing in the Depths", + "pack_code": "fhvc", + "position": 88, + "quantity": 1, + "text": "Easy / Standard\n[skull]: -X. X is half the number of [[Sunken]] locations in play (rounded up).\n[cultist]: -1. You may remove 1 sinkhole from the nearest [[Bog]] location.\n[tablet]: -3. If you fail, place 1 damage on the nearest [[Bog]] location, as a sinkhole.\n[elder_thing]: -4. If you fail, search the encounter deck and discard pile for a Grasping Tendril enemy and draw it, ignoring its surge keyword.", + "type_code": "scenario" + }, + { + "back_text": "Hard / Expert\n[skull]: -X. X is twice the current darkness level.\n[cultist]: -3. If you succeed, heal 1 damage from your investigator.\n[tablet]: -4. Find the enemy in pursuit with the highest evade. Spawn it at your location.\n[elder_thing]: -5. Take 1 horror.", + "code": "10605", + "double_sided": true, + "encounter_code": "the_twisted_hollow", + "encounter_position": 1, + "faction_code": "mythos", + "name": "The Twisted Hollow", + "pack_code": "fhvc", + "position": 105, + "quantity": 1, + "text": "East / Standard\n[skull]: -X. X is the current darkness level.\n[cultist]: -1. Heal 1 damage from your investigator.\n[tablet]: -3. If you fail, find the enemy in pursuit with the highest evade. Spawn it at your location.\n[elder_thing]: -4. If you fail, take 1 horror.", + "type_code": "scenario" + }, + { + "back_text": "Hard / Expert\n[skull]: -X. X is the number of doom in play.\n[cultist]: -3. If you succeed, place 1 barrier at your location.\n[tablet]: -4. The nearest enemy readies, moves, and attacks as if it were the enemy phase.\n[elder_thing]: -5. Remove a barrier, decoy, or trap at your location.", + "code": "10626", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 1, + "faction_code": "mythos", + "name": "The Longest Night", + "pack_code": "fhvc", + "position": 126, + "quantity": 1, + "text": "Easy / Standard\n[skull]: -X. X is half the number of doom in play (rounded up).\n[cultist]: -2. Place 1 barrier at your location.\n[tablet]: -1. Reveal another token. If you fail, the nearest enemy readies, moves, and attacks as if it were the enemy phase.\n[elder_thing]: -4. If you fail, remove 1 barrier, decoy, or trap at your location.", + "type_code": "scenario" + }, + { + "code": "10627", + "encounter_code": "the_longest_night", + "encounter_position": 2, + "faction_code": "mythos", + "name": "Barriers, Decoys, and Traps", + "pack_code": "fhvc", + "position": 127, + "quantity": 1, + "text": "Token Effects\nEnemies that ignore a token's effects do not trigger its Forced abilities.\nResource Forced - When an enemy would move via a keyword and 1 or more barriers are between its location and the location it is moving to: Remove one of those barriers. Cancel the effects of the move.\nHorror Forced - When an enemy enters a location with a decoy: Remove the decoy. Deal 1 damage to that enemy, disengage it from each investigator, and exhaust it. That enemy cannot ready for the remainder of the round.\nDamage Forced - When an enemy enters a location with a trap: Remove the trap. Deal 2 damage to that enemy.", + "type_code": "story" + }, + { + "back_flavor": "The first rays of dawn send streaks of violet and crimson across the sky, blotting out the stars. As you face the oncoming dawn, a fallen monstrosity rises from a heap of mangled corpses to charge toward you. You barely have time to react!", + "back_name": "A Final Sacrifice", + "back_text": "The lead investigator must decide (choose one):\n- Each undefeated investigator suffers 1 mental trauma.\n- Choose a resident under an investigator's control. That resident steps between you and the monstrosity, sacrificing themselves. In the Campaign Log, cross out the chosen resident's name. In that Resident's notes, record [name] sacrificed themselves for the investigators.\nAdvance the act.", + "code": "10628", + "doom": 10, + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "Your only hope is to last until dawn.", + "illustrator": "Mauro Dal Bo", + "name": "The Onslaught", + "pack_code": "fhvc", + "position": 128, + "quantity": 1, + "stage": 1, + "text": "When checking the doom threshold, doom on cards other than this agenda subtract from the total doom in play instead of adding to it.\nForced - When a card effect would place doom on the agenda: Place it on The Captives story asset instead.\nForced - After doom is placed on this agenda: In player order, each investigator draws the top card of the Enemy deck.", + "type_code": "agenda" + }, + { + "back_name": "By the Skin of Your Skin", + "back_text": "If 4 or fewer damage is on The Captives:\n
Despite the seemingly endless onslaught, relatively few of the captives were harmed. As you survey the wrecked interior of the farmhouse, some captives weep into their hands, and others look at you accusingly. How can you convince them that their lives were worth saving?
\n(→R1) (page 50).\n
\nOtherwise:\n
The farm is a charnel house of gore and viscera. When confronted with the onslaught, many of the captives ran, screaming, into the jaws of the monstrosities. The morning light illuminates a scene that will haunt your dreams.
\n(→R2) (page 50).", + "clues": null, + "code": "10629", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "You must protect the captives!", + "illustrator": "Mauro Dal Bo", + "name": "The Longest Night", + "pack_code": "fhvc", + "position": 129, + "quantity": 1, + "stage": 1, + "text": "[fast] During your turn, spend 1 clue: Place 1 barrier, decoy, or trap at your location.\n[action]: Resign. Then, if each undefeated investigator has resigned, (→R3) (page 50).\nObjective - Survive the night and protect as many captives as you can. (Do not advance until you are instructed.)", + "type_code": "act" + }, + { + "back_flavor": "The aspect of the whole farm was shocking - greyish withered grass and leaves on the ground, vines falling in brittle wreckage from archaic walls and gables.\n - H.P. Lovecraft, \"The Colour Out of Space\"", + "back_text": "The Farmhouse cannot have player card attachments, traps, or decoys.", + "clues": 2, + "code": "10630", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 5, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "The Farmhouse", + "pack_code": "fhvc", + "position": 130, + "quantity": 1, + "shroud": 4, + "text": "The Farmhouse cannot have player card attachments, traps, or decoys.\n[fast] During your turn, spend 1 [per_investigator] resources: Move (to a connecting location).\n[action]: Gain 1 clue (from the token pool). (Group limit once per round.)", + "traits": "Sanctum.", + "type_code": "location" + }, + { + "back_flavor": "The old farm is riddled with scraps, desiccated livestock, rotten feed, and rusted farming equipment.", + "back_name": "Atwood Farm", + "clues": 1, + "code": "10631", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 6, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "Milkhouse", + "pack_code": "fhvc", + "position": 131, + "quantity": 1, + "shroud": 3, + "text": "[reaction] When you would place a decoy or a trap at Milkhouse: Place it at an adjacent location instead.\n[action]: Draw 1 set-aside Fire! treachery. Shuffle 1 copy of a set-aside Fire! treachery into the encounter deck. (Limit once per round.)", + "traits": "Farm.", + "type_code": "location" + }, + { + "back_flavor": "The old farm is riddled with scraps, desiccated livestock, rotten feed, and rusted farming equipment.", + "back_name": "Atwood Farm", + "clues": 1, + "code": "10632", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 7, + "faction_code": "mythos", + "flavor": "The grapes are all skin and pop like puffballs when touched.", + "illustrator": "Pixoloid Studios", + "name": "Vineyard", + "pack_code": "fhvc", + "position": 132, + "quantity": 1, + "shroud": 3, + "text": "[fast] During your turn: Engage an enemy at Vineyard. (Limit once per turn.)\nForced - When an enemy enters Vineyard: Heal 1 damage from it.", + "traits": "Farm.", + "type_code": "location" + }, + { + "back_flavor": "The old farm is riddled with scraps, desiccated livestock, rotten feed, and rusted farming equipment.", + "back_name": "Atwood Farm", + "clues": 1, + "code": "10633", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 8, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "Coop", + "pack_code": "fhvc", + "position": 133, + "quantity": 1, + "shroud": 4, + "text": "While there is a decoy on Coop, this location gets -2 shroud.\nEach enemy at Coop gets +1 fight and +1 evade.\n[action]: Draw 1 set-aside Fire! treachery. Shuffle 1 copy of a set-aside Fire! treachery into the encounter deck. (Limit once per round.)", + "traits": "Farm.", + "type_code": "location" + }, + { + "back_flavor": "The old farm is riddled with scraps, desiccated livestock, rotten feed, and rusted farming equipment.", + "back_name": "Atwood Farm", + "clues": 1, + "code": "10634", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 9, + "faction_code": "mythos", + "flavor": "The barn looks like it could collapse at any moment.", + "illustrator": "Pixoloid Studios", + "name": "Barn", + "pack_code": "fhvc", + "position": 134, + "quantity": 1, + "shroud": 3, + "text": "Enemies at Barn get +1 damage value.\n[reaction] When Barn is revealed: Place the set-aside Ajax story asset at this location ([codex] Ω).", + "traits": "Farm.", + "type_code": "location" + }, + { + "back_flavor": "The old farm is riddled with scraps, desiccated livestock, rotten feed, and rusted farming equipment.", + "back_name": "Atwood Farm", + "clues": 1, + "code": "10635", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 10, + "faction_code": "mythos", + "illustrator": "Pixoloid Studios", + "name": "Pasture", + "pack_code": "fhvc", + "position": 135, + "quantity": 1, + "shroud": 3, + "text": "[fast] During your turn, if Pasture has a trap on it: Move (to a connecting location).\nForced - After a ready, unengaged enemy moves into Pasture via a keyword, if there are no barriers at Pasture: Resolve that keyword again.", + "traits": "Farm.", + "type_code": "location" + }, + { + "back_flavor": "All the verdure was going grey, and was developing a highly singular quality of brittleness.\n - H.P. Lovecraft, \"The Colour Out of Space\"", + "clues": 3, + "code": "10636", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 11, + "faction_code": "mythos", + "illustrator": "Nele Diel", + "name": "Outer Fields", + "pack_code": "fhvc", + "position": 136, + "quantity": 1, + "shroud": 2, + "subname": "Bloodied Paths", + "text": "[action]: Move an enemy to a connecting location. (Group limit once per game.)\n[reaction] After you discover the last clue from this location: Heal 2 damage from The Captives. (Group limit once per game.)", + "traits": "Field. Blight.", + "type_code": "location" + }, + { + "back_flavor": "All the verdure was going grey, and was developing a highly singular quality of brittleness.\n - H.P. Lovecraft, \"The Colour Out of Space\"", + "clues": 3, + "code": "10637", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 12, + "faction_code": "mythos", + "illustrator": "Nele Diel", + "name": "Outer Fields", + "pack_code": "fhvc", + "position": 137, + "quantity": 1, + "shroud": 2, + "subname": "Desolate Hills", + "text": "[fast] During your turn: Look at the top 1 [per_investigator] cards of the Enemy deck. Discard any number of them and put the rest back on top in any order. (Group limit once per game.)", + "traits": "Field. Blight.", + "type_code": "location" + }, + { + "back_flavor": "All the verdure was going grey, and was developing a highly singular quality of brittleness.\n - H.P. Lovecraft, \"The Colour Out of Space\"", + "clues": 2, + "code": "10638", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 13, + "faction_code": "mythos", + "illustrator": "Nele Diel", + "name": "Outer Fields", + "pack_code": "fhvc", + "position": 138, + "quantity": 1, + "shroud": 3, + "subname": "Blighted Cornfields", + "text": "[reaction] After you discover the last clue from this location: Place 1 barrier at this location.\n[fast] During your turn: Choose a barrier at any location and move it to any other location. (Limit once per turn.)", + "traits": "Field. Blight.", + "type_code": "location" + }, + { + "back_flavor": "All the verdure was going grey, and was developing a highly singular quality of brittleness.\n - H.P. Lovecraft, \"The Colour Out of Space\"", + "clues": 2, + "code": "10639", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 14, + "faction_code": "mythos", + "illustrator": "Nele Diel", + "name": "Outer Fields", + "pack_code": "fhvc", + "position": 139, + "quantity": 1, + "shroud": 3, + "subname": "Scorched Knoll", + "text": "[reaction] After you discover the last clue from this location: Place 1 trap at this location.\n[fast] During your turn: Choose a trap at any location and move it to any other location. (Limit once per turn.)", + "traits": "Field. Blight.", + "type_code": "location" + }, + { + "back_flavor": "All the verdure was going grey, and was developing a highly singular quality of brittleness.\n - H.P. Lovecraft, \"The Colour Out of Space\"", + "clues": 2, + "code": "10640", + "double_sided": true, + "encounter_code": "the_longest_night", + "encounter_position": 15, + "faction_code": "mythos", + "illustrator": "Nele Diel", + "name": "Outer Fields", + "pack_code": "fhvc", + "position": 140, + "quantity": 1, + "shroud": 3, + "subname": "Rancid Crops", + "text": "[reaction] After you discover the last clue from this location: Place 1 decoy at this location.\n[fast] During your turn: Choose a decoy at any location and move it to any other location. (Limit once per turn.)", + "traits": "Field. Blight.", + "type_code": "location" + }, + { + "code": "10641", + "cost": null, + "encounter_code": "the_longest_night", + "encounter_position": 16, + "faction_code": "neutral", + "health": 10, + "illustrator": "Peter Polach", + "is_unique": true, + "name": "The Captives", + "pack_code": "fhvc", + "position": 141, + "quantity": 1, + "subname": "Star Children", + "text": "During the enemy phase, each ready, unengaged enemy at The Farmhouse attacks as though it were engaged with The Captives. Horror dealt to The Captives in this way is dealt as damage instead.