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A Touch of Evil: Delion Dryad

Expansion for A Touch of Evil: The Supernatural Game

A Touch of Evil: Delion Dryad Rulebook

Table of Contents

Table of Contents

  • Villain: The Delion Dryad
    • Special Rules
    • Advanced Abilities
  • Minion: Living Trees
  • Dryad Minion Chart
    • Standard Game
    • Advanced Game

Villain: The Delion Dryad

Villain • Magik • Plant

Combat 6, Wounds 4

Special Rules

Sorcery - A powerful force of nature, the Delion Dryad uses her spells and witchcraft to enchant all those who would challenge her domination. Any Hero who does not have a combined Spirit and Cunning of 8 or higher will only hit the Villain in a fight on the natural roll of 6.

Advanced Abilities

These abilities are used in the Advanced Game.

Control of Nature - At the start of each Mystery phase, place a Living Trees minion at a Random Location on the board. If there are not enough counters left (6 total), instead move the Shadow Track 1 step closer to Darkness as normal.

Dark Spirit of the Woods - Any Hero Lingering at the Olde Woods is attacked on the D6 roll of 1, 2, or 3 (instead of the normal 1 - no additional effect with "We Mustn't Linger"). Also, all minions and the Villain gain +1 Fight Dice while at the Olde Woods and are worth +1 Investigation (or +1 extra Investigation per Hit if fighting the Villain in a non-Showdown).

Shadow of the Season - When the Shadow Track crosses into a new stage (forward or back), the Villain gains a +1 Wound marker.

Enchantment - Any time the Mystery card "Murder!" is played, roll a D6. Every Town Elder with Cunning equal to or less than the roll gains one Enchantment marker (use Investigation markers for this).

At the start of a Showdown, each Town Elder in the Hunting Party as well as one other Town Elder chosen by the First Player must make a Spirit 4+ Test (using their own Spirit skill). If a Town Elder rolls at least as many successes (rolls of 4, 5, or 6) as the number of Enchantment markers they have, they are able to resist the Dryad's enchantment and act as normal. If not, they immediately become an Evil Elder.

The Event card Reassuring Speech may be played as an Action to remove all Enchantment markers from a single Town Elder.

Flammable - A Hero may discard any Keyword Fire Item while fighting the Dryad to gain an extra 4 Fight Dice until the end of the fight round.

Minion: Living Trees

Minion • Magik • Plant

Placed by the Control of Nature Ability.

  • Fight Dice: 3
  • Wounds: 4
  • Victory: 5 Investigation

Notes:

  • Only Hits on the roll of 6 (instead of the normal 5 or 6), but Fight Dice rolls of 6 do 2 Hits each.
  • Any Hero with at least one Fire Item has +2 Fight Dice against Living Trees.

Dryad Minion Chart

Standard Game

D6 Roll 1-2: Nature's Lure (Event)

Roll a D6. Any Town Elder with Cunning equal to the roll gains one extra Secret card [unclear: the photograph is small and blurred here, so this wording is a best reading]. The Shadow Track moves 1 step closer to Darkness. Every Hero gains 1 Investigation.

D6 Roll 3-4: Wolves (Minion - Animal)

  • Fight Dice: 2
  • Wounds: 2
  • Victory: 3 Investigation

Notes:

  • When Wolves is rolled, place a Wolves Marker in one additional Random Location as well.
  • Hits on the roll of 4, 5, or 6 (instead of the normal 5 or 6).

D6 Roll 5-6: Living Trees (Minion - Magik - Plant)

  • Fight Dice: 3
  • Wounds: 4
  • Victory: 5 Investigation

Notes:

  • When Living Trees is rolled, place a Living Trees Marker in one additional Random Location as well.
  • Only Hits on the roll of 6 (instead of the normal 5 or 6), but Fight Dice rolls of 6 do 2 Hits each.
  • Any Hero with at least