Sanctum Doorway - Back

Beyond a stone archway lies an unmarked iron door, mocking you with untold secrets and hidden truths.


Lodge. Sanctum.

Карти контактів
Shroud: 3. Clues: 2.

Forced - When the round ends: Each investigator and each Ally asset in the Ceremony Room takes 1 direct horror. Cancel this effect if an investigator in the Ceremony Room controls the key.

Victory 2.
At the center of this room lies an ornately carved stone altar. Blood drains from the altar through a series of channels in the mosaic stone floor.
Robert Laskey
For the Greater Good #214. For the Greater Good #18.
Ceremony Room
Ceremony Room


No faqs yet for this card.


So you're playing your game as normal. You've completed the first two acts. You know what you need to do to complete the third and final act. There are three enemies on the board and two MAYBE three more rounds worth of doom left on the agenda. It's tight, but you can win if you just stick to the plan. And then you look and there's these two locations that don't seem to have anything to do with the scenario. Why is this even here? And you read the text on the back...

I don't imagine a lot of people would be reading reviews of individual location cards on here, but this particular one is proof of how brilliantly this game is designed. The creaters knew exactly what both the game state and your own state of mind would be when you are considering going there. In its first play through, it stokes the players' curiosity and their willingness to risk it all just to learn a bit more. The text on the back is just perfect. It knows who you are and speaks directly to your investigative gamer's soul.