\nForced - When The Captives story asset is defeated: (→R3) (page 50).", + "traits": "Innocent. Mutated.", + "type_code": "asset" + }, + { + "code": "10642", + "cost": 2, + "deck_limit": 1, + "encounter_code": "the_longest_night", + "encounter_position": 17, + "faction_code": "neutral", + "health": 2, + "illustrator": "Carlos Palma Cruchaga", + "is_unique": true, + "name": "Ajax", + "pack_code": "fhvc", + "position": 142, + "quantity": 1, + "slot": "Ally", + "subname": "Faithful Steed", + "text": "Your first action each round does not provoke attacks of opportunity.\n[action] Exhaust Ajax: Move. Either move twice, or choose any [[Field]] location and move to it.\n[action] If Ajax is at your location: Take control of him. Any player at Ajax's location may trigger this ability.", + "traits": "Ally. Creature.", + "type_code": "asset" + }, + { + "code": "10643", + "encounter_code": "the_longest_night", + "encounter_position": 18, + "enemy_damage": 3, + "enemy_evade": 3, + "enemy_fight": 5, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 6, + "illustrator": "Peter Polach", + "is_unique": true, + "name": "Ursine Hybrid", + "pack_code": "fhvc", + "position": 143, + "quantity": 1, + "subname": "Starving Abomination", + "text": "Hunter. Massive. Retaliate.\nPrey - Lead investigator.\nUrsine Hybrid gets +3 [per_investigator] health and ignores barriers and decoys.\nWhile this enemy is moving, each [[Field]] location is considered connected to one another.", + "traits": "Creature. Monster. Mutated. Elite.", + "type_code": "enemy", + "victory": 2 + }, + { + "code": "10644a", + "encounter_code": "the_longest_night", + "encounter_position": 19, + "enemy_evade": 4, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Helge C. Balzer", + "name": "Molting Hybrid", + "pack_code": "fhvc", + "position": 144, + "quantity": 1, + "text": "Spawn - Outer Fields (east).\nAloof. Patrol (The Farmhouse).\nMolting Hybrid ignores barriers.\nForced - When Molting Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated.", + "type_code": "enemy" + }, + { + "code": "10644b", + "encounter_code": "the_longest_night", + "encounter_position": 20, + "enemy_evade": 4, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Helge C. Balzer", + "name": "Molting Hybrid", + "pack_code": "fhvc", + "position": 144, + "quantity": 1, + "text": "Spawn - Outer Fields (south).\nAloof. Patrol (The Farmhouse).\nMolting Hybrid ignores barriers.\nForced - When Molting Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated.", + "type_code": "enemy" + }, + { + "code": "10644c", + "encounter_code": "the_longest_night", + "encounter_position": 21, + "enemy_evade": 4, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Helge C. Balzer", + "name": "Molting Hybrid", + "pack_code": "fhvc", + "position": 144, + "quantity": 1, + "text": "Spawn - Outer Fields (west).\nAloof. Patrol (The Farmhouse).\nMolting Hybrid ignores barriers.\nForced - When Molting Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated.", + "type_code": "enemy" + }, + { + "code": "10645a", + "encounter_code": "the_longest_night", + "encounter_position": 22, + "enemy_damage": 1, + "enemy_evade": 1, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "flavor": "...strangely, they didn't howl. They laughed.\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "health": 4, + "illustrator": "Helge C. Balzer", + "name": "Lupine Hybrid", + "pack_code": "fhvc", + "position": 145, + "quantity": 1, + "text": "Spawn - Outer Fields (north).\nRetaliate. Patrol (The Farmhouse).\nForced - After Lupine Hybrid attacks: Heal 1 damage from it.", + "traits": "Creature. Monster. Mutated. Elite.", + "type_code": "enemy" + }, + { + "code": "10645b", + "encounter_code": "the_longest_night", + "encounter_position": 23, + "enemy_damage": 1, + "enemy_evade": 1, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "flavor": "...strangely, they didn't howl. They laughed.\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "health": 4, + "illustrator": "Helge C. Balzer", + "name": "Lupine Hybrid", + "pack_code": "fhvc", + "position": 145, + "quantity": 1, + "text": "Spawn - Outer Fields (east).\nRetaliate. Patrol (The Farmhouse).\nForced - After Lupine Hybrid attacks: Heal 1 damage from it.", + "traits": "Creature. Monster. Mutated. Elite.", + "type_code": "enemy" + }, + { + "code": "10645c", + "encounter_code": "the_longest_night", + "encounter_position": 24, + "enemy_damage": 1, + "enemy_evade": 1, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "flavor": "...strangely, they didn't howl. They laughed.\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "health": 4, + "illustrator": "Helge C. Balzer", + "name": "Lupine Hybrid", + "pack_code": "fhvc", + "position": 145, + "quantity": 1, + "text": "Spawn - Outer Fields (south).\nRetaliate. Patrol (The Farmhouse).\nForced - After Lupine Hybrid attacks: Heal 1 damage from it.", + "traits": "Creature. Monster. Mutated. Elite.", + "type_code": "enemy" + }, + { + "code": "10646", + "encounter_code": "the_longest_night", + "encounter_position": 25, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "flavor": "I suppose that, like any goat, it eats everything.\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "health": 5, + "illustrator": "Stephen Somers", + "name": "Capra Hybrid", + "pack_code": "fhvc", + "position": 146, + "quantity": 3, + "text": "Spawn - Outer Fields location with the fewest enemies.\nAlert. Patrol (The Farmhouse).\nCapra Hybrid ignores decoys.", + "traits": "Creature. Monster. Mutated. Elite.", + "type_code": "enemy" + }, + { + "code": "10647a", + "encounter_code": "the_longest_night", + "encounter_position": 28, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 2, + "faction_code": "mythos", + "health": 3, + "illustrator": "Peter Polach", + "name": "Equine Hybrid", + "pack_code": "fhvc", + "position": 147, + "quantity": 1, + "text": "Spawn - Outer Fields (north).\nPatrol (The Farmhouse).\nEquine Hybrid ignores traps.\nForced - When Equine Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated.", + "type_code": "enemy" + }, + { + "code": "10647b", + "encounter_code": "the_longest_night", + "encounter_position": 29, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 2, + "faction_code": "mythos", + "health": 3, + "illustrator": "Peter Polach", + "name": "Equine Hybrid", + "pack_code": "fhvc", + "position": 147, + "quantity": 1, + "text": "Spawn - Outer Fields (east).\nPatrol (The Farmhouse).\nEquine Hybrid ignores traps.\nForced - When Equine Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated.", + "type_code": "enemy" + }, + { + "code": "10647c", + "encounter_code": "the_longest_night", + "encounter_position": 30, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 2, + "faction_code": "mythos", + "health": 3, + "illustrator": "Peter Polach", + "name": "Equine Hybrid", + "pack_code": "fhvc", + "position": 147, + "quantity": 1, + "text": "Spawn - Outer Fields (west).\nPatrol (The Farmhouse).\nEquine Hybrid ignores traps.\nForced - When Equine Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated.", + "type_code": "enemy" + }, + { + "code": "10648", + "encounter_code": "the_longest_night", + "encounter_position": 31, + "enemy_evade": 2, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 2, + "illustrator": "J. Tumburus", + "name": "Slithering Hybrid", + "pack_code": "fhvc", + "position": 148, + "quantity": 2, + "text": "Spawn - Outer Fields location with the most enemies.\nAloof. Patrol (The Farmhouse).\nSlithering Hybrid ignores barriers, decoys, traps, and damage from Fire! treacheries.", + "traits": "Creature. Monster. Mutated.", + "type_code": "enemy" + }, + { + "code": "10649", + "encounter_code": "the_longest_night", + "encounter_position": 33, + "faction_code": "mythos", + "illustrator": "Derek Zabrocki", + "name": "Endless Night", + "pack_code": "fhvc", + "position": 149, + "quantity": 2, + "text": "Peril.\nRevelation - You must decide (choose one):\n- Remove 1 doom from the agenda.\n- Deal 2 damage to The Captives story asset.\n- Take 3 direct damage and 3 direct horror.", + "traits": "Terror.", + "type_code": "treachery" + }, + { + "code": "10650", + "encounter_code": "the_longest_night", + "encounter_position": 35, + "faction_code": "mythos", + "illustrator": "Leonardo Borazio", + "name": "Incursion", + "pack_code": "fhvc", + "position": 150, + "quantity": 4, + "text": "Revelation - Test [agility] (X). X is half the number of doom in play (rounded up). For each point you fail by, choose a different [[Mutated]] enemy nearest to The Farmhouse and ready it. Each chosen enemy moves, engages, and attacks as if it were the enemy phase.", + "traits": "Scheme.", + "type_code": "treachery" + }, + { + "back_text": "Hard / Expert\n[skull]: -X. X is the number of [[Colour]] enemies in play.\n[cultist]: -6. Discard 1 card at random from your hand.\n[tablet]: -8. You may place 1 doom on your investigator card to treat this token's modifier as -3, instead.\n[elder_thing]: -5. If this is a fight or evasion attempt against Cosmic Emissary, you automatically fail instead.", + "code": "10651", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 1, + "faction_code": "mythos", + "name": "Fate of the Vale", + "pack_code": "fhvc", + "position": 151, + "quantity": 1, + "text": "Easy / Standard\n[skull]: -X. X is 1 more than the current act number.\n[cultist]: -4. If you fail, discard 1 card at random from your hand.\n[tablet]: -5. You may place 1 doom on your investigator card to treat this token's modifier as 0, instead.\n[elder_thing]: -2. If this is a fight or evasion attempt against Cosmic Emissary, reveal another token.", + "type_code": "scenario" + }, + { + "back_flavor": "You feel whispers in your head, speaking an alien language of clicks and whirs and strange, lilting music. It sounds familiar. A vague shape emerges from the roiling mist and reaches out to you. As you feel your mind begin to empty, you can't help but laugh. What was it that you forgot, exactly? It must not matter.", + "back_name": "Dissolving Mind", + "back_text": "Each investigator tests [willpower] or [intellect] (4). For each point they fail by, they must either take 1 horror or shuffle the top card of their deck into The Abyss.", + "code": "10652", + "doom": 6, + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "A hoary shape flickers in spiraling gas.", + "illustrator": "Kip Ayers", + "name": "The Silence", + "pack_code": "fhvc", + "position": 152, + "quantity": 1, + "stage": 1, + "text": "If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane.\nForced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).", + "type_code": "agenda" + }, + { + "back_flavor": "Vapors rise from the ground, coalescing into harsh, corporeal shapes. A jagged, crystalline form juts out of the ground as you stumble forward in a daze. The longer you breathe the poisonous gas around you, the weaker you feel. Your life and vigor are being drained away.", + "back_name": "Dissolving Self", + "back_text": "Each investigator tests [combat] or [agility] (4). For each point they fail by, they must either take 1 damage or shuffle the top card of their deck into The Abyss.", + "code": "10653", + "doom": 5, + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "Nightmarish shapes coalesce in the mist.", + "illustrator": "Kip Ayers", + "name": "The Miasma", + "pack_code": "fhvc", + "position": 153, + "quantity": 1, + "stage": 2, + "text": "If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane.\nForced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).", + "type_code": "agenda" + }, + { + "back_flavor": "The rippling air stops, then churns into myriad faces, shapes, and forms. You struggle to breathe as the air is sucked out of your lungs and drawn into a pillar of light. The brilliance ascends into the night sky like a falling star in reverse, reducing everything around you to dust. Trees wither and desiccate, and fleeing wildlife are turned to bone and ash. Your body sublimates, rising into the blinding brilliance along with everything else on Hemlock Isle.\nYou have learned your place in infinity.", + "back_name": "A Feast of You", + "back_text": "All of Hemlock Isle has been transfigured in the great ascendance. Each investigator is devoured by the Colour Out of Space (they are killed).", + "code": "10654", + "doom": 4, + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "Your vision refracts like broken glass.", + "illustrator": "Kip Ayers", + "name": "The Spiral", + "pack_code": "fhvc", + "position": 154, + "quantity": 1, + "stage": 3, + "text": "If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane.\nForced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).", + "type_code": "agenda" + }, + { + "back_flavor": "As you come to your senses, you look up at the starry sky and blood-red moon high up above. You may be able to find a path back up to the surface.", + "back_name": "Ex Nihilo", + "back_text": "Place clues on each revealed location up to its clue value.\nCheck the Campaign Log and gather the set-aside Residents encounter set and set-aside [[Cave]] locations.\n- Mother Rachel has been devoured. Cross out Mother Rachel's name.\n- Shuffle each resident whose name is crossed out into The Abyss, along with each [[Cave]] location.\n- Each investigator may choose 1 resident at Relationship Level 4 or higher to put into play under their control, asset side faceup.\n- Set each remaining card from the Residents encounter set aside, out of play.", + "clues": null, + "code": "10655", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "Why Ii sii Tso Obr ig htT aml drEa Min G?", + "illustrator": "Mauro Dal Bo", + "name": "Shattered Memories", + "pack_code": "fhvc", + "position": 155, + "quantity": 1, + "stage": 1, + "text": "[reaction] After you succeed at a skill test at a [[Lair]] location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw 1 of them, shuffle the rest, and place them on top of The Abyss.\n[fast] Spend 1 clue: You get +2 skill value for this skill test.\nObjective - If each player has their \"true\" investigator card, advance.", + "type_code": "act" + }, + { + "back_flavor": "Dr. Marquez points up to a precarious shelf of ascending rock that leads back up to the surface. With a clear path out of the shining chamber, you must consider what to do next.", + "back_name": "A Fateful Choice", + "back_text": "Each investigator loses all of their clues.\nCheck the Campaign Log and proceed to Scenario Interlude: Fate of the Vale (page 64). The investigators must decide their course of action (choose one):\n- \"Let's end this.\" (You may only choose this option if Dr. Marquez has a hunch and Dr. Marquez has a plan. You may also choose this option if Gideon finished the tale of the Annabelle Lee.) Proceed to Fate of the Vale 1.