Arkham Horror: The Card Game – Silas Marsh Promo Cards
Arkham Horror: The Card Game – Silas Marsh Promo Cards Rulebook
Table of Contents
Table of Contents
Silas Marsh (Investigator)
Silas Marsh – The Sailor
- Health: 9. Sanity: 5.
- Willpower: 2. Intellect: 2. Combat: 4. Agility: 4.
- Traits: Drifter.
Drifter.
After you reveal a chaos token during a skill test you are performing: Return a skill you committed to this test to your hand. (Limit once per round.)
Elder Sign effect: +0. You may commit a skill from your discard pile to this test. After this test ends, return that skill to your hand instead of discarding it.
Nautical Prowess (Skill)
Nautical Prowess – Innate. Developed.
- Type: Skill.
- Skill icons: 1 Willpower, 1 Intellect, 1 wild icon.
- Restriction: Silas Marsh deck only. Replacement.
Innate. Developed.
Silas Marsh deck only. Replacement.
If a chaos token with a negative modifier is revealed during this test, either draw 1 card or Nautical Prowess gains 2 wild icons.
Dreams of the Deep (Weakness)
Dreams of the Deep – Curse
- Type: Skill. Weakness.
- Traits: Curse.
- Skill icons: 2 wild icons.
- Restriction: Silas Marsh deck only. Replacement.
Curse.
Silas Marsh deck only. Replacement.
This skill's icons subtract from your skill value instead of adding to it.
If this skill test fails, return this skill to your hand.
Forced – If Dreams of the Deep is in your hand at the end of your turn: Reveal it and take 2 damage.