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© Plotmaker Games 2016
GAME BOARD.indd 1 13/06/16 20:18
Freidrich Sturmer and Howard Milton are at the Location containing the ‘Reynaud’s Residence’ Plot
card. They each shuffle and flip a card from their Personality deck. Sturmer Flips ‘Musician’. So, his AP
Total is 3 (1 for the Wild on his Character card, 1 for the Courage on his Character card and 1 for the
Courage on ‘Musician’). Milton Flips ‘Voodoo Practitioner’, adding nothing to the 2 AP he brings from
his Character sheet (the Personality card he reveals does not match any icons on the Plot card).
The players confer and decide that Sturmer will roll his 3 dice first. Sturmer gets a single success.
Milton must decide if he wants to risk rolling only 2 dice, hoping for a success to bring them out of the
lowest tier or if he wants to use an Item, use a Virtue token, or draw cards from the Investigation deck (or
some combination of the three) to raise his AP Total in order to get more dice before he rolls!
Since the tiered results are as follows on the card
1: or less All present are Unhinged
2: in the clear
3: Gain a Random Item
Storytelling
Plot cards contain snippets of story on their reverse sides, corresponding to the different
investigation outcomes. It is highly recommended that, for thematically-minded players, one
player takes on the role of Storyteller and reads these bits of flavor aloud as they occur.
Effects of Plot Card Investigations
Though Plot cards can hurt you if you fare
poorly, they are also your primary way to gain
resources to help you on your quest.
Gaining Resources
Whenever you gain resources, they must be
distributed as evenly as possible among the
Characters present at the Location responsible
for the gain.
When gaining Items, you have a choice. You may draw one of the 3 Items
available from the Supply. Alternatively, you may draw the top Item from
the Item deck. If you do take one from the supply, immediately replace the
Item gained with the top card from the Item deck. If you choose the top
card of the deck, immediately discard all 3 Items in the Supply and replace
them with cards from the top of the Item deck.
Example: Two Characters are present at a Plot card and
roll enough successes to earn 3 Items. One Character
will get 2 items while the other will receive 1. It’s not
legal to give all 3 Items to one of the Characters. If
there were 4 Characters present for the same event, 3
Characters would each receive 1 Item and 1 Character
would have to go without any.
Whenever you gain a random Item, you simply draw from the top of the
Item deck. This does NOT reset the Supply.
Gaining Virtue Tokens
When you gain a virtue token, simply take it from the pile of tokens and
place it on your Character sheet. The number of Virtue tokens is finite, and
you can never have more than a total of 12 Virtue tokens among you.
Gaining Confidence
When you gain Confidence, take the gained number of Confidence cards
from the Confidence pile and put them on top of the Investigation deck.
Impeccable Investigation
For a Plot card investigation, it may happen that
you roll more than you need to hit the
maximum tier. This represents an impeccable
investigation, bolstering the team’s faith that
you might actually live through the night. For
each additional rolled in this way, gain 1
Confidence card.
Walking Away from an Investigation
Note that investigating a Location is optional.
Sometimes you don’t want to, either, because
you realize you are in too deep, or because
you realize your companions have planned to
investigate the Location at a later hour. In that
case, you may choose to walk away. Simply let
the card be. At a Dread card, you may walk
away at any time, even after you have used Items,
sacrificed Virtue tokens, or flipped cards from the
Investigation deck. If you decide to stop after
pursuing these courses of action, you do not get
any of the spent resources back. At a Plot card,
as soon as any player has flipped their Personality
card, the present investigators are committed and
cannot walk away.
Triggering the Endgame
The last Plot card of a Story’s 2nd Chapter
(the 1st Chapter in the case of ‘The Letter’)
says: Begin Endgame. This is an automatic
outcome of the investigation as long as at least
1 investigator goes to the Location. Be careful.
As soon as you complete this investigation,
the Chapter immediately ends and you must
perform the steps described in the End of a
Chapter below. In other words, any Actions
planned later are wasted, so be sure to coordinate
this final investigation with your teammates.
Also note that, even though only 1 Character is
required to trigger the endgame, your team gains
2 Confidence for each player who helps. So, it is
often valuable to send more than 1 Character to
this final location.
End of an Action
When all investigations for the Action are
complete, the Investigation Leader calls out the
next Action.
Repeat this process until all 12 Actions have been
executed or until you trigger the Endgame. In
either case, move on to the End of Chapter Step.
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