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The Game Round

At the Start of the Game, all players roll off. Whoever rolls highest takes the First Player marker. Each Game Round is comprised of the following steps:

Showdown Chart
At the Start of each Showdown Fight Round after the first, roll 2D6 and consult the chart below. Results on this chart may be canceled as though they were Event OR Mystery cards.

First Players Hero Turn


Each turn, the First Player takes their Hero Turn first, then play passes to the left.

2D6 Result
2 3
Daring Confrontation Choose one Hero present to
immediately make an Honor 6+ test. If failed, every Hero present must take 1 Wound or the Showdown is canceled.

Hero Turns
All remaining Heroes then take their Hero Turns in order, continuing to the left.

Mystery Phase
Once every player has taken their Hero Turn, the First Player must complete the Mystery Phase by drawing a Mystery card and reading it aloud. The First Player marker is then passed to the next player on the left and the Game Round ends.

Coach Chase Draw a new Lair card and move the


Showdown to this new location. Any Heroes that want to continue fighting must immediately pay the Cost on the new Lair card and move to that space of the board. Any who do not/cannot pay are left behind. You must now use the special ability of the new Lair card.

A Hero Turn
During a Hero Turn, the Hero must complete the following 3 steps in order. In Step , Actions may be taken in any order you wish.

45 6 7 8

Impossible Foe The Villain immediately Heals D6


Wounds (Cooperative); D3 Wounds (Competitive).

A Cunning Challenge Heroes must use their Cunning


to fight this round, instead of Combat.

Move Fight Enemies in your Space Take Actions Encounter the space (mandatory, limit once) Try to collect Investigation from the board (limit once) Heal a Wound
Investigation Cost 3

The Power of Evil The Villain immediately Heals D3


Wounds (Cooperative); 1 Wound (Competitive).

Supernatural Force Heroes must use their Spirit to


fight this round, instead of Combat. Hits to the Heroes collectively (Cooperative, divided as you see fit); 1 Hit (Competitive).

9 10 Darkness Unleashed The Villain immediately does D3 11 12


Sweeping Strike Each Hero present must immediately
discard one Item or Ally of their choice.

Look at a Town Elders Secrets


Investigation Cost Competitive = 2; Cooperative = number of Heroes

Buy a Lair card


Investigation Cost Listed on the Shadow Track

Fight the Good Fight The Villain and EVERY Hero


immediately Heal D6 Wounds each (Revive KOd Heroes). In Cooperative play, any Hero not taking part in the Showdown may immediately join for free.

Start a Showdown
Investigation Cost Listed on your Lair card (no Encounter)

Mystery Phase Summary

Minions Move Start of the Mystery Phase KOd Heroes are Revived The Villain Heals (Cooperative) Roll on the Advanced Cooperative Mystery Phase Chart Draw a Mystery Card Pass the First Player Marker

Too Many Secrets


Anytime a Town Elder has 3 or more Secrets, immediately reveal them. Any bonus granted to the player who revealed the Secret instead goes to the current First Player.

Resolve Tokens Usage


Evading death: Anytime a Town Elder with one or more Resolve tokens on them would be killed, instead remove one of their Resolve tokens. However, all of a Town Elders Resolve tokens are removed if they are turned into an Evil Elder or if they are killed by something that cannot be prevented. Showdowns: During a Showdown, a Hero may discard a Resolve token from a Town Elder with them (in their Hunting Party or attached as a Hero of the People) to gain an extra 2 Fight Dice for one attack. This may be used as many times as they have Resolve tokens.

Showdown Steps
Reveal Lair Card and Pay Cost Form Hunting Party Reveal Secrets Accusations

Showdown Fight Rounds (Cooperative) Heroes may regroup and Escape (Optional) Roll on the Showdown Chart. Start of the Showdown Fight Round Fight!

Advanced Cooperative Mystery Phase Chart


In Cooperative play, during Step 5 of the Mystery Phase, roll 2D6 and consult the chart below. Results on this chart may be canceled as though they were Event OR Mystery cards.

2D6
2

Result
Surprise Showdown You have stumbled into the Villains lair! Too late to turn back nowit knows youre here. Immediately draw a
Lair card and move every Hero to that space. A Showdown with the Villain has begun. All Heroes take part, but do not have to pay Investigation. No Town Elder Hunting Party is formed, and Heroes may not use their character Abilities during the first Showdown Fight Round. The card effect of the Lair card is used. If rolled in the Competitive Game, this result only affects the current First Player.

3 4 5 6 7 8 9 10

Cursed Village Immediately draw and resolve one Mystery card for each Hero, starting with the First Player. This replaces the normal
Mystery card for the turn.

Lies and Deceit Roll a D6. Any Town Elder with Honor equal to or less than the roll gains one Secrets card. If any Town Elder has 3
or more unrevealed Secrets, immediately reveal them.

Darkness Falls The Shadow Track immediately moves D3 steps closer to Darkness. The Heroes may collectively take 5 Wounds
divided as they see fit to prevent this. No Hero may take more Wounds than they have Wound Boxes.

March of Darkness Every Minion on the board immediately moves 2 spaces along the shortest path to the Town Hall. If there are
no Minions on the board, instead roll once on the Villains Minion Chart (re-rolling Event results), and place that Minion at 2 random Locations.

