Anda di halaman 1dari 2

A Touch of Evil Reference

1a: the Game Round


(6) AToE

4a: Possessed
(2) SW

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: (1) FIRST PLAYER'S HERO TURN Each turn, the First Player takes their Hero Turn first, then play passes to the left. (2) HERO TURNS All remaining Heroes then take their Hero Turns in order, continuing to the left. (3) MYSTERY PHASE Once every player has taken their Hero Turn, the First Player must complete the Mystery Phse 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.

Curse Demon

You gain the Keyword Demon. At the end of each Mystery Phase, move to a random Location. If there is another Hero there, you must engage in a single Fight Round against them (if more than one choose which to fight). If they are KO'd, transfer Possessed to them. Curses may be Cured at the Doctor's Office.

4b: Order of the Crimson Hand


A secret order, the Crimson Hand have existed for thousands of years; its members spread throughout all levels of society.
(2) SW

1b: a Hero's Turn


(6) AToE

Minion Man

During a Hero's Turn they must complete the following 3 steps IN ORDER. In step 3, Actions may be taken in any order you wish. (1) MOVE (2) FIGHT ENEMIES in your space. (3) TAKE ACTIONS Encounter the Space (mandatory, limit once) Try to Collect Investigation from the board (limit once) Heal a Wound (cost: 3 Investigation) Look at a Town Elder's Secrets (cost: 2 Investigation) Buy a Lair card (cost: listed on the Shadow Track) Start a Showdown (instead of Encountering the space)(Cost: listed on your Lair card)

Order of the Crimson Hand gains +1 Fight Dice for every Wound they have taken. If defeated, gain 5 Investigation. 2 4 4 5 Investigation 5 Investigation

5a/b: Drowned Dead


(1) TC

Minion Zombie Horde

Drowned Dead ignore the first Hit taken during each Fight Round. If defeated gain 5 Investigation. At the start of each Mystery Phase, moves 1 space toward the Town Hall. 3 2 2 5 Investigation 5 Investigation

2a: Curse of the Werewolf


(6) AToE

Curse Werewolf

A1: Swamp & Sunken Markers


(1) SW

Place a Transformation token on this card at the start of each Mystery Phase (unless you are KO'd). When there are 4 tokens here remove them and flip this card over. You have become a 'Werewolf Hero.' Curses may be Cured at the Doctor's Office.

2b: Werewolf Hero


(6) AToE

Curse Werewolf

During your Hero Turn, you act as normal. At the start of each Mystery Phase, you must automatically engage in one Fight Round with the nearest Hero (if more than one are the same distance, choose). For this Fight Round, you have the Keyword Werewolf and may NOT use Items, Allies, or Militia. You are +1 Combat and Hit on 4, 5, or 6. Heroes you fight in the Mystery Phase gain 1 Investigation for each Wound they do to you. Any Hero you KO automatically gains the Curse of the Werewolf. Curses may be Cured at the Doctor's Office.

SWAMP Any Hero at a space with a Swamp marker is -1 Fight Dice. When a second Swamp marker would be placed at the same space, instead replace the existing marker with a Sunken marker AND place a Swamp marker in every adjacent space. SUNKEN The space has fully sunken into the swamp for good. Any existing game text and card deck for this space are removed from the game entirely (including any discard pile). Sunken spaces still count as a Swamp (-1 Fight Dice), AND for spaces which had game text, the game text for Encountering that space now reads "Roll a D6. On 3+, draw an Event card. On 1 or 2, draw a Mystery card."

A2: Summoning Circle & Void Markers


(1) SW

3a: Curse of Stone


(5) SW

Curse Stone

You are -1 Move and -1 Fight Dice (each to a minimum of 1). If there are ever Transformation tokens here equal to or greater than your current Spirit, remove them and flip this card over. You have been turned to stone. Curses may be Cured at the Doctor's Office.

3b: Statue of a Hero


(5) SW

Curse Stone

Replace your Hero on the board with a Stone Statue marker; you have been turned to stone! Place every Item and Ally you had by the statue and discard any other cards in play on your Hero. Draw a new Hero and rejoin the game, starting in the Town Hall with D6 Investigation. You may keep any cards you already have in hand (Lair, Events, etc.). While in the same space as your old Hero's statue, you may, as an Action, take any Item and Ally cards there. Only YOU may retrieve these cards from your old Hero's stone statue.

