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Revelation ﾖ Choose a location where there is at least 1 investigator. Place 1 doom on that location. Each investigator at the chosen location takes 1 horror.
Revelation ﾖ You must either (choose one):
ﾖPlace 1 doom on your location and discard Ancestral Fear (instead of placing it in the victory display).
ﾖPlace Ancestral Fear in the victory display.
Revelation ﾖ Put Deep Dark into play next to the agenda deck.
No more than 1 clue may be discovered from each location by each investigator each round.
Forced ﾖ At the end of the round: Discard 1 copy of Deep Dark from play. (Max once per round.)
Brotherhood Cultist gets +1 fight and +1 evade for each doom on it.
Forced ﾖ When you initiate an attack against Brotherhood Cultist: Place 1 doom on Brotherhood Cultist.
Revelation ﾖ If there are no Cultist enemies in play, take 1 horror and Shadowed gains surge. Otherwise, find the Cultist enemy nearest to you. Place 1 doom on that enemy and test [Willpower] (X), where X is that enemyﾒs fight value. If you fail, take 2 horror.
Revelation ﾖ Put Words of Power into play in your threat area.
If there are 1 or more enemies at your location with doom on them, you cannot damage those enemies or discover clues at your location.
[Action] [Action]: Discard Words of Power.
Prey ﾖ Poisoned investigator.
While Fang of Yig is engaged with a poisoned investigator, that investigator cannot play cards or commit cards to skill tests.
Revelation ﾖ Put Snakescourge into play in your threat area. If you are poisoned, Snakescourge gains surge.
Treat each of your non-weakness Item assets as if its text box were blank (except for Traits).
Forced ﾖ At the end of the round: Discard Snakescourge.
Revelation ﾖ You must either (choose one): Put a set-aside Poisoned weakness into play in your threat area, or draw the top 2 cards of the encounter deck.
Revelation ﾖ Each investigator who is poisoned takes 1 damage.
Limit 1 per investigator. Limit 1 per deck.
You are poisoned. (This has no game effect on its own. Other card effects may change or become stronger while you are poisoned.)
Play only as your first action.
Heal 1 damage (2 instead if you drew a treachery this round). Then, draw 1 card.
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