Conditions are a type of double-sided Card that can be gained through various effects. An investigator cannot look at the back of Conditions unless an effect allows him to. Unlike most other cards, conditions cannot be traded between investigators unless some rare exceptions, like an investigator having an Alter Fate spell. Most conditions are detrimental, with the exception of the Boons, Talents, and some Deal conditions, which are beneficial.
Gaining Conditions[]
Some effects instruct an investigator to gain a condition with a specific trait (for example, "Gain 1 Madness Condition"). The investigator searches that card type's deck then discard pile for the first card matching specified trait and gains that card. Then he shuffles the deck. An investigator that gains a Condition in this way searches the deck for the first card matching the specified trait he does not already have and gains that card. An investigator cannot gain a copy of a Condition that he already has. An investigator cannot choose to gain a copy of a Condition that he already has.[1]
If he has a Condition that would "flip instead" when he gains another Condition with the same name, such as Blessed, Cursed or Hypothermia, and is looking for a Condition sharing a trait with it, he would not be able to flip his Condition. He would continue to search for a Condition with that trait that he does not already have.[2]
- If Wendy Adams gains a non-Deal Condition, she may choose to not gain this card, once per round.
- Jacqueline Fine may look at the back a non-Common Condition another investigator gains, once per round.
Condition Deck Management[]
The conditions deck should contain all conditions, not separated by trait. Like with all other double-sided card decks, conditions should be drawn from the bottom of the deck going up. If a condition of a specific name or trait is required, search the deck from the bottom up for the first condition satisfying the requirements, and then shuffle the deck afterwards.
Rulings, clarifications, and reminders[]
- Some Conditions allow an investigator to perform unique actions as described on the card.
- If a Condition’s effect does not list a limit, it may only be used once per instance of the triggered event.
Traits[]
Each condition has one or more traits associated with it. Effects may reference these condition traits, in which case the players will only deal with a subset of the conditions.
Bane[]
- Main article: Bane
Bane conditions are mystic detriments to the Investigator. The four Bane conditions are Cursed, Haunted, Blight, and Corruption.
Boon[]
- Main article: Boon
Boon conditions are holy benefits to the Investigator. The original Blessed condition is arguably one of the strongest effects to have, as it increases the odds of any successful dice roll from 33% to 50%. In the Strange Remnants expansion, the Righteous condition was introduced. It provides a much lower benefit than Blessed, but can be invoked during a Reckoning for a very powerful advantage at the cost of discarding the Condition. In the Masks of Nyarlathotep expansion, the Living Link condition was introduced that gives a boost to all skills, and a powerful flip effect on a Reckoning that will not cause you to lose the Condition.
Deal[]
- Main article: Deal
Deal conditions represent bargaining with forces both mundane and supernatural, and are the most varied of cards. The Debt, Agreement, and Dark Pact conditions are all negative conditions, while the Funding and Promise of Power conditions are all positive conditions. Typically, these cards trigger during a Reckoning, but a Debt or Agreement can be removed before triggering by passing a check.
Exposure[]
- Main article: Exposure
There is only one Exposure condition in the game, Hypothermia, which was introduced with the Mountains of Madness expansion. It is similar to an Illness.
Illness[]
- Main article: Illness
Illness conditions are medical afflictions that can harm the investigator. They can only be discarded by succeeding a test or die roll as a result of a Rest action. All Illness conditions also have negative Reckoning effects which do not remove the condition. The three Illness conditions are Diseased, Infection, and Poisoned.
Injury[]
- Main article: Injury
Injury conditions are physical ailments that harm the investigator. They are similar to Illness conditions in the fact that they can only be discarded by a Rest action followed by a die roll. However, all Injury conditions test for their Reckoning effect, and flip upon failure. There are four Injury conditions: Head Injury, Leg Injury, Internal Injury, and Back Injury.
Madness[]
- Main article: Madness
Madness conditions are psychological problems that can affect the Investigator. They are similar to Illness and Injury in the sense that they can discard on a Rest action, but they usually require a die roll rather than a test. All Madness conditions except Despair have tests on Reckoning which flip the card upon failure. The Madness conditions are: Hallucinations, Despair, Amnesia, Hunger, Terror, and Paranoia.
Pursuit[]
- Main article: Pursuit
Pursuit conditions are harring trials tied to locations, and when a player Travels, they can attempt to remove the condition through a straight die roll. The player is unable to Acquire Assets as long as they have the condition. On a Reckoning, is to be tested to avoid failure.
Restriction[]
- Main article: Restriction
Restrictions are effects that block a character from moving or undertaking the Action Phase. There are two restriction conditions in the game: Detained and Lost in Time and Space. These two conditions nullify an investigator's action phase, and flip upon encounter. In the case of the Detained condition, investigators may perform a Local Action to test in order to free the Detained investigator. In the case of Lost in Time and Space, the investigator is entirely removed from the game until his encounter phase.
Talent[]
- Main article: Talents
Talents are innate abilities similar to Glamour Spells. A few require a skill tests in order to function. Once invoked, they generally require flipping the card, which can result in benefits or costs including losing the Talent.
Common[]
There is only one Common condition in the game, Debt.
List of Conditions[]
There are 48 Conditions (215 cards) across the base game and all expansions.
Card | Name | Traits | Set[3] | Variants |
---|---|---|---|---|
Agreement | Deal | 4 | ||
Amnesia | Madness | 6 | ||
Attuned | Talent | 2 | ||
Back Injury | Injury | 5 | ||
Blessed | Boon | 11 | ||
Blight | Bane | 4 | ||
Composed | Talent — Boon | 2 | ||
Corruption | Bane | 8 | ||
Cursed | Bane | 11 | ||
Dark Pact | Deal | 9 | ||
Debt | Deal — Common | 14 | ||
Despair | Madness | 4 | ||
Detained | Restriction | 5 | ||
Diseased | Illness | 4 | ||
Elusive | Talent | 4 | ||
Funding | Deal | 4 | ||
Guts | Talent | 2 | ||
Hallucinations | Madness | 5 | ||
Haunted | Bane | 4 | ||
Head Injury | Injury | 4 | ||
Headstrong | Talent | 4 | ||
Hunger | Madness | 4 | ||
Hunted | Pursuit | 4 | ||
Hypothermia | Exposure | 8 | ||
Infection | Illness | 4 | ||
Internal Injury | Injury | 5 | ||
Leg Injury | Injury | 4 | ||
Living Link | Boon | 4 | ||
Lost in Time and Space | Restriction | 8 | ||
Martial Prowess | Talent | 4 | ||
Meditation | Talent | 2 | ||
Moxie | Talent | 2 | ||
Paranoia | Madness | 4 | ||
Perceptive | Talent | 2 | ||
Poisoned | Illness | 4 | ||
Practiced | Talent | 4 | ||
Promise of Power | Deal | 4 | ||
Quick Study | Talent | 4 | ||
Relentless | Talent | 2 | ||
Resilient | Talent | 4 | ||
Righteous | Boon | 4 | ||
Rugged | Talent | 2 | ||
Silver Tongued | Talent | 2 | ||
Skulduggery | Talent | 2 | ||
Studious | Talent | 2 | ||
Terror | Madness | 4 | ||
Visions | Talent | 2 | ||
Wanted | Pursuit | 4 |
References[]
- ↑ FAQ p. 1.
- ↑ Official answer from Nikki Valens for gaining Conditions on BoardGameGeek.
- ↑ First appearance.