SUMMONING CIRCLE When Encountering a space with a Summoning Circle, you must first roll a D6. On the roll of 3+, draw an Event card. On the roll of 1 or 2, draw a Mystery card. Then Encounter the space as normal. When a second Summoning Circle marker would be placed at the same space, instead replace the existing marker with a Void marker. If it is already a Void, instead move the Shadow Track 1 step closer to Darkness. VOID When Encountering a space with a Void, you must first draw a Mystery card. Then Encounter the space as normal. While in the space, a Hero may explore the Void as an Action. Make a Spirit, Cunning, or Honor 6+ test (Hero's choice). Gain 5 Investigation for evey 6+ rolled. If failed, take D6 Hits. As Voids are unnatural portals through space and time, they may be used to instantly travel across the board, though this can be dangerous. Heroes may Move from one space with a Void to any other space with a Void as though they were adjacent spaces. When moving through a Void like this, the Hero must roll a D6. On the roll of 1, they are attacked and must fight a single Fight Round against the Villain while in the Void. Instad of causing Wounds, each Hit done to the Villain gains 1 Investigation for the Hero. This does NOT count as a Showdown. Minions also count the shortest path to the Town Hall using Voids to travel.

IDs that start with a numeral indicate standard sized cards. IDs that start with a letter indicate 10cm 15cm plates.

03-May-13

A Touch of Evil Reference


B1: the Kraken
The Kraken is a massive creature of the deep, ancient beyond reason. When the Kraken attacks, it is always a bitter struggle for survival.
(1) TC

Creature Beast Ancient

BATTLING THE KRAKEN The Kraken does not have a fixed number of Wounds. Instead, each Hit done to the Kraken gains 1 Investigation for the Hero. To Escape, a Hero must first pass an Honor 6+ test. At the end of EACH Fight Round, the Hero must roll a D6 and consult the chart below. Add +1 to the roll if you did MORE Hits to the Kraken than it did to you. Continue fighting until KO'd or the Kraken retreats. 1 Divide and Conquer 'A slithering tentacle wraps around one of your allies, dragging them into the sea!' You must discard an Ally. 2 Knocked Away ' In the chaos of battle, an errant tentacle lashes out, knocking an item from your hand.' You must discard an Item. 3 Crushing Grip 'Ensnared by the Kraken, you are drawn ever closer to its gaping maw!' In the next Fight Round, you may not Escape and any Fight Dice rolls of 6 do 2 Wounds each, both from AND against the Kraken. 4 Stunning Blow 'A great hit!' In the next Fight Round, the Kraken only attacks with 2 Fight Dice. 5-6 Victory! The Kraken has had enough, retreating into the sea and ending the Fight. 7 Major Victory! The Fight ends as the Kraken flees. Gain D6 Investigation and move the Shadow Track 1 step away from Darkness. 4 * * 1 Investigation 1 Investigation / Hit / Hit

B2: Haunted Markers


(1) TC

HAUNTED SPACE A Haunted marker represents a space being haunted by a particularly vicious ghost. There is a limit of 1 Haunted marker per space. Anytime a Hero enters a space with a Haunted marker (even if just moving through the space) or Lingers there, they must roll a D6. On the roll of 1 or 2, they are attacked by a Haunting! Draw a Haunting card randomly from the stack for the Hero to fight. If the Haunting if defeated, removed the Haunted marker from the board. If not defeated, place the marker for that specific Haunting in the space and return the Haunting card to the stack (note there is no discard pile for Haunting cards, and players may look at the individual cards in the stack at any time). The next time a Haunting would need to be drawn here, use the Haunting represented by the marker instead of drawing a new one randomly. If the same Haunting is drawn at a different Location later, simply move the marker to that new Location (leaving the Haunted marker to draw randomly next time). Note that Haunted markers (and any specific Haunting marker associated with it) do NOT count as Minion markers and do not stop Hero movement. HUNTING GHOSTS As an Action, a Hero in a space with a Haunted/Haunting marker may make a Spirit or Cunning 5+ test to try and hunt down the ghost. If successful, draw a Haunting for them to fight just as though they had rolled a 1 or 2 when moving through the space.

IDs that start with a numeral indicate standard sized cards. IDs that start with a letter indicate 10cm 15cm plates.

03-May-13

Anda mungkin juga menyukai