\n- \"Save the Vale!\" (You may only choose this option if The Hemlock Family made a truce and/or The Peters family was reunited.) Proceed to Fate of the Vale 2.\n- \"Burn it all.\" (You may only choose this option if The Vale is full of fireworks.) Proceed to Fate of the Vale 3.\n- \"Escape with our lives.\" Proceed to Fate of the Vale 4.", + "clues": null, + "code": "10656", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "You must find a way back to the Vale!", + "illustrator": "Mauro Dal Bo", + "name": "Lost Self", + "pack_code": "fhvc", + "position": 156, + "quantity": 1, + "stage": 2, + "text": "[reaction] After you succeed at a skill test at a [[Lair]] location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw 1 of them, shuffle the rest, and place them on top of The Abyss.\n[fast] Spend 1 clue: You get +2 skill value for this skill test.\nObjective - At the end of the round, if there are 3 or more revealed [[Cave]] locations in play with no clues on them, advance.", + "type_code": "act" + }, + { + "back_flavor": "You stand next to Dr. Marquez at the base of a mound of desiccated bodies. Above, the Abyss flickers in the still, cold air. A hazy humanoid shape reaches toward you as the brilliance flares again, blindingly bright. \"It's no good. We need to disrupt it. Feed it something it can't 'digest,'\" Dr. Marquez says soberly. She hands you her satchel filled with survey notes and samples. \"I want you to have this.\" You ask why. \"Someone needs to tell Dr. Armitage the story of this...\" her eyes narrow, staring up at the flickering iridescence. \"...this colour out of space.\"", + "back_name": "Ad Nihilum", + "back_text": "The investigators must decide (choose one):\n- Let Dr. Marquez carry out her plan (→R1) (page 66).\n- Do it ourselves (→R2) (page 67). (You may only choose this if an investigator controls Prismatic Shard story asset.)", + "clues": 2, + "code": "10657", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 7, + "faction_code": "mythos", + "flavor": "Dr. Marquez needs your help to save the Vale!", + "illustrator": "Mauro Dal Bo", + "name": "Fate of the Vale (v.I)", + "pack_code": "fhvc", + "position": 157, + "quantity": 1, + "stage": 3, + "text": "[reaction] After you succeed at a skill test at a [[Lair]] location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw each single-sided enemy card revealed by this effect. Remove each other revealed card from the game.\n[fast] Spend 1 clue: You get +2 skill value for this skill test.\nObjective - At the end of the round, if each surviving investigator is at The Abyss, investigators may spend the requisite clues, as a group, to advance.", + "type_code": "act" + }, + { + "back_flavor": "\"Get in the truck!\" A resident waves a crowd of dazed locals onto the vehicle. The remaining survivors pile into trucks and weather-beaten bikes and drive down the winding southern road. As you pass the dilapidated harbor, a pillar of pure light shoots up from the village center followed by an oily, viscous cloud. The train of survivors have just taken refuge in the southern lighthouse when a shockwave of hot air tears across the island with a hurricane force.", + "back_name": "To the Lighthouse!", + "back_text": "(→R3) (page 67).", + "clues": 3, + "code": "10658", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 8, + "faction_code": "mythos", + "flavor": "You'll have to either talk sense into the frenzied residents... or knock it out of them.", + "illustrator": "Mauro Dal Bo", + "name": "Fate of the Vale (v.II)", + "pack_code": "fhvc", + "position": 158, + "quantity": 1, + "stage": 3, + "text": "[action] Choose and discard 1 card from your hand: Parley. Test [willpower] or [intellect] (3). If you succeed, draw the [[Resident]] card beneath your location, enemy side faceup. You may spend 1 [per_investigator] clues to put it into play exhausted.\nObjective - If no [[Resident]] enemies are beneath locations or in play, you may spend the requisite clues, as a group, to advance.", + "type_code": "act" + }, + { + "back_flavor": "Fireworks shoot up into the sky as Hemlock Vale is consumed in the blaze. The whizzing lights and loud crackles almost distract from the devastating inferno as it devours the landscape. Poms of red, yellow, and blue fireworks launch into the air to explode in the night sky.\nYou and Dr. Marquez join the few remaining survivors on a trek to the island's southern reach to take refuge in a crumbling lighthouse. As you watch the inferno from a smudged window, a thread of thin, gray light shoots up from the village center, then winks out. A small, phosphorescent light plummets back into the blaze like a fallen star.", + "back_name": "Up in Flames", + "back_text": "(→R4) (page 67).", + "clues": null, + "code": "10659", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 9, + "faction_code": "mythos", + "flavor": "Your only hope of stopping this thing is to burn this accursed island. All of it.", + "illustrator": "Mauro Dal Bo", + "name": "Fate of the Vale (v.III)", + "pack_code": "fhvc", + "position": 159, + "quantity": 1, + "stage": 3, + "text": "[action] Spend X [per_investigator] clues: Place X resources on your location, as kindling (you may spend 5 resources or discard an [[Item]] asset you control to place 1 additional kindling).\n[action] If your location has kindling on it equal to or greater than its shroud value, remove all kindling from it: Draw 1 set-aside Fire! treachery. (Group limit once per location.)\nObjective - When the round ends, if there are 5 copies of Fire! in play, immediately advance.", + "type_code": "act" + }, + { + "back_flavor": "With Dr. Marquez in tow, you gather the few survivors that remain and pile into Theo's sky blue truck. The locals shout directions as you drive south down a winding road to the southernmost point of the island. Shaking from the adrenaline, your small band of survivors takes refuge in the crumbling lighthouse.\nBefore you enter, you turn to see a sight you will never forget. A pillar of pure light shoots up from the Vale, drawing the oily viscous cloud in its wake. A shockwave tears across the island, and you fall to your knees, exhausted, as though years of your life were stolen from you in a single moment. You are transfixed by the dazzling light as it launches up through the stratosphere and into space.", + "back_name": "Just the Beginning...", + "back_text": "(→R5) (page 67).", + "clues": null, + "code": "10660", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 10, + "faction_code": "mythos", + "flavor": "You must escape with your lives!", + "illustrator": "Mauro Dal Bo", + "name": "Fate of the Vale (v.IV)", + "pack_code": "fhvc", + "position": 160, + "quantity": 1, + "stage": 3, + "text": "[action] If at least 5 of the following are true (the investigators found gas, the investigators found Theo's truck, the road is clear, the survey notes were recovered, Bertie is fleeing, the samples were found): Resign. You flee the Vale.\nObjective - Escape with your lives! If each undefeated investigator has resigned, advance.", + "type_code": "act" + }, + { + "back_link": "10661b", + "code": "10661", + "deck_options": null, + "deck_requirements": null, + "encounter_code": "fate_of_the_vale", + "encounter_position": 11, + "faction_code": "neutral", + "flavor": "I art thou uoht ma I", + "health": 7, + "illustrator": "Brian Valenzuela", + "name": "Shattered Self", + "quantity": 4, + "pack_code": "fhvc", + "position": 161, + "sanity": 7, + "skill_agility": -2, + "skill_combat": -2, + "skill_intellect": -2, + "skill_willpower": -2, + "subname": "Who Are You?", + "text": "Your maximum hand size is reduced by 3.\nX is the number of cards in your hand (max 5).\n[reaction] After you commit a card to a skill test you are performing: Double the skill icons on that card until the end of this test. (Limit once per test.)\n[elder_sign] effect: +2. You may draw 1 card.", + "traits": "Shattered.", + "type_code": "investigator" + }, + { + "code": "10661b", + "cost": null, + "encounter_code": "fate_of_the_vale", + "encounter_position": 11, + "faction_code": "neutral", + "hidden": true, + "illustrator": "Lin Hsiang", + "name": "Old Memory", + "pack_code": "fhvc", + "position": 161, + "quantity": 4, + "subname": "Remnant of Humanity", + "text": "[reaction] When a card is revealed or drawn from The Abyss, spend 1 [per_investigator] clues, as a group, and remove Old Memory from the game: Either choose an investigator to draw that card, or cancel that card's revelation effect and remove it from the game.", + "traits": "Condition. Innate.", + "type_code": "asset" + }, + { + "back_link": "10662b", + "code": "10662a", + "encounter_code": "fate_of_the_vale", + "encounter_position": 15, + "enemy_evade": 4, + "enemy_fight": 4, + "enemy_horror": 2, + "faction_code": "mythos", + "health": null, + "illustrator": "Ethan Patrick Harris", + "is_unique": true, + "name": "Cosmic Emissary", + "pack_code": "fhvc", + "position": 162, + "quantity": 1, + "subname": "The Abyss", + "text": "Massive.\nCannot make attacks of opportunity.\nForced - When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", + "traits": "Emissary. Colour. Elite.", + "type_code": "enemy" + }, + { + "code": "10662b", + "encounter_code": "fate_of_the_vale", + "encounter_position": 15, + "enemy_evade": 4, + "enemy_fight": 4, + "enemy_damage": 1, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 10, + "hidden": true, + "illustrator": "Ethan Patrick Harris", + "is_unique": true, + "name": "Cosmic Emissary", + "pack_code": "fhvc", + "position": 162, + "quantity": 1, + "subname": "The Abyss", + "text": "Massive.\nCosmic Emissary gets +2 [per_investigator] health.\nForced - When this enemy is defeated: Each investigator tests [willpower] (100). Each investigator who fails is devoured (they are killed).", + "traits": "Emissary. Shattered. Elite.", + "type_code": "enemy", + "victory": 5 + }, + { + "back_link": "10663b", + "code": "10663a", + "encounter_code": "fate_of_the_vale", + "encounter_position": 16, + "enemy_damage": 1, + "enemy_evade": 4, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": null, + "illustrator": "Ethan Patrick Harris", + "is_unique": true, + "name": "Cosmic Emissary", + "pack_code": "fhvc", + "position": 163, + "quantity": 1, + "subname": "The Phantasm", + "text": "Massive. Retaliate.\nCannot make attacks of opportunity.\nForced - When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", + "traits": "Emissary. Colour. Elite.", + "type_code": "enemy" + }, + { + "code": "10663b", + "encounter_code": "fate_of_the_vale", + "encounter_position": 16, + "enemy_evade": 4, + "enemy_fight": 2, + "enemy_horror": 3, + "faction_code": "mythos", + "health": 10, + "hidden": true, + "illustrator": "Ethan Patrick Harris", + "is_unique": true, + "name": "Cosmic Emissary", + "pack_code": "fhvc", + "position": 163, + "quantity": 1, + "subname": "The Phantasm", + "text": "Aloof. Hunter. Retaliate.\nPrey - Highest [combat].\nForced - After you reveal an [elder_thing] token during a skill test at this location: Either this test automatically fails, or this enemy attacks you.", + "traits": "Emissary. Shattered. Elite.", + "type_code": "enemy", + "victory": 1 + }, + { + "back_link": "10664b", + "code": "10664a", + "encounter_code": "fate_of_the_vale", + "encounter_position": 17, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 4, + "faction_code": "mythos", + "health": null, + "illustrator": "Ethan Patrick Harris", + "is_unique": true, + "name": "Cosmic Emissary", + "pack_code": "fhvc", + "position": 164, + "quantity": 1, + "subname": "The Miasma", + "text": "Massive. Alert.\nCannot make attacks of opportunity.\nForced - When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", + "traits": "Emissary. Colour. Elite.", + "type_code": "enemy" + }, + { + "code": "10664b", + "encounter_code": "fate_of_the_vale", + "encounter_position": 17, + "enemy_damage": 3, + "enemy_evade": 2, + "enemy_fight": 4, + "faction_code": "mythos", + "health": 10, + "hidden": true, + "illustrator": "Ethan Patrick Harris", + "is_unique": true, + "name": "Cosmic Emissary", + "pack_code": "fhvc", + "position": 164, + "quantity": 1, + "subname": "The Miasma", + "text": "Aloof. Hunter. Alert.\nPrey - Highest [agility].\nForced - After you reveal a [cultist] token during a skill test at this location: Either this test automatically fails, or this enemy attacks you.", + "traits": "Emissary. Shattered. Elite.", + "type_code": "enemy", + "victory": 1 + }, + { + "back_link": "10665b", + "code": "10665a", + "encounter_code": "fate_of_the_vale", + "encounter_position": 18, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": null, + "illustrator": "Ethan Patrick Harris", + "is_unique": true, + "name": "Cosmic Emissary", + "pack_code": "fhvc", + "position": 165, + "quantity": 1, + "subname": "The Brilliance", + "text": "Massive.\nCannot make attacks of opportunity.\nForced - When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", + "traits": "Emissary. Colour. Elite.", + "type_code": "enemy" + }, + { + "code": "10665b", + "encounter_code": "fate_of_the_vale", + "encounter_position": 18, + "enemy_damage": 2, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 10, + "illustrator": "Ethan Patrick Harris", + "is_unique": true, + "name": "Cosmic Emissary", + "pack_code": "fhvc", + "position": 165, + "quantity": 1, + "subname": "The Brilliance", + "text": "Aloof. Elusive. Hunter.\nPrey - Highest [willpower].\nForced - After you reveal a [tablet] token during a skill test at this location: Either this test automatically fails, or this enemy attacks you.", + "traits": "Emissary. Shattered. Elite.", + "type_code": "enemy", + "victory": 1 + }, + { + "back_flavor": "I was the sun, I was the shining sun in that perfect day, illuminating and whole and full and everyone laid in the tall grass and we prepared for the great ascension and she spoke and told us who we would become who we truly were...", + "back_text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.", + "clues": 2, + "code": "10666", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 19, + "faction_code": "mythos", + "illustrator": "Hai Hoang", + "name": "Mirror Nest", + "pack_code": "fhvc", + "position": 166, + "quantity": 1, + "shroud": 3, + "text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.