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STATUS ⁄ SUSPICIOUS
Avatars can be aected by a variety of conditions such as fearful,
silent or distraught. When an avatar “becomes” something it means
to place the corresponding status card near that avatar’s card, e.g.
when an avatar becomes trapped, place a trapped status card near
that avatar’s card. The status card’s eect immediately applies to the
aected avatar. An avatar cannot have two of the same status card at
the same time.
To remove a status card, follow the instructions on the card under
“removal.” If using a skill test to remove a status card, the skill test
can be performed by the aected avatar or any other avatar in its
space. There is no penalty for failing this test and it may be attempted
multiple times.
Each player sheet also has a default status card. Turn this card face up
when instructed to activate it. When removing the default status card,
turn it face down but keep it on your player sheet.
Suspicious avatars, i.e. avatars that don’t seem to belong in a
comazone, are marked by a suspicious token. Suspicious tokens
cannot be removed by eects that remove status cards. Do not place
a second suspicious token on an avatar card.
VITAL SIGNS
Reveal a card from the vital signs deck each time:
An avatar is sent to the Morass
A player draws the inner child die
The Adventure Book directs you to
Stable vital signs cards have no eect. Critical vital signs cards may
have an eect if there is a entry on the current Adventure Book
page. If a second (or more) Critical vital signs card is revealed on
any page, it has no eect. If the Flatline card is revealed, Martin has
slipped beyond saving and the players lose the game.
CLARITY
Each avatar has a clarity ability listed on its card. To use this ability, a
player must spend the number of tokens listed on the card (usually
3). The ability’s text will describe the timing and eects on the game.
If timing is not specified, the ability must be used during that avatar’s
Perform Actions step.
Re-rolling
can also be used to re-roll a die result. When a player rolls an
attribute die she can spend 1 token to re-roll that die. A die can be
re-rolled as many times as the player is willing to spend her tokens.
INSIGHT
Players gather tokens by exploring the comazones and interacting
with the environments. Each time the Adventure Book instructs you
to gain a token, place it in the insight token slot on the sideboard.
Each time the players have collectively earned 3 tokens, discard
them and reveal a clue card.
CLUE CARDS
When the players reveal a clue card, either from collecting the
required tokens, or when the Adventure Book instructs them
to, the current player draws the top clue card and reads it out loud
to the other players. Each clue hints at the emotions and memories
associated with the Prime I.D. Entity that is holding Martin within his
mind and preventing him from waking from his coma. The players
should use this moment to discuss the clues and other evidence that
can guide them to the correct comazone to defeat the Prime I.D.
Entity and bring Martin closer to recovery.
TOTEMS
When players gain a clue card, they will also be given a choice of
totem cards. Players can use totems to travel between comazones
and should pick the totem they feel will grant them access to the
comazone where Martin is being held. Like any other item card,
totems must be equipped in order to be used.
AMBIGUOUS EFFECTS
Sometimes players will be instructed to do something for which there
are multiple valid choices, such as deciding which avatar an enemy
will move toward. In all cases where there are multiple valid choices,
the current bookkeeper chooses.
WINNING ⁄ LOSING
If the Flatline vital signs card is revealed, if any player’s third avatar is
sent to the Morass or if all avatars are in the Morass at the same time,
the players lose. The players win if they discover and defeat the Prime
I.D. Entity.
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