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Card Overview

Intervene
Name: Intervene
Card Type: Spell
Tags: Incantation - Teamwork
Effect: Yes
Action: No
Reckoning: No
Variants: 4

Card Front

Effect: When another investigator resolves a Combat Encounter, you may test Lore. If you pass, that investigator gains +3 Strength during this encounter.

Then flip this card.

Action: N/A
Reckoning: N/A

Card Back

Variant Set Effects
1 03
Mountains of Madness
Resolve the effect based on your test result:

0: For the moment, you cannot remember the words of the incantation. If you rolled any 1's, discard this card.

1-2: You have a vision of our companion's battle and fear for his safety. Lose Sanity 1 Sanity.

3+: You see the battle clearly, as if standing there yourself. No additional effect.

Then flip this card.

2 03
Mountains of Madness
Resolve the effect based on your test result:

0-1: The spirits you channel through your companion give him strength but grate the mind. That investigator loses Sanity 2 Sanity unless you discard this card.

2+: The spirits are difficult to fathom, but they grant great power. That investigator loses Sanity 1 Sanity and may reroll up to 2 dice when resolving the Strength test during that encounter.

Then flip this card.

3 03
Mountains of Madness
Resolve the effect based on your test result:

0: You project your spirit to assist but only manage to hinder the situation. That investigator gains 1 Injury Condition unless you discard this card.

1-2: The spirits wrack the mind. That investigator loses Sanity 1 Sanity

3+: The spirits heed your every beck and call. That investigator rolls 1 additional die when resolving the Strength test during the encounter.

Then flip this card.

4 03
Mountains of Madness
Resolve the effect based on your test result:

0: The spirits that flock to the scene are pestering and distracting. That investigator gains 1 Madness Condition unless you discard this card. 

1-2: The strain of the battle is transferred to you. Lose Health 1 Health.

3+: Spirits surround the creature, binding its actions. Reduce the Monster's damage by 1 to a minimum of 1.

Then flip this card.

Notes

Rulings, clarifications, and reminders

Based on the ruling for Handcuffs, the 2+ effect of Intervene's 2nd version and the 3+ effect of its 3rd version cannot be used while encountering a Monster which do not have a Strength test, but can be used while encountering a Monster which has another skill icon in place of the Strength test indicator.[1]

References

  1. Official answer from Nikki Valens for Handcuffs on BGG icon BoardGameGeek.
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