\nForced - When you end your turn at this location, if you did not successfully fight this round: You must either place 1 of your clues on this location, or discard 1 card at random from your hand.", + "traits": "Shattered. Lair.", + "type_code": "location" + }, + { + "back_flavor": "I was the sun, I was the shining sun in that perfect day, illuminating and whole and full and everyone laid in the tall grass and we prepared for the great ascension and she spoke and told us who we would become who we truly were...", + "back_text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.", + "clues": 2, + "code": "10667", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 20, + "faction_code": "mythos", + "illustrator": "Hai Hoang", + "name": "Mirror Nest", + "pack_code": "fhvc", + "position": 167, + "quantity": 1, + "shroud": 3, + "text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.\nForced - When you end your turn at this location, if you did not successfully evade this round: You must either place 1 of your clues on this location, or discard 1 card at random from your hand.", + "traits": "Shattered. Lair.", + "type_code": "location" + }, + { + "back_flavor": "I was the sun, I was the shining sun in that perfect day, illuminating and whole and full and everyone laid in the tall grass and we prepared for the great ascension and she spoke and told us who we would become who we truly were...", + "back_text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.", + "clues": 2, + "code": "10668", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 21, + "faction_code": "mythos", + "illustrator": "Hai Hoang", + "name": "Mirror Nest", + "pack_code": "fhvc", + "position": 168, + "quantity": 1, + "shroud": 3, + "text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.\nForced - When you end your turn at this location, if you did not successfully investigate this round: You must either place 1 of your clues on this location, or discard 1 card at random from your hand.", + "traits": "Shattered. Lair.", + "type_code": "location" + }, + { + "back_flavor": "I was the sun, I was the shining sun in that perfect day, illuminating and whole and full and everyone laid in the tall grass and we prepared for the great ascension and she spoke and told us who we would become who we truly were...", + "back_text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.", + "clues": 2, + "code": "10669", + "double_sided": true, + "encounter_code": "fate_of_the_vale", + "encounter_position": 22, + "faction_code": "mythos", + "illustrator": "Hai Hoang", + "name": "Mirror Nest", + "pack_code": "fhvc", + "position": 169, + "quantity": 1, + "shroud": 3, + "text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.\nForced - When you end your turn at this location: Discard 1 card at random from your hand.\n[action] Spend 7 [per_investigator] clues, as a group: Search The Abyss for a card and draw it. (Group limit once per act.)", + "traits": "Shattered. Lair.", + "type_code": "location" + }, + { + "back_link": "10670b", + "clues": 2, + "code": "10670", + "encounter_code": "fate_of_the_vale", + "encounter_position": 23, + "faction_code": "mythos", + "illustrator": "Ethan Patrick Harris", + "name": "The Abyss", + "quantity": 1, + "pack_code": "fhvc", + "position": 170, + "shroud": 5, + "subname": "Spiraling Oblivion", + "text": "Forced - When you enter The Abyss, if there are cards in The Abyss: You are killed.\nDuring the enemy phase, each [[Shattered]] enemy at The Abyss loses aloof.\nThe Abyss always covers the top of The Abyss deck.", + "traits": "Extradimensional. Shattered.", + "type_code": "location" + }, + { + "code": "10670b", + "encounter_code": "fate_of_the_vale", + "encounter_position": 23, + "faction_code": "mythos", + "hidden": true, + "name": "The Abyss", + "quantity": 1, + "pack_code": "fhvc", + "position": 170, + "text": "This card must always cover the top of The Abyss.\nCards are always drawn and revealed from the bottom of The Abyss. When a non-weakness encounter card is discarded, it is always placed on top of The Abyss.\nForced - When you draw a card from The Abyss, if that card is ...\n- ...a treachery or an enemy: Draw it.\n- ...a [[Resident]] card: Flip it to its enemy side. It gains \"Revelation - This enemy attacks you (without engaging you). Discard this enemy.\"\n- ...a player card: Add it to its owner's hand.\n- ...a location: Put it into play, unrevealed, adjacent to the nearest Mirror Nest (that is not already connected to a [[Cave]] location, if able). For the remainder of this scenario, the two locations are connected to one another.\n- ...any investigator's \"true\" investigator card: Its owner heals all damage and horror and takes control of it. Then, they flip their Shattered Self investigator card to its Old Memory side and put it into play under their control.", + "type_code": "story" + }, + { + "code": "10671", + "encounter_code": "fate_of_the_vale", + "encounter_position": 24, + "enemy_damage": 1, + "enemy_evade": -2, + "enemy_fight": -2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 5, + "illustrator": "Peter Polach", + "name": "Crystal Mimic", + "pack_code": "fhvc", + "position": 171, + "quantity": 2, + "text": "Elusive. Hunter.\nWhile you are fighting or evading this enemy, X is the number of cards in your hand. Otherwise, X is 6.\nForced - After Crystal Mimic attacks you: Discard 1 card at random from your hand.", + "traits": "Humanoid. Colour.", + "type_code": "enemy" + }, + { + "code": "10672", + "encounter_code": "fate_of_the_vale", + "encounter_position": 26, + "faction_code": "mythos", + "illustrator": "Rob Laskey", + "name": "Sublimation", + "pack_code": "fhvc", + "position": 172, + "quantity": 2, + "text": "Revelation - Test [willpower] (4). If you fail, you must decide (choose one):\n- For each point you fail by, choose 1 card in your hand to place on top of The Abyss.\n- The nearest Cosmic Emissary enemy attacks you (even if it is not at your location).", + "traits": "Power.", + "type_code": "treachery" + }, + { + "code": "10673", + "encounter_code": "fate_of_the_vale", + "encounter_position": 28, + "faction_code": "mythos", + "illustrator": "Rob Laskey", + "name": "Fragmentation", + "pack_code": "fhvc", + "position": 173, + "quantity": 2, + "text": "Revelation - Test [agility] (4). If you fail, you must decide (choose one):\n- Choose the asset in your play area with the highest printed cost and place it on top of The Abyss.\n- The nearest Cosmic Emissary enemy attacks you (even if it is not at your location).", + "traits": "Power.", + "type_code": "treachery" + }, + { + "code": "10674", + "encounter_code": "fate_of_the_vale", + "encounter_position": 30, + "faction_code": "mythos", + "flavor": "\"There is a heart / Within the blight /\nWe'll all go down / To purest light.\"\n - \"The Lands Beyond\", Songs of Bliss no. 235", + "illustrator": "Lin Hsiang", + "name": "Euphoria", + "pack_code": "fhvc", + "position": 174, + "quantity": 2, + "text": "Revelation - Test [intellect] (4). You must either take 2 horror, or place a non-story asset you control on top of The Abyss. If you fail, do both.", + "traits": "Terror.", + "type_code": "treachery" + }, + { + "code": "10676", + "encounter_code": "the_first_day", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "\"Most of the creatures seemed not quite usual in their aspects and motions...\"\n - H.P. Lovecraft, \"The Colour Out of Space\"", + "illustrator": "Moulun", + "name": "Swarm", + "pack_code": "fhvc", + "position": 176, + "quantity": 3, + "text": "Revelation - Test [agility] (3). For each point you fail by, you must either lose 1 resource or take 1 damage.", + "traits": "Hazard.", + "type_code": "treachery" + }, + { + "code": "10678", + "encounter_code": "the_second_day", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "\"...there descended such a blinding sheet of torrential rain that shelter became imperative.\"\n - H.P. Lovecraft, \"The Lurking Fear\"", + "illustrator": "Drazenka Kimpel", + "name": "Downpour", + "pack_code": "fhvc", + "position": 178, + "quantity": 3, + "text": "Revelation – Test [intellect] (3). For each point you fail by, you must either lose 1 action or place 1 of your clues on your location.", + "traits": "Hazard.", + "type_code": "treachery" + }, + { + "code": "10680", + "encounter_code": "the_final_day", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "I am the eyes I am all eyes that see", + "illustrator": "Jason Behnke", + "name": "Otherworldy Visions", + "pack_code": "fhvc", + "position": 180, + "quantity": 3, + "text": "Revelation – Test [willpower] (3). This test gets +2 difficulty if there is a [[Colour]] enemy at your location. For each point you fail by, you must either take 1 horror or discard 1 card at random from your hand.", + "traits": "Terror. Power.", + "type_code": "treachery" + }, + { + "back_flavor": "Bertie approaches, absolutely winded. \"Dr. Marquez requests your immediate presence,\" he huffs, butting into your conversation. \"And believe me, she will not like it if you're late at all.\"", + "back_name": "Time to Get to Work!", + "back_text": "Each investigator resigns (→R1) (page 9).", + "code": "10681", + "doom": 6, + "double_sided": true, + "encounter_code": "day_of_rest", + "encounter_position": 1, + "faction_code": "mythos", + "flavor": "The Miskatonic Survey is staying in Hemlock Vale and making preparations for today's expedition. The more the locals trust you, the better you will understand the nature of Hemlock Isle.", + "illustrator": "Rob Laskey", + "name": "Welcome to Hemlock Vale!", + "pack_code": "fhvc", + "position": 181, + "quantity": 1, + "stage": 1, + "text": "Forced - When you draw a weakness: cancel its revelation effect and discard it.", + "type_code": "agenda" + }, + { + "back_name": "The Brilliance", + "back_text": "If you flipped this act while or after playing the Dawn of the First Day prelude, read the following:\n
The sweetness of the air and the vibrant colors are overwhelming. Your pulse is electric as gooseflesh creeps up your arm and your skin prickles, almost as if under an invisible caress. You are not alone, you never were alone, but the one who is with you is you, and you, and you, and you, and you and you and and and and\nYou catch yourself staring up at the glassy sky, bewildered and drunk with wonder.
\nYou (and only you) earn 1 bonus experience. (do not spend it until instructed.)", + "clues": null, + "code": "10682", + "double_sided": true, + "encounter_code": "day_of_rest", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "The village brims with excitement! Children play along the roadside wearing animal masks, while others hang gaudy flowers on eaves and along fences.", + "illustrator": "Rob Laskey", + "name": "Dawn of the First Day", + "pack_code": "fhvc", + "position": 182, + "quantity": 1, + "stage": 1, + "text": "Investigators cannot take damage/horror or be defeated.\nObjective - Befriend the locals and prepare for the first survey! (Refer to the rules on page 6 for more information on preludes)", + "type_code": "act" + }, + { + "back_flavor": "You reconvene back the boarding house. Ms. Olmstead lays out a spread of warm buttered cornbread, roasted radishes the size of your fist, and a pile of grey oily eggs. Your stomach growls as you nibble on some of your field rations rather than partake.", + "back_name": "Time to Get to Work!", + "back_text": "Check the campaign log:\nIf Bertie was rescued, (→R1) (page 42).\nOtherwise, (→R2) (page 42).", + "code": "10683", + "doom": 6, + "double_sided": true, + "encounter_code": "day_of_rain", + "encounter_position": 1, + "faction_code": "mythos", + "flavor": "Dreary clouds threaten rain as thunder rumbles overhead. Locals bustle about making preparations.", + "illustrator": "Rob Laskey", + "name": "Dark Clouds", + "pack_code": "fhvc", + "position": 183, + "quantity": 1, + "stage": 1, + "text": "Forced - When you draw a weakness: cancel its revelation effect and discard it.", + "type_code": "agenda" + }, + { + "back_name": "A Mistake", + "clues": null, + "back_text": "If you flipped this act while or after playing the Dawn of the Second Day prelude, read the following:\n
As you walk through the village, a wave of dizziness washes over you and you stumble forward, putting your hand out to steady yourself. You cut your palm on the corner of a stack of mirrors and cry out in pain as thick, heavy raindrops begin to fall.
\n([codex] 17) (page 42).", + "code": "10684", + "double_sided": true, + "encounter_code": "day_of_rain", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "The village continues preparations with cheery resolve, despite the dour weather.", + "illustrator": "Rob Laskey", + "name": "Dawn of the Second Day", + "pack_code": "fhvc", + "position": 184, + "quantity": 1, + "stage": 1, + "text": "Investigators cannot take damage/horror or be defeated.\nObjective - Talk to the locals and learn more about Hemlock Isle!", + "type_code": "act" + }, + { + "code": "10685", + "encounter_code": "day_of_rain", + "encounter_position": 3, + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Jeff Himmelman", + "name": "The Hemlock Curse", + "pack_code": "fhvc", + "position": 185, + "quantity": 4, + "skill_wild": 1, + "subtype_code": "weakness", + "subname": "Endless Hunger", + "text": "This skill's icons subtract from your skill value instead of adding to it.\nIf this skill test fails, discard each card in your hand.\nForced - At the end of your turn, if The Hemlock Curse is in your hand: Discard 1 card at random from your hand.", + "traits": "Blight. Colour.", + "type_code": "skill" + }, + { + "back_name": "Bertie's Choice", + "back_text": "Check the Campaign Log. If Bertie had an epiphany:\n
You reconvene with Dr. Marquez at the Boarding House. Bertie approaches you with a manic gleam in his eye, wearing the white-gold cloak of the Vale. \"I've decided to join the Feast today - for the whole day. I understand this may put my grant in jeopardy but -\" Before Dr. Marquez can chastise him, the young man scampers off past a throng of dancers.
\n(→R2) (page 54).\n
Otherwise:\n
You reconvene with Dr. Marquez at the Boarding House. Bertie approaches you and the professor with obvious excitement. \"I've had a revelation about Hemlock Isle. The food chain is chaos. Predators predated by prey - poetic, isn't it? Something in the food or water induces a frenzy - in fact, this entire celebration is kind of frenzy,\" he gestures to the giddy figures and dancing children.
