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[Action]: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.
Objective ﾖ When the round ends, investigators at any non-Campsite locations may spend the requisite number of clues, as a group, to advance.
Objective ﾖ If Ichtaca is defeated, advance.
Objective ﾖ If there are 1[per investigator] clues on Ichtaca, place her in the victory display and advance.
Each Eztli Guardian enemy cannot attack or be attacked. Ignore the effects of each Arrows from the Trees treachery.
Objective ﾖ Only investigators at the Ruins of Eztli can spend the requisite number of clues, as a group, to advance.
Each Eztli Guardian enemy gets +1 fight and +1 evade. Each Arrows from the Trees treachery gains surge.
You get +1 skill value while investigating an Ancient location.
[Action] If you are at an Ancient location, exhaust Alejandro Vela: Draw 2 cards.
[Action]: Parley. Test [Intellect] (4) to convince Ichtaca you are not her enemy. If you succeed, place 1 clue (from the token bank) on her. If you fail and Ichtaca is ready, she attacks you.
Forced ﾖ After you fail a skill test while investigating Ruins of Eztli: Draw the top card of the encounter deck.
[Skull] : ﾖ1 (ﾖ3 instead if there is doom on your location).
[Cultist] or [Tablet]: ﾖX. X is the number of locations with doom on them.
[Elder Thing]: Reveal another chaos token. If you fail, place 1 doom on your location.
*This agenda gets +1[per investigator] doom threshold.
Forced ﾖ When this agenda advances: Do not remove doom from each location in play.
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