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