\n(→R1) (page 54).", + "code": "10686", + "double_sided": true, + "doom": 6, + "encounter_code": "day_of_the_feast", + "encounter_position": 1, + "faction_code": "mythos", + "flavor": "The people of the Vale dance with an almost manic energy. Riotous music and a sweet perfume scent hang in the air.", + "illustrator": "Rob Laskey", + "name": "All is Full of Love", + "pack_code": "fhvc", + "position": 186, + "quantity": 1, + "stage": 1, + "text": "Forced - When you draw a weakness: Cancel its revelation effect and discard it.", + "type_code": "agenda" + }, + { + "back_name": "The Bliss", + "back_text": "If you flipped this act while or after playing the Dawn of the Final Day prelude, read the following:\n
you cannot say why but you know why you are here you are here to watch to see to know to perceive to feel to understand to hold in your heart the truth of the cosmos which is that you are but a mote of dust in the brilliant light of infinity and that a single puff of air will send you spiraling into oblivion a single moment and you will cease to be if you even ever were why did you look into the brilliance why did you stare so long at the shining blinding brightness of the stars
\nYou must either suffer 1 mental trauma or search the collection for a random basic [[Madness]] weakness and add it to your deck. It does not count toward your deck size. You earn 2 bonus experience.", + "code": "10687", + "clues": null, + "double_sided": true, + "encounter_code": "day_of_the_feast", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "A beautiful sheen hangs over everything, shimmering in the air around you.", + "illustrator": "Rob Laskey", + "name": "Dawn of the Final Day", + "pack_code": "fhvc", + "position": 187, + "quantity": 1, + "stage": 1, + "text": "Objective - Talk to the locals and prepare yourself for the Feast.", + "type_code": "act" + }, + { + "back_flavor": "Glowing spores hang in the air around the effigy, lighting up the mirrors and bathing the festival in a faerie glow. You breathe in and feel your mouth and throat buzz with a light, tingling sensation. The last thing you hear as you pass out is the sound of lilting flutes and tambourines.", + "back_name": "The Sleep", + "back_text": "Each investigator is defeated and suffers 1 mental or 1 physical trauma.", + "code": "10688", + "doom": 6, + "double_sided": true, + "encounter_code": "day_of_the_feast", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "Revelers dance to raucous music while others gorge themselves on rank platters of oily food. Visitors and locals alike collapse in fits of laughter while others claw at their eyes. Each of them wear a wild, gleeful smile.", + "illustrator": "Rob Laskey", + "name": "Around the Table", + "pack_code": "fhvc", + "position": 188, + "quantity": 1, + "stage": 1, + "text": "Objective - Confront Mother Rachel! If Mother Rachel is defeated: (→R1).", + "type_code": "agenda" + }, + { + "back_flavor": "\"Well done,\" Mother Rachel says to you. Lights dance in the sky overhead as the last of the Vale residents are led dutifully to their place at the table. Some look at you with rueful expressions, rightfully betrayed. As you move to assume your place at the table, Mother Rachel steps in your way.\n\"It is not your place to sit with us. You are our guest of honor,\" she smiles. You feel a sharp blow to the back of your head, and then nothing.", + "back_name": "Back in the Fold", + "back_text": "Each investigator resigns.", + "code": "10689", + "doom": 5, + "double_sided": true, + "encounter_code": "day_of_the_feast", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "You must gather Mother Rachel's flock, willing or not, to their place at the table.", + "illustrator": "Rob Laskey", + "name": "Lambs to the Slaughter", + "pack_code": "fhvc", + "position": 189, + "quantity": 1, + "stage": 3, + "text": "You cannot trigger [codex] codex entries.\n[reaction] After you evade a [[Resident]] enemy by 2 or more: Add them to the victory display.\nObjective - If 1 plus 1 [per_investigator] [[Resident]] cards are in the victory display, (→R3) (page 60).", + "type_code": "agenda" + }, + { + "back_link": "10690b", + "clues": 0, + "code": "10690a", + "encounter_code": "day_of_the_feast", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "Dozens of visitors gather around the base of the effigy.", + "illustrator": "Mauro Dal Bo", + "name": "The Crossroads", + "pack_code": "fhvc", + "position": 190, + "quantity": 1, + "shroud": 3, + "subname": "Morning [day]", + "text": "[action]: You ask the locals about the Vale ([codex] 10).\n[fast] If there are exactly 1 or 2 investigators in the game, during your turn: Move (to a connecting location). (Group limit once per round.)", + "traits": "Hemlock Vale. Central.", + "type_code": "location" + }, + { + "clues": 0, + "code": "10690b", + "encounter_code": "day_of_the_feast", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "A crowd of revelers dance around a roaring bonfire. Mother Rachel stands before it, smiling broadly.", + "hidden": true, + "illustrator": "Mauro Dal Bo", + "name": "The Crossroads", + "pack_code": "fhvc", + "position": 190, + "quantity": 1, + "shroud": 3, + "subname": "Evening [day]", + "text": "[action]: Parley. You exhort the locals for help. Test [willpower] (3). If you succeed, move 1 damage from your investigator to a [[Resident]] enemy at The Crossroads.", + "traits": "Hemlock Vale. Central.", + "type_code": "location" + }, + { + "back_link": "10691b", + "clues": 1, + "clues_fixed": true, + "code": "10691a", + "encounter_code": "day_of_the_feast", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "The mill appears to have been overtaken by sharp, knotted vines and fecund vegetation.", + "illustrator": "Pixoloid Studios", + "name": "The Old Mill", + "pack_code": "fhvc", + "position": 191, + "quantity": 1, + "shroud": 4, + "subname": "Morning [day]", + "text": "[action] [action]: Discover 1 clue at The Old Mill.", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "clues": 1, + "code": "10691b", + "encounter_code": "day_of_the_feast", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "The daylight gives way to long, sinister shadows.", + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "The Old Mill", + "pack_code": "fhvc", + "position": 191, + "quantity": 1, + "shroud": 4, + "subname": "Evening [day]", + "text": "[action]: You investigate the sounds of something rustling in the undergrowth ([codex] 12).", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "code": "10692", + "encounter_code": "day_of_the_feast", + "encounter_position": 7, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 2, + "faction_code": "mythos", + "health": 2, + "illustrator": "Lin Hsiang", + "name": "Frenzied Reveler", + "pack_code": "fhvc", + "position": 192, + "quantity": 2, + "text": "Forced - When Frenzied Reveler is defeated: Place 1 doom on the agenda. This effect can cause the current agenda to advance.\n[action]: Parley. Test [agility] (4). If you succeed, remove Frenzied Reveler from the game.", + "traits": "Humanoid. Resident.", + "type_code": "enemy" + }, + { + "code": "10693", + "encounter_code": "residents", + "encounter_position": 1, + "faction_code": "neutral", + "health": 4, + "illustrator": "Billy Norrby", + "is_unique": true, + "name": "Mother Rachel", + "pack_code": "fhvc", + "position": 193, + "quantity": 1, + "sanity": 4, + "subname": "Kindly Matron", + "text": "While you control Mother Rachel, you have 1 additional arcane slot.\n[action]: Parley. Test [willpower](2). If you succeed, ([codex] 1).\nForced - After Mother Rachel is defeated: Set her aside, out of play. In your Campaign Log, decrease her Relationship Level.", + "traits": "Resident.", + "type_code": "asset" + }, + { + "code": "10694", + "encounter_code": "residents", + "encounter_position": 2, + "faction_code": "neutral", + "health": 3, + "illustrator": "Billy Norrby", + "is_unique": true, + "name": "Leah Atwood", + "pack_code": "fhvc", + "position": 194, + "quantity": 1, + "sanity": 1, + "subname": "The Vale Cook", + "text": "While you control Leah Atwood, you get +1 [combat].\n[action]: Parley. Test [combat](2). If you succeed, ([codex] 2).\nForced - After Leah Atwood is defeated. Set her aside, out of play. In your Campaign Log, decrease her Relationship Level.", + "traits": "Resident.", + "type_code": "asset" + }, + { + "code": "10695", + "encounter_code": "residents", + "encounter_position": 3, + "faction_code": "neutral", "health": 3, "illustrator": "Billy Norrby", "is_unique": true, @@ -437,77 +3317,376 @@ "is_unique": true, "name": "Bertie Musgrave", "pack_code": "fhvc", - "position": 201, + "position": 201, + "quantity": 1, + "sanity": 1, + "subname": "A True Aesthete", + "text": "While you control Bertie Musgrave, you get +1 health and + 1 sanity\n[fast] Take either 1 damage or 1 horror and exhaust Bertie Musgrave: Parley. Draw 1 card ([codex] Ω).\nForced - After Bertie Musgrave is defeated: Set him aside, out of play.", + "traits": "Resident.", + "type_code": "asset" + }, + { + "code": "10702", + "cost": 4, + "deck_limit": 1, + "encounter_code": "residents", + "encounter_position": 10, + "faction_code": "neutral", + "flavor": "\"If it's survival of the fittest, I intend to survive.\"", + "health": 2, + "illustrator": "Lin Hsiang", + "is_unique": true, + "name": "Dr. Rosa Marquez", + "pack_code": "fhvc", + "position": 202, + "quantity": 1, + "sanity": 2, + "slot": "Ally", + "skill_agility": 1, + "skill_intellect": 1, + "skill_wild": 1, + "subname": "Best in Her Field", + "text": "While you control Dr. Rosa Marquez, you get +1 [intellect] and +1 [agility].\n[reaction] After you discover the last clue at your location ([codex] Ω).", + "traits": "Ally. Miskatonic. Wayfarer.", + "type_code": "asset" + }, + { + "code": "10703", + "cost": 3, + "deck_limit": 1, + "encounter_code": "residents", + "encounter_position": 11, + "faction_code": "neutral", + "flavor": "\"Change is inevitable. The question is how we weather it.\"", + "health": 3, + "illustrator": "Drazenka Kimpel", + "is_unique": true, + "name": "Helen Peters", + "pack_code": "fhvc", + "position": 203, + "quantity": 1, + "sanity": 2, + "slot": "Ally", + "skill_combat": 1, + "skill_wild": 1, + "skill_willpower": 1, + "subname": "The Eldest Sister", + "text": "(Day [day]) you get +1 [combat]. (Night [night]) you get +1 [agility].\n[reaction] After you enter a location, exhaust Helen Peters and deal 1 damage to her: Choose a non-[[Elite]] enemy at your location and automatically evade it.", + "traits": "Ally. Hunter.", + "type_code": "asset" + }, + { + "back_text": "Hard / Expert\n[skull]: -X. X is 1 more than the current day number.\n[cultist]: -1. If this is a parley attempt, treat this token's modifier as a +1, instead.\n[tablet]: -4. If you have fewer than 2 cards in hand, treat this token's modifier as -2 instead.\n[elder_thing]: -3. If this is a parley attempt, reveal another token.", + "code": "10704", + "double_sided": true, + "encounter_code": "the_vale", + "encounter_position": 1, + "faction_code": "mythos", + "name": "The Vale", + "pack_code": "fhvc", + "position": 204, + "quantity": 1, + "text": "Easy / Standard\n[skull]: -X. X is the current day number.\n[cultist]: +1. If this is a parley attempt, you automatically succeed.\n[tablet]: -2. If you have fewer than 3 cards in hand, treat this token's modifier as 0 instead.\n[elder_thing]: -1. If this is a parley attempt, reveal another token.", + "type_code": "scenario" + }, + { + "back_link": "10705b", + "clues": 0, + "code": "10705a", + "encounter_code": "the_vale", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "They say Ms. Olmstead runs a very tight ship.", + "illustrator": "Pixoloid Studios", + "name": "Boarding House", + "pack_code": "fhvc", + "position": 205, + "quantity": 1, + "shroud": 3, + "subname": "Day [day]", + "text": "[action]: You ask around about the Vale ([codex] 9).\n[action]: Heal 1 damage or 1 horror. (Limit once per game.)", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "code": "10705b", + "clues": 1, + "encounter_code": "the_vale", + "encounter_position": 2, + "faction_code": "mythos", + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Boarding House", + "pack_code": "fhvc", + "position": 205, + "quantity": 1, + "shroud": 3, + "subname": "Night [night]", + "text": "The first encounter card drawn at this location each round gains surge.\n[action]: Test [willpower] (3), then [agility] (2), then [combat] (1). If you succeed at each of these tests, draw 3 cards. Then, if the current act is Fate of the Vale (v.IV), remember that \"the investigators found gas.\"", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "back_link": "10706b", + "clues": 0, + "code": "10706a", + "encounter_code": "the_vale", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "The elaborate effigy is the tallest structure in the Vale.", + "illustrator": "Mauro Dal Bo", + "name": "The Crossroads", + "pack_code": "fhvc", + "position": 206, + "quantity": 1, + "shroud": 2, + "subname": "Day [day]", + "text": "[action]: You ask the locals about the Vale ([codex] 10).