Sventura
Terror.
Revelation - Put Glowing Eyes into play in your threat area.
Forced - At the end of the round: Take 1 horror for each card in your threat area, to a maximum of 3 horror. Discard Glowing Eyes.

Sventura
Scheme.
Revelation - Attach Hunted by Corsairs to the current act.
Forced - When the act advances: Each investigator takes 2 damage.
Attached act gains: ": Test (4) to outwit the Corsairs or (4) to sneak past them. If you succeed, discard Hunted by Corsairs."

Sventura
Curse.
Revelation - Put Indescribable Apparition into play in your threat area.
You get -1 to each of your skills while The Unnamable is at your location.
: Discard Indescribable Apparition.

Sventura
Terror.
Peril. Hidden.
Revelation - Secretly add this card to your hand.
You cannot play cards or trigger abilities on player cards with an odd printed resource cost.
Discard a player card with an even printed resource cost from your hand: Discard this card from your hand.

Sventura
Terror.
Peril. Hidden.
Revelation - Secretly add this card to your hand.
You cannot commit cards to skill tests with an odd number of total skill icons on them.
Discard a player card with an even number of total skill icons from your hand: Discard this card from your hand.

Sventura
Terror.
Peril. Hidden.
Revelation - Secretly add this card to your hand.
You cannot play cards or commit cards to skill tests with an odd number of words in their title. (A word is any text separated by spaces.)
Discard a player card with an even number of words in its title from your hand: Discard this card from your hand.

Sventura
Hazard.
Revelation - Each investigator loses 1 resource. Each investigator at a Vale or Depths location chooses and discards 1 card from their hand. Each investigator at a Depths location loses 1 action.

Sventura
Blunder.
Surge.
Revelation - Each investigator at an Enchanted Woods location tests (3). Each investigator who fails loses 1 action and takes 1 horror.

Sventura
Scheme.
Revelation - Attach to your location.
: Test (3) to lose the patrol. If you succeed, discard Lunar Patrol.
Forced - When an investigator leaves attached location: Raise that investigator's alarm level by 1.

Sventura
Power.
Revelation - If 1 or more copies of Nyarlathotep are in your hand, reveal them. Each one attacks you and is shuffled into the encounter deck. If Nyarlathotep is in play, he moves and attacks as if it were the enemy phase. If no copies of Nyarlathotep attack as a result of this effect, Myriad Forms gains surge.

Sventura
Terror.
Revelation - Put Night Terrors into play in your threat area.
Forced - After you fail a skill test: Reveal the top 3 cards of your deck. Draw each weakness revealed this way and remove the other cards from the game.
If Night Terrors is in your threat area: Test (4). After this test ends, discard Night Terrors (even if you fail).

Sventura
Hazard.
Revelation - Perform an infestation test. If you are at an infested location, treat each token you reveal as a token instead.

Sventura
Power.
Revelation - Put Prismatic Phenomenon into play in your threat area.
The first time you perform one of the following actions (draw, resource, or play) each round, it costs 1 additional action.
Forced - After you successfully investigate a location: Instead of discovering clues, discard Prismatic Phenomenon.

Sventura
Curse.
Peril. Hidden.
Revelation - Secretly add this card to your hand.
You cannot commit more than 1 card to skill tests each round.
: Discard Restless Journey and test (3). If you fail, place 1 doom on the current agenda. This effect can cause the current agenda to advance.

Sventura
Curse.
Peril. Hidden.
Revelation - Secretly add this card to your hand.
You cannot commit more than 1 card to skill tests each round.
: Discard Restless Journey and test (3). If you fail, place 1 doom on the current agenda. This effect can cause the current agenda to advance.

Sventura
Curse.
Peril. Hidden.
Revelation - Secretly add this card to your hand.
You cannot commit more than 1 card to skill tests each round.
: Discard Restless Journey and test (3). If you fail, place 1 doom on the current agenda. This effect can cause the current agenda to advance.

Sventura
Scheme.
Revelation - Test (3). If you fail, take 1 horror and put Secrets in the Attic into play next to the agenda deck.
abilities on locations cannot be triggered.
Forced - At the end of the round: Discard 1 copy of Secrets in the Attic from play. (Max once per round.)

Sventura
Curse.
Revelation - Test (2). This test gets +1 difficulty for each damage on the scenario reference card. If you fail, take 1 damage and 1 horror.

Sventura
Obstacle.
Revelation - Attach to your location.
Each Spider enemy at attached location gains retaliate and alert. Investigators cannot move out of attached location.
: Test (3) or (3). If you succeed, discard Sickening Webs.

Sventura
Terror.
Revelation - Test (5). For each point you fail by, take 1 horror, to a maximum of 3 horror. For the purposes of counting icons committed to this skill test, , , and icons count as matching icons, and and icons count as 2 matching icons.