Surge of Evil Roll once on the Villains Minion Chart and work out the result. If it is a Minion or if the Villain attacks, draw a
random Location for placement.

MurderMurder! Draw a random Location and place 3 Investigation there. Move the Shadow Track 1 step closer to Darkness.
This counts as though the Mystery card Murder! had been played.

Unnatural Storm A powerful supernatural storm has blown over the town. Immediately discard any Mystery card in play that is
Keyword Weather. Also, roll once on the Villains Minion Chart (re-rolling any non-Event result) to see what evil the storm has brought. If the Villain attacks during the storm, it does so at a random Location and is +3 Combat.

Ambush in the Night Every Hero must roll a D6 and add their Cunning. Whoever has the lowest result (roll off if tied) is
immediately attacked by one of the Villains Minions. Roll once on the Villains Minion Chart (re-rolling any Event result or Minion that has no Fight Dice) and place that Minion in the Heros space. During the first Fight Round, the Hero may not use any Items, Allies, or Abilities, and the Minion has double their normal Fight Dice.

11

Possessed by Madness Every Hero must roll a D6 and add their Honor. Whoever has the lowest result (roll off if tied) must
immediately engage in a single Fight Round with the Hero that has the highest result (roll off if tied). Each of these Heroes gains 1 Investigation for every Hit they do to the other. Heroes may choose to roll fewer Fight Dice than they are normally allowed, but not fewer than their base Combat Skill.

12

Sign of the Dark Omen One of the Town Elders previously thought dead stumbles back into town. The First Player chooses any dead
Town Elder (not Evil Elder) and returns them to play. Discard any Secrets the Town Elder had and draw 2 new Secrets for them without looking. Also, discard the top card from each Location deck, move the Shadow Track 1 step closer to Darkness, and each Hero gains 1 Investigation. If there are no dead Town Elders, the First Player instead chooses a Town Elder to gain a Resolve token.

The Lost Ship Chart


While the Lost Ship is on the board, place its marker at the Icy Waters (replacing the existing game text there). Any Hero there should Encounter the Lost Ship by rolling 2D6 and adding them together to see the result on the chart below. A Hero with Spirit 4 or higher must subtract -1 from their roll (minimum of 2). A Hero with Cunning 4 or higher must add +1 to their roll (maximum of 12). A Hero with both Spirit 4 or higher and Cunning 4 or higher MAY add or subtract 1 to the roll (after rolling).

2D6
2 3 4 5 6 7 8 9 10 11

Result
Lair of Evil You have stumbled into the Villains lair! Too late to turn back nowit knows youre here. A Showdown with the Villain
has begun! If playing a Team or Cooperative game, any other Heroes on your team may immediately move to the Lost Ship to join the Showdown. No Town Elder Hunting Party is formed, but each Hero involved may draw 2 Event Cards at the start of the Showdown.

Visions of Beyond You stumble forward, bracing yourself against a chair; sharp flashes of the future flickering in your mind. Look at
the top D6 Mystery cards. Choose 1 of them to discard, 1 to play, and put the rest back on top of the deck in any order. Gain 2 Investigation for each card placed back on top of the deck.

Vengeful Spirit As you stare into the broken mirror, a hateful apparition materializes behind you and strikes! Draw a Haunting to
immediately fight.

Suffocating Mist Before you notice, the air below deck has become thick with a choking fog as you struggle for breath. Make an
Honor 6+ Test and gain 3 Investigation for every 6+ rolled.

Sensing a Presence Make a Spirit 3+ Test and gain 1 Investigation for every 3+ rolled. If at least one 6 is rolled, you may also gain a
+1 Spirit, +1 Cunning, or +1 Honor marker.

Hints at a Grisly End Blood spatters the walls, broken glass litters the deck, and scratches mar the doors and rails whatever
happened here was savage. Gain D6 Investigation. If a 5 or 6 is rolled for the Investigation, you must also roll on the Villains Minion Chart and work out the result.

Intriguing Discovery Make a Cunning 3+ Test and gain 1 Investigation for every 3+ rolled. If at least one 6 is rolled, you must also
take a Town Item from any Town Item stack for free.

Figures in the Darkness You see movement from the corner of your eye, but it is too late. You are attacked by the Drowned Dead. Tentacles from the Deep With a shrieking wail, a mass of tentacles erupts from the sea and smashes the deck beside you! You are
attacked by the Kraken.

Captains Diary The ocean around us has become corrosive. Even now, we can hear it hissing and crackling as the sea churns,
devouring the hull. A sinister presence permeates the very air. The food stores have become rotten and the water has spoiled. It is as if IT knows we are getting close. Some of the men and I have decided to go below deck and face this evil. We cannot let it reach the coast, and even if we wished to flee there is nowhere left to go. Move the Shadow Track D3 steps closer to Darkness and gain 2D6 Investigation.

12

The Weight of Dread A lone figure sits slumped against the wall, his injuries self-inflicted and a message scrawled on the floor,
Found a way out . You are possessed with insatiable dread. Immediately take 2D6 Wounds. You may pay 1 Investigation each to prevent any of these Wounds. If not KOd, you gain two +1 Spirit markers and may draw a Lair card. Move the Shadow Track one step closer to Darkness.

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