\n[fast] If there are exactly 1 or 2 investigators in the game, during your turn: Move (to a connecting location). (Group limit once per round.)", + "traits": "Hemlock Vale. Central.", + "type_code": "location" + }, + { + "code": "10706b", + "clues": 2, + "encounter_code": "the_vale", + "encounter_position": 3, + "faction_code": "mythos", + "hidden": true, + "illustrator": "Mauro Dal Bo", + "name": "The Crossroads", + "pack_code": "fhvc", + "position": 206, + "quantity": 1, + "shroud": 2, + "subname": "Night [night]", + "text": "During the enemy phase, each [[Shattered]] enemy at The Crossroads loses aloof.\n[reaction] After you successfully evade a [[Shattered]] enemy at The Crossroads by 3 or more, if the current act is Fate of the Vale (v.IV): Remember that \"the road is clear.\"", + "traits": "Hemlock Vale. Central.", + "type_code": "location" + }, + { + "back_link": "10707b", + "clues": 0, + "code": "10707a", + "encounter_code": "the_vale", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "The chapel looks like something out of a storybook.", + "illustrator": "Pixoloid Studios", + "name": "Hemlock Chapel", + "pack_code": "fhvc", + "position": 207, + "quantity": 1, + "shroud": 3, + "subname": "Day [day]", + "text": "[action]: You approach the overgrown chapel at the top of the hill ([codex] 11).\n[action]: Search the top 9 cards of your deck for a [[Spell]] card and draw it. Shuffle your deck. (Limit once per game.)", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "code": "10707b", + "clues": 1, + "encounter_code": "the_vale", + "encounter_position": 4, + "faction_code": "mythos", + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Hemlock Chapel", + "pack_code": "fhvc", + "position": 207, + "quantity": 1, + "shroud": 4, + "subname": "Night [night]", + "text": "Forced - After the last clue is discovered from Hemlock Chapel: Place 1 clue on each location in play. (Max once per game.)\n[action]: Heal 1 horror. Return a [[Spell]] card from your discard pile to your hand. (Limit once per game.)", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "back_link": "10708b", + "clues": 1, + "clues_fixed": true, + "code": "10708a", + "encounter_code": "the_vale", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "The morning breeze carries the fresh scent of lupines, asters, yarrow, and meadowsweet into the Vale.", + "illustrator": "Pixoloid Studios", + "name": "The Old Mill", + "pack_code": "fhvc", + "position": 208, + "quantity": 1, + "shroud": 2, + "subname": "Day [day]", + "text": "[reaction] After you discover a clue at The Old Mill: ([codex] 12).", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "code": "10708b", + "clues": 1, + "encounter_code": "the_vale", + "encounter_position": 5, + "faction_code": "mythos", + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "The Old Mill", + "pack_code": "fhvc", + "position": 208, + "quantity": 1, + "shroud": 4, + "subname": "Night [night]", + "text": "[action]: Test [agility] (8). If you succeed, heal 2 damage (if you fail you may spend 2 [per_investigator] clues to automatically succeed instead). Then, if the current act is Fate of the Vale (v.IV), remember that \"the samples were found.\"", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "back_link": "10709b", + "clues": 0, + "code": "10709a", + "encounter_code": "the_vale", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "The dour façade of the old house carries a hint of its former glory. The locals seem to avoid the property.", + "illustrator": "Pixoloid Studios", + "name": "The Atwood House", + "pack_code": "fhvc", + "position": 209, + "quantity": 1, + "shroud": 4, + "subname": "Day [day]", + "text": "[action]: You approach the old homestead ([codex] 13).", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "code": "10709b", + "clues": 1, + "encounter_code": "the_vale", + "encounter_position": 6, + "faction_code": "mythos", + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "The Atwood House", + "pack_code": "fhvc", + "position": 209, + "quantity": 1, + "shroud": 3, + "subname": "Night [night]", + "text": "Forced - After you fail a skill test while investigating The Atwood House: Take 1 horror.\n[action]: Test [willpower] (8). If you succeed, heal 2 horror (if you fail, you may spend 2 [per_investigator] clues to automatically succeed instead). Then, if the current act is Fate of the Vale (v.IV), remember that \"the survey notes were recovered.\"", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "back_link": "10710b", + "clues": 0, + "code": "10710a", + "encounter_code": "the_vale", + "encounter_position": 7, + "faction_code": "mythos", + "flavor": "The general store is abustle with locals and visitors buying up supplies for the coming Feast.", + "illustrator": "Pixoloid Studios", + "name": "Tad's General Store", + "pack_code": "fhvc", + "position": 210, + "quantity": 1, + "shroud": 2, + "subname": "Day [day]", + "text": "[action]: Parley. You haggle for goods and chat with the locals ([codex] 14).", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "code": "10710b", + "clues": 0, + "encounter_code": "the_vale", + "encounter_position": 7, + "faction_code": "mythos", + "flavor": "A putrid stench wafts out of the emporium.", + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Tad's General Store", + "pack_code": "fhvc", + "position": 210, + "quantity": 1, + "shroud": 4, + "subname": "Night [night]", + "text": "Enemies at Tad's General Store get +1 fight.\n[reaction] After a kindling is placed on this location: Place 1 additional kindling. (Group limit once per round.)", + "traits": "Hemlock Vale.", + "type_code": "location" + }, + { + "back_link": "10711b", + "clues": 0, + "code": "10711a", + "encounter_code": "the_vale", + "encounter_position": 8, + "faction_code": "mythos", + "flavor": "Several roads lead past the schoolhouse toward Hemlock Isle's southern point.", + "illustrator": "Pixoloid Studios", + "name": "Vale Schoolhouse", + "pack_code": "fhvc", + "position": 211, "quantity": 1, - "sanity": 1, - "subname": "A True Aesthete", - "text": "While you control Bertie Musgrave, you get +1 health and + 1 sanity\n[fast] Take either 1 damage or 1 horror and exhaust Bertie Musgrave: Parley. Draw 1 card ([codex] Ω).\nForced - After Bertie Musgrave is defeated: Set him aside, out of play.", - "traits": "Resident.", - "type_code": "asset" + "shroud": 3, + "subname": "Day [day]", + "text": "[action]: You peruse the school library ([codex] 15).\n[action]: Search your deck for a [[Tome]] asset and draw it. Shuffle your deck. (Limit once per game.)", + "traits": "Hemlock Vale.", + "type_code": "location" }, { - "code": "10702", - "cost": 4, - "deck_limit": 1, - "encounter_code": "residents", - "encounter_position": 10, - "faction_code": "neutral", - "flavor": "\"If it's survival of the fittest, I intend to survive.\"", - "health": 2, - "illustrator": "Lin Hsiang", - "is_unique": true, - "name": "Dr. Rosa Marquez", + "code": "10711b", + "clues": 0, + "encounter_code": "the_vale", + "encounter_position": 8, + "faction_code": "mythos", + "flavor": "Fireflies dance in the air around the schoolhouse.", + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "Vale Schoolhouse", "pack_code": "fhvc", - "position": 202, + "position": 211, "quantity": 1, - "sanity": 2, - "slot": "Ally", - "skill_agility": 1, - "skill_intellect": 1, - "skill_wild": 1, - "subname": "Best in Her Field", - "text": "While you control Dr. Rosa Marquez, you get +1 [intellect] and +1 [agility].\n[reaction] After you discover the last clue at your location ([codex] Ω).", - "traits": "Ally. Miskatonic. Wayfarer.", - "type_code": "asset" + "shroud": 4, + "subname": "Night [night]", + "text": "Enemies at Vale Schoolhouse get +1 evade.\n[action]: Test [willpower] or [agility] (3). If you succeed, heal 1 damage or 1 horror from an investigator or [[Ally]] asset at this location. (Limit once per round.)", + "traits": "Hemlock Vale.", + "type_code": "location" }, { - "code": "10703", - "cost": 3, - "deck_limit": 1, - "encounter_code": "residents", - "encounter_position": 11, - "faction_code": "neutral", - "flavor": "\"Change is inevitable. The question is how we weather it.\"", - "health": 3, - "illustrator": "Drazenka Kimpel", - "is_unique": true, - "name": "Helen Peters", + "back_link": "10712b", + "clues": 0, + "code": "10712a", + "encounter_code": "the_vale", + "encounter_position": 9, + "faction_code": "mythos", + "flavor": "The long barn-sized building is host to many dinners, dances, and community events in the Vale.", + "illustrator": "Pixoloid Studios", + "name": "The Commons", "pack_code": "fhvc", - "position": 203, + "position": 212, "quantity": 1, - "sanity": 2, - "slot": "Ally", - "skill_combat": 1, - "skill_wild": 1, - "skill_willpower": 1, - "subname": "The Eldest Sister", - "text": "(Day [day]) you get +1 [combat]. (Night [night]) you get +1 [agility].\n[reaction] After you enter a location, exhaust Helen Peters and deal 1 damage to her: Choose a non-[[Elite]] enemy at your location and automatically evade it.", - "traits": "Ally. Hunter.", - "type_code": "asset" + "shroud": 1, + "subname": "Day [day]", + "text": "[action]: You inspect the communal hall and check out the local delivery service ([codex] 16).", + "traits": "Hemlock Vale.", + "type_code": "location" }, { - "back_text": "Hard / Expert\n[skull]: -X. X is 1 more than the current day number.\n[cultist]: -1. If this is a parley attempt, treat this token's modifier as a +1, instead.\n[tablet]: -4. If you have fewer than 2 cards in hand, treat this token's modifier as -2 instead.\n[elder_thing]: -3. If this is a parley attempt, reveal another token.", - "code": "10704", - "double_sided": true, + "code": "10712b", + "clues": 1, "encounter_code": "the_vale", - "encounter_position": 1, + "encounter_position": 9, "faction_code": "mythos", - "name": "The Vale", + "hidden": true, + "illustrator": "Pixoloid Studios", + "name": "The Commons", "pack_code": "fhvc", - "position": 204, + "position": 212, "quantity": 1, - "text": "East / Standard\n[skull]: -X. X is the current day number.\n[cultist]: +1. If this is a parley attempt, you automatically succeed.\n[tablet]: -2. If you have fewer than 3 cards in hand, treat this token's modifier as 0 instead.\n[elder_thing]: -1. If this is a parley attempt, reveal another token.", - "type_code": "scenario" + "shroud": 2, + "subname": "Night [night]", + "text": "While an enemy is moving, its location is considered to be connected to The Commons.\n[action]: Test [intellect] (3), then [combat] (2), then [agility] (1). If you succeed at each of these tests, gain 5 resources. Then, if the current act is Fate of the Vale (v.IV), remember that \"the investigators found Theo's truck.\"", + "traits": "Hemlock Vale.", + "type_code": "location" }, { "code": "10713", @@ -569,5 +3748,473 @@ "text": "(Day [day]) You get +1 [intellect]. (Night [night]) You get +1 [willpower].\n[reaction] After an investigator at your location draws a [[Blight]] or [[Power]] card from the encounter deck, exhaust The Pearl Diary: That investigator draws 1 card.", "traits": "Item. Tome.", "type_code": "asset" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery.\n - H. P. Lovecraft, \"The Festival\"", + "back_name": "Cavern", + "back_illustrator": "Nele Diel", + "clues": 1, + "code": "10716", + "double_sided": true, + "encounter_code": "horrors_in_the_rock", + "encounter_position": 1, + "faction_code": "mythos", + "flavor": "The open paths seem safe enough... but are they?", + "illustrator": "Tyson Johnson", + "name": "Dry Burrow", + "pack_code": "fhvc", + "position": 216, + "quantity": 2, + "shroud": 2, + "text": "(Day [day]) [fast] : Move (to a connecting location). (Group limit once per round.)\n(Night [night]) Forced - After you end your turn in Dry Burrow: Take 1 horror.", + "traits": "Cave. Dark.", + "type_code": "location" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery.\n - H. P. Lovecraft, \"The Festival\"", + "back_name": "Cavern", + "clues": 2, + "code": "10717", + "double_sided": true, + "encounter_code": "horrors_in_the_rock", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "The rock formations resemble a jagged grove, wreathed in poisonous red gas.", + "illustrator": "Nele Diel", + "name": "Alkaline Forest", + "pack_code": "fhvc", + "position": 217, + "quantity": 1, + "shroud": 2, + "text": "Forced - After you reveal Alkaline Forest: You must either take 1 direct horror, or discard 2 cards at random from your hand.", + "traits": "Cave. Dark.", + "type_code": "location" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery.\n - H. P. Lovecraft, \"The Festival\"", + "back_name": "Cavern", + "back_traits": "Cave. Dark.", + "clues": 2, + "code": "10718", + "double_sided": true, + "encounter_code": "horrors_in_the_rock", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "The mirror-like walls reflect your fractured face.", + "illustrator": "Nele Diel", + "name": "Iridescent Passage", + "pack_code": "fhvc", + "position": 218, + "quantity": 1, + "shroud": 3, + "text": "Forced - After you fail a skill test while investigating Iridescent Passage: Choose and discard 1 card from your hand.", + "traits": "Cave.", + "type_code": "location" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery.\n - H. P. Lovecraft, \"The Festival\"", + "back_name": "Cavern", + "back_illustrator": "Nele Diel", + "clues": 1, + "code": "10719", + "double_sided": true, + "encounter_code": "horrors_in_the_rock", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "Thick sinewy roots choke the surrounding tunnels.", + "illustrator": "Pixoloid Studios", + "name": "Overgrown Tunnel", + "pack_code": "fhvc", + "position": 219, + "quantity": 1, + "shroud": 3, + "text": "While Overgrown Tunnel has clues on it, you must spend 1 additional action to move out of Overgrown Tunnel.", + "traits": "Cave. Dark.", + "type_code": "location" + }, + { + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery.\n - H. P. Lovecraft, \"The Festival\"", + "back_name": "Cavern", + "clues": 1, + "code": "10720", + "double_sided": true, + "encounter_code": "horrors_in_the_rock", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "The formations resemble a shark's many-rowed teeth, and are just as sharp.", + "illustrator": "Nele Diel", + "name": "Mineral Tunnel", + "pack_code": "fhvc", + "position": 220, + "quantity": 1, + "shroud": 0, + "text": "While you are investigating Mineral Tunnel, it gets +1 shroud for each card in your hand (max +6 shroud on Easy/Standard difficulty).", + "traits": "Cave. Dark.", + "type_code": "location" + }, + { + "code": "10721", + "encounter_code": "horrors_in_the_rock", + "encounter_position": 7, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 6, + "illustrator": "Peter Polach", + "name": "Crystal Parasite", + "pack_code": "fhvc", + "position": 221, + "quantity": 2, + "text": "Hunter. Retaliate.\n(Day [day]) Forced - After Crystal Parasite attacks: Heal 2 damage from it.\n(Night [night]) Crystal Parasite gets +2 fight and +1 damage value for every 2 damage on it.", + "traits": "Monster. Insect. Blight.", + "type_code": "enemy", + "victory": 1 + }, + { + "code": "10722", + "encounter_code": "horrors_in_the_rock", + "encounter_position": 9, + "faction_code": "mythos", + "illustrator": "Peter Polach", + "name": "Chroma Blight", + "pack_code": "fhvc", + "position": 222, + "quantity": 2, + "text": "Revelation - Put Chroma Blight into play in your threat area. Limit 1 per investigator.\nForced - After you draw 1 or more cards from your deck: Place 1 resource on Chroma Blight, as brilliance.\nForced - If there is a total of 6 brilliance on Chroma Blight: Put a set-aside copy of Crystal Parasite into play at your location. Remove Chroma Blight from the game.", + "traits": "Power. Blight.", + "type_code": "treachery" + }, + { + "code": "10723", + "encounter_code": "horrors_in_the_rock", + "encounter_position": 11, + "faction_code": "mythos", + "illustrator": "Peter Polach", + "name": "Calcification", + "pack_code": "fhvc", + "position": 223, + "quantity": 2, + "text": "Revelation - Put Calcification into play in your threat area. Limit 1 per investigator.\nForced - The first time you move each round: Take 1 direct damage.\n[action]: Test [agility] (3). If you succeed, discard Calcification. (You may take 1 direct damage for this test to automatically succeed.)", + "traits": "Hazard. Blight.", + "type_code": "treachery" + }, + { + "code": "10724", + "encounter_code": "agents_of_the_colour", + "encounter_position": 1, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Carlos Palma Cruchaga", + "name": "Miasmatic Shadow", + "pack_code": "fhvc", + "position": 224, + "quantity": 2, + "text": "Aloof. Hunter. (Night [night]) Elusive.\nCannot be damaged except by [[Spell]], [[Relic]], [[Science]], or encounter cards.\nForced - When you discard 1 or more cards from hand at Miasmatic Shadow's location, if it is ready: It engages you and makes an immediate attack.", + "traits": "Monster. Colour.", + "type_code": "enemy", + "victory": 0 + }, + { + "code": "10725", + "encounter_code": "agents_of_the_colour", + "encounter_position": 3, + "faction_code": "mythos", + "illustrator": "Peter Polach", + "name": "Alien Whispers", + "pack_code": "fhvc", + "position": 225, + "quantity": 2, + "text": "Revelation - Test [willpower] (3). For each point you fail by, you must (choose one):\n- Take 1 damage, which can only be assigned to an asset you control.\n- Take 1 horror, which can only be assigned to an asset you control.\n- Discard 1 card at random from your hand.", + "traits": "Power. Colour.", + "type_code": "treachery" + }, + { + "code": "10726", + "encounter_code": "transfiguration", + "encounter_position": 1, + "faction_code": "mythos", + "flavor": "Knotty, scaly growths erupt on the skin, resembling scales or vestigial fingernails.", + "illustrator": "Tso", + "name": "Strange Mutations", + "pack_code": "fhvc", + "position": 226, + "quantity": 2, + "text": "Revelation - Test [willpower] (5). Reduce the difficulty of this test by 1 for each horror on you. If you fail, you must either take 2 horror, or discard 2 cards at random from your hand.", + "traits": "Power.", + "type_code": "treachery" + }, + { + "code": "10727", + "encounter_code": "transfiguration", + "encounter_position": 3, + "faction_code": "mythos", + "illustrator": "Stephen Sommers", + "name": "Fungal Rot", + "pack_code": "fhvc", + "position": 227, + "quantity": 2, + "text": "Revelation - Attach Fungal Rot to an [[Item]] asset you control without Fungal Rot attached. If you cannot, Fungal Rot gains surge.\nTreat attached asset's text box as if it were blank (except for [[Traits]]).\n[action]: Test [combat] (3). If you succeed, discard Fungal Rot. Otherwise, take 1 damage.", + "traits": "Hazard. Blight.", + "type_code": "treachery" + }, + { + "code": "10728", + "encounter_code": "blight", + "encounter_position": 1, + "faction_code": "mythos", + "flavor": "The sores won't heal on their own, and emit a sharp chemical scent.", + "illustrator": "Tiziano Baracchi", + "name": "Enervation", + "pack_code": "fhvc", + "position": 228, + "quantity": 2, + "text": "Revelation - Test [combat] (5). Reduce the difficulty of this test by 1 for each damage on you. If you fail, you must either take 2 damage, or choose the card with the highest printed cost in your hand and discard it.", + "traits": "Hazard. Blight.", + "type_code": "treachery" + }, + { + "code": "10729", + "encounter_code": "blight", + "encounter_position": 3, + "faction_code": "mythos", + "illustrator": "Peter Polach", + "name": "Dessication", + "pack_code": "fhvc", + "position": 229, + "quantity": 2, + "text": "Revelation - Put Dessication into play next to the agenda deck.\nAs an additional cost for an investigator to play a card, they must take 1 damage.\nForced - At the end of the round: Discard 1 copy of Dessication from play. (Max once per round.)", + "traits": "Blight.", + "type_code": "treachery" + }, + { + "code": "10730", + "encounter_code": "refractions", + "encounter_position": 1, + "faction_code": "mythos", + "illustrator": "Brian Valenzuela", + "name": "Empyrean Brilliance", + "pack_code": "fhvc", + "position": 230, + "quantity": 2, + "text": "(Day [day]) Revelation - Test [willpower] (2). Increase the difficulty of this test by 2 if you have 5 or more cards in hand. If you fail, choose and discard 2 cards from your hand.\n(Night [night]) Revelation - Discard 1 card at random from your hand. Test [willpower] (X). X is that card's printed cost. If you fail, take 2 horror.", + "traits": "Power. Colour.", + "type_code": "treachery" + }, + { + "code": "10731", + "encounter_code": "refractions", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "Who do you see beyond the veil?", + "illustrator": "Brian Valenzuela", + "name": "Captivating Gleam", + "pack_code": "fhvc", + "position": 231, + "quantity": 3, + "text": "Surge.\nRevelation – Put Captivating Gleam into play in your threat area. Limit 1 per investigator.\nForced – If you have no cards in hand: Take 5 horror and discard Captivating Gleam.", + "traits": "Power. Colour.", + "type_code": "treachery" + }, + { + "code": "10732", + "encounter_code": "the_forest", + "encounter_position": 1, + "enemy_evade": 1, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Rob Laskey", + "name": "Poisonblossom", + "pack_code": "fhvc", + "position": 232, + "quantity": 2, + "text": "Retaliate.\n(Day [day]) Poisonblossom gets +1 health and +1 damage value for each overgrowth on it.\n(Night [night]) Poisonblossom gets +1 fight and +1 damage value for each overgrowth on it.\nForced – At the end of the round: Place 1 resource on Poisonblossom, as overgrowth.", + "traits": "Creature. Flora. Mutated.", + "type_code": "enemy" + }, + { + "code": "10733", + "encounter_code": "the_forest", + "encounter_position": 3, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 1, + "faction_code": "mythos", + "flavor": "Don't even try to pet it.", + "health": 2, + "illustrator": "Carlos Palma Cruchaga", + "name": "Forest Watcher", + "pack_code": "fhvc", + "position": 233, + "quantity": 2, + "text": "Aloof. (Night [night]) Elusive.\nSpawn – Any location (empty, if able).\nForced – After Forest Watcher enters play: Place 1 doom on it.", + "traits": "Creature. Flora. Mutated.", + "type_code": "enemy" + }, + { + "code": "10734", + "encounter_code": "the_forest", + "encounter_position": 5, + "enemy_damage": 2, + "enemy_evade": 4, + "enemy_horror": 1, + "enemy_fight": 3, + "faction_code": "mythos", + "flavor": "Half the majestic creature's flesh has been replaced with vascular, bark-like tissue.", + "health": 5, + "illustrator": "Peter Polach", + "name": "Cochleal Stag", + "pack_code": "fhvc", + "position": 234, + "quantity": 1, + "text": "Elusive. (Night [night]) Hunter.\nEach investigator at Cochleal Stag's location and each connecting location gets -2 to all skills during the mythos phase.", + "traits": "Creature. Monster. Flora. Mutated.", + "type_code": "enemy" + }, + { + "code": "10735", + "encounter_code": "the_forest", + "encounter_position": 6, + "faction_code": "mythos", + "illustrator": "Rob Laskey", + "name": "Bloom", + "pack_code": "fhvc", + "position": 235, + "quantity": 2, + "text": "Revelation - Choose the nearest [[Flora]] enemy and heal all damage from it (if that enemy is [[Elite]], heal 2 [per_investigator] damage from it instead). If no damage was healed by this effect, discard cards from the top of the encounter deck until a [[Flora]] card is discarded and draw it.", + "traits": "Power.", + "type_code": "treachery" + }, + { + "code": "10736", + "encounter_code": "the_forest", + "encounter_position": 8, + "faction_code": "mythos", + "illustrator": "Carlos Palma Cruchaga", + "name": "Wall of Thorns", + "pack_code": "fhvc", + "position": 236, + "quantity": 2, + "text": "Revelation - Attach Wall of Thorns to the nearest location without Wall of Thorns attached.\n(Day [day]) Forced - When you move into attached location: Take 2 damage. Discard Wall of Thorns.\n(Night [night]) Forced - When you move into or out of attached location: Take 1 damage.", + "traits": "Hazard. Flora.", + "type_code": "treachery" + }, + { + "code": "10737", + "encounter_code": "the_forest", + "encounter_position": 10, + "faction_code": "mythos", + "flavor": "\"...even the herbivores seem to have developed an unusual ability to plan, coordinate, and hunt.\"\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "illustrator": "Carlos Palma Cruchaga", + "name": "Call of the Wild", + "pack_code": "fhvc", + "position": 237, + "quantity": 2, + "text": "Revelation - Test [agility] (3). If you fail, choose the nearest enemy. That enemy attacks you. If you failed and no enemy was chosen, take 2 damage instead.", + "traits": "Terror.", + "type_code": "treachery" + }, + { + "code": "10738", + "encounter_code": "myconids", + "encounter_position": 1, + "enemy_evade": 3, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "flavor": "\"...and their spores smell of rotting meat.\"\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "health": 2, + "illustrator": "Walter Brocca", + "name": "Black Amanita", + "pack_code": "fhvc", + "position": 238, + "quantity": 2, + "text": "(Day [day]) Aloof. (Night [night]) Massive.\nForced - After you discover a clue at Black Amanita's location or a connecting location, if it is ready: Take 1 direct horror.", + "traits": "Flora. Mutated.", + "type_code": "enemy" + }, + { + "code": "10739", + "encounter_code": "myconids", + "encounter_position": 3, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 4, + "enemy_horror": 1, + "faction_code": "mythos", + "flavor": "The lichens animate the fleshless bones.", + "health": 4, + "illustrator": "Carlos Palma Cruchaga", + "name": "Corpse Lichen", + "pack_code": "fhvc", + "position": 239, + "quantity": 1, + "text": "(Day [day]) Corpse Lichen cannot move. (Night [night]) Hunter. Alert.\nForced - After Corpse Lichen attacks: Heal 1 damage from it.", + "traits": "Humanoid. Monster. Flora. Mutated.", + "type_code": "enemy" + }, + { + "code": "10740", + "encounter_code": "myconids", + "encounter_position": 4, + "faction_code": "mythos", + "illustrator": "Aleksander Karcz", + "name": "Psychotropic Spores", + "pack_code": "fhvc", + "position": 240, + "quantity": 2, + "text": "Revelation - Put Psychotropic Spores into play in your threat area. Limit 1 per investigator.\nForced - The first time you draw 1 or more cards from your deck each round: Take 1 direct horror.\n[action]: Test [intellect] (3). If you succeed, discard Psychotropic Spores. (You may take 1 direct horror for this test to automatically succeed.)", + "traits": "Hazard. Flora.", + "type_code": "treachery" + }, + { + "code": "10741", + "encounter_code": "mutations", + "encounter_position": 1, + "faction_code": "mythos", + "illustrator": "Carlos Palma Cruchaga", + "name": "Sudden Mutation", + "pack_code": "fhvc", + "position": 241, + "quantity": 2, + "text": "Revelation - Attach to the nearest non-[[Elite]] enemy. If you cannot, search the encounter deck and discard pile for a [[Mutated]] enemy and draw it.\nForced – When attached enemy is defeated: Discard cards from the top of the encounter deck until an enemy is discarded and spawn it at this location.", + "traits": "Power. Colour.", + "type_code": "treachery" + }, + { + "code": "10742", + "encounter_code": "mutations", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "\"It is not the strongest of the species that survives, not the most intelligent that survives. It is the one that is most adaptable to change\"\n - Charles Darwin", + "illustrator": "Linda Berkvist", + "name": "Unnatural Growth", + "pack_code": "fhvc", + "position": 242, + "quantity": 2, + "text": "Revelation - Place 1 doom on the nearest enemy with no doom on it. If no doom was placed by this effect, discard 2 cards at random from your hand.", + "traits": "Curse.", + "type_code": "treachery" + }, + { + "code": "10743", + "encounter_code": "fire", + "encounter_position": 1, + "faction_code": "mythos", + "illustrator": "Carlos Palma Cruchaga", + "name": "Fire!", + "pack_code": "fhvc", + "position": 243, + "quantity": 5, + "text": "Revelation - Attach Fire! to the nearest location with no copy of Fire! attached (connected to a location with Fire! attached, if able).\n[action]: Test [agility] (4). If you succeed, discard Fire!\nForced – At the end of the round: Each card with health at this location takes 1 direct damage.", + "traits": "Hazard.", + "type_code": "treachery" } -] \ No newline at end of file +] diff --git a/schema/card_schema.json b/schema/card_schema.json index a883bfdb6..d7510973a 100644 --- a/schema/card_schema.json +++ b/schema/card_schema.json @@ -154,15 +154,15 @@ "type": "string" }, "skill_agility": { - "minimum": 0, + "minimum": -2, "type": "integer" }, "skill_combat": { - "minimum": 0, + "minimum": -2, "type": "integer" }, "skill_intellect": { - "minimum": 0, + "minimum": -2, "type": "integer" }, "skill_wild": { @@ -170,7 +170,7 @@ "type": "integer" }, "skill_willpower": { - "minimum": 0, + "minimum": -2, "type": "integer" }, "sanity": { diff --git a/translations/fr/pack/fhv/fhvc.json b/translations/fr/pack/fhv/fhvc.json new file mode 100644 index 000000000..b16214462 --- /dev/null +++ b/translations/fr/pack/fhv/fhvc.json @@ -0,0 +1,168 @@ +[ + { + "code": "10522", + "name": "Éclat Prismatique", + "subname": "Météorite Extraterrestre", + "text": "Utilisations (4 luminescences).\n[reaction] Quand un effet d'une carte Scénario devrait défaussez n'importe quel nombre de cartes de votre main, inclinez Éclat Prismatique et dépensez 1 luminescence : ignorez cet effet et piochez le même nombre de cartes à la place.", + "traits": "Objet. Relique. Couleur." + }, + { + "code": "10548", + "name": "Petite Sylvie", + "subname": "Un Souvenir Fêlé", + "text": "[reaction] Après que la Petite Sylvie a été défaussée de votre main ou de votre deck : jouez-la (en payant son coût).\n[reaction] Lorsqu'un effet de carte Scénario devrait défausser une carte de votre main ou de votre deck, inclinez la Petite Sylvie : placez cette carte au-dessus de votre deck, à la place.", + "traits": "Objet. Charme. Maudit.", + "slot": "Accessory" + }, + { + "code": "10642", + "name": "Ajax", + "subname": "Fidèle Monture", + "text": "Votre première action chaque round ne provoque pas d'attaque d'opportunité.\n[action] Inclinez Ajax : Se déplacer. Soit vous vous déplacez deux fois, soit vous choisissez n'importeriez quel lieu [[Champ]] et vous vous déplacez vers lui.\n[action] Si Ajax est dans votre lieu : prenez-en le contrôle. N'importe quel joueur dans le lieu d'Ajax a le droit de déclencher cette capacité.", + "traits": "Allié. Créature.", + "slot": "Ally" + }, + { + "code": "10662a", + "name": "Émissaire Cosmique", + "subname": "Les Abysses", + "text": "Massif.\nNe peut pas effectuer d'attaques d'opportunité.\nForcé – Quand vous combattez ou échappez à cet ennemi avec succès : à la place de le blesser ou de l'incliner, cet ennemi n'attaque pas pendant la phase des Ennemis à ce round.", + "traits": "Émissaire. Couleur. Élite." + }, + { + "code": "10663a", + "name": "Émissaire Cosmique", + "subname": "Le Spectre", + "text": "Massif. Riposte.\nNe peut pas effectuer d'attaques d'opportunité.\nForcé – Quand vous combattez ou échappez à cet ennemi avec succès : à la place de le blesser ou de l'incliner, cet ennemi n'attaque pas pendant la phase des Ennemis à ce round.", + "traits": "Émissaire. Couleur. Élite." + }, + { + "code": "10664a", + "name": "Émissaire Cosmique", + "subname": "Le Miasme", + "text": "Massif. Alerte.\nNe peut pas effectuer d'attaques d'opportunité.\nForcé – Quand vous combattez ou échappez à cet ennemi avec succès : à la place de le blesser ou de l'incliner, cet ennemi n'attaque pas pendant la phase des Ennemis à ce round.", + "traits": "Émissaire. Couleur. Élite." + }, + { + "code": "10665a", + "name": "Émissaire Cosmique", + "subname": "La Luminescence", + "text": "Massif.\nNe peut pas effectuer d'attaques d'opportunité.\nForcé – Quand vous combattez ou échappez à cet ennemi avec succès : à la place de le blesser ou de l'incliner, cet ennemi n'attaque pas pendant la phase des Ennemis à ce round.", + "traits": "Émissaire. Couleur. Élite." + }, + { + "code": "10685", + "name": "La Malédiction des Hemlock", + "subname": "Faim Insatiable", + "text": "Les icônes de cette compétence se soustraient à votre valeur au lieu de s'ajouter. En cas d'échec de ce test de compétence, défaussez chaque carte de votre main.\nForcé - À la fin de votre tour, si La Malédiction des Hemlock est dans votre main : défaussez 1 carte prise au hasard de votre main.", + "traits": "Décrépitude. Couleur." + }, + { + "code": "10693", + "name": "Mère Rachel", + "subname": "Matrone Bienveillante", + "text": "Tant que vous contrôlez Mère Rachel, vous avez 1 emplacement d'arcane supplémentaire.\n[action] : Discussion. Effectuez un test de [willpower](2). En cas de réussite, ([codex] 1).\nForcé - Après que Mère Rachel a été vaincue : mettez-la de côté, hors-jeu. Dans votre carnet de campagne, diminuez son Niveau de Relation.", + "traits": "Habitant." + }, + { + "code": "10694", + "name": "Leah Atwood", + "subname": "Cuisinière de Vale", + "text": "Tant que vous contrôlez Leah Atwood, vous gagnez +1 [combat].\n[action] : Discussion. Effectuez un test de [combat](2). En cas de réussite, ([codex] 2).\nForcé - Après que Leah Atwood a été vaincue : mettez-la de côté, hors-jeu. Dans votre carnet de campagne, diminuez son Niveau de Relation.", + "traits": "Habitant." + }, + { + "code": "10695", + "name": "Simeon Atwood", + "subname": "Fieffé Farceur", + "text": "Tant que vous contrôlez Simeon Atwood, vous gagnez +1 [agility].\n[action] : Discussion. Effectuez un test de [agility](2). En cas de réussite, ([codex] 3).\nForcé - Après que Simeon Atwood a été vaincu : mettez-le de côté, hors-jeu. Dans votre carnet de campagne, diminuez son Niveau de Relation.", + "traits": "Habitant." + }, + { + "code": "10696", + "name": "William Hemlock", + "subname": "Poète Amateur", + "text": "Tant que vous contrôlez William Hemlock, vous gagnez +1 [intellect].\n[action] : Discussion. Effectuez un test de [intellect](2). En cas de réussite, ([codex] 4).\nForcé - Après que William Hemlock a été vaincu : mettez-le de côté, hors-jeu. Dans votre carnet de campagne, diminuez son Niveau de Relation.", + "traits": "Habitant." + }, + { + "code": "10697", + "name": "River Hawthorne", + "subname": "Coqueluche de New York", + "text": "Tant que vous contrôlez River Hawthorne, vous gagnez +1 [willpower].\n][action] : Discussion. Effectuez un test de [willpower] ou de [intellect] (3). En cas de réussite, ([codex] 5).\nForcé - Après que River Hawthorne a été vaincue : mettez-la de côté, hors-jeu. Dans votre carnet de campagne, diminuez son Niveau de Relation.", + "traits": "Habitant." + }, + { + "code": "10698", + "name": "Gideon Mizrah", + "subname": "Vieux Loup de Mer", + "text": "Tant que vous contrôlez Gideon Mizrah, yous avez 1 emplacement d'accessoire supplémentaire.\n[action] [action]: Discussion. ([codex] 6).\nForcé - Après que Gideon Mizrah a été vaincu : mettez-le de côté, hors-jeu. Dans votre carnet de campagne, diminuez son Niveau de Relation.", + "traits": "Habitant." + }, + { + "code": "10699", + "name": "Judith Park", + "subname": "Les Muscles", + "text": "Tant que vous contrôlez Judith Park, vous avez le droit d'effectuer une action supplémentaire lors de votre tour, qui peut seulement être utilisée pour combattre.\n[action] Dépensez X ressources, X étant le numéro du jour en cours : Discussion. ([codex] 7).\nForcé - Après que Judith Park a été vaincue : mettez-la de côté, hors-jeu. Dans votre carnet de campagne, diminuez son Niveau de Relation.", + "traits": "Habitant." + }, + { + "code": "10700", + "name": "Theo Peters", + "subname": "Touche à Tout", + "text": "Tant que vous contrôlez Theo Peters, vous avez le droit d'effectuer une action supplémentaire à votre tour, qui peut être utilisée seulement pour vous déplacer.\n[action] Choisissez et défaussez X cartes de votre main, X étant le numéro du jour en cours : Discussion. ([codex] 8).\nForcé - Après que Theo Peters a été vaincu : mettez-le de côté, hors-jeu. Dans votre carnet de campagne, diminuez son Niveau de Relation.", + "traits": "Habitant." + }, + { + "code": "10701", + "name": "Bertie Musgrave", + "subname": "Un Véritable Esthète", + "text": "Tant que vous contrôlez Bertie Musgrave, vous gagnez +1 vie et + 1 santé mentale.\n[fast] Subissez soit 1 dégât et inclinez Bertie Musgrave : Discussion. Piochez 1 carte ([codex] Ω).\nForcé - Après que Bertie Musgrave a été vaincu : mettez-le de côté, hors-jeu. Dans votre carnet de campagne, diminuez son Niveau de Relation.", + "traits": "Habitant." + }, + { + "code": "10702", + "flavor": "« Si les plus forts doivent survivre, alors j’ai l’intention de survivre. »", + "name": "Dr Rosa Marquez", + "subname": "Excelle Dans son Domaine", + "text": "« Tant que vous contrôlez le Dr Rosa Marquez, vous gagnez +1 [intellect] et +1 [agility].\n[reaction] Après que vous avez découvert le dernier indice de votre lieu ([codex] Ω).", + "traits": "Allié. Miskatonic. Voyageur.", + "slot": "Ally" + }, + { + "code": "10703", + "flavor": "« Le changement est inéluctable. La question est de savoir comment le tempérer. »", + "name": "Helen Peters", + "subname": "La Sœur aînée", + "text": "(Jour [day]) Vous gagnez +1 [combat]. (Nuit [night]) Vous gagnez +1 [agility].\n[reaction] Après que vous êtes entré dans un lieu, inclinez Helen Peters et infligez-lui 1 dégât : choisissez un ennemi non-[[Élite]] dans votre lieu et échappez-lui automatiquement.", + "traits": "Allié. Chasseur.", + "slot": "Ally" + + }, + { + "code": "10713", + "flavor": "La pierre est lisse et érodée.", + "name": "Pierre Polie", + "subname": "Objet de Protection", + "text": "Rapide.\n[reaction] Quand un effet de carte de scénario défausse la Pierre Polie de votre main : piochez 3 cartes. (Limite d'une fois par partie.)", + "traits": "Objet. Charme. Béni.", + "slot": "Accessory" + }, + { + "code": "10714", + "flavor": "Une poupée Abenaki traditionnelle fabriquée à l'effigie de Mère Rachel.", + "name": "Poupée en Feuille de Maïs", + "subname": "Symbole d'Innocence", + "text": "Rapide. Utilisations (3 souhaits).\n[reaction] Quand 1 pion [skull] ou [tablet] est révélé dans votre lieu, dépensez 1 souhait et inclinez la Poupée en Feuille de Maïs : traitez ce pion comme un pion [cultist] à la place.", + "traits": "Objet. Charme.", + "slot": "Accessory" + }, + { + "code": "10715", + "name": "Le Journal des Pearl", + "subname": "Un Récit Glaçant", + "text": "(Jour [day]) Vous gagnez +1 [intellect]. (Nuit [night]) Vous gagnez +1 [willpower].\n[reaction] Après qu'un investigateur dans votre lieu a pioché une carte [[Décrépitude]] ou [[Pouvoir]] du deck Rencontre, inclinez Le Journal des Pearl : cet investigateur pioche 1 carte.", + "traits": "Objet. Livre.", + "slot": "Hand" + } +] diff --git a/translations/fr/pack/fhv/fhvp.json b/translations/fr/pack/fhv/fhvp.json index 83a4c51f5..33915d161 100644 --- a/translations/fr/pack/fhv/fhvp.json +++ b/translations/fr/pack/fhv/fhvp.json @@ -259,7 +259,7 @@ "code": "10034", "name": "Lame Bénie", "slot": "Main", - "text": "[action]: Combattre. Vous gagnez +2 [combat] pour cette attaque. En cas de réussite, elle inflige +1 dégât. Renvoyez dans la la réserve du Chaos chaque pion [bless] révélé lors de cette attaque. Avant de révéler le(s) pion(s) Chaos pour cette attaque, vous avez le droit d'incliner la Lame Bénie para ajouter 2 pions [bless] à la réserve du Chaos.", + "text": "[action]: Combattre. Vous gagnez +2 [combat] pour cette attaque. En cas de réussite, elle inflige +1 dégât. Renvoyez dans la la réserve du Chaos chaque pion [bless] révélé lors de cette attaque. Avant de révéler le(s) pion(s) Chaos pour cette attaque, vous avez le droit d'incliner la Lame Bénie pour ajouter 2 pions [bless] à la réserve du Chaos.", "traits": "Objet. Arme. Corps-à-corps. Béni." }, { diff --git a/types.json b/types.json index 50844cfcd..de90a0969 100644 --- a/types.json +++ b/types.json @@ -46,5 +46,9 @@ { "code": "key", "name": "Key" + }, + { + "code": "enemy_location", + "name": "Enemy-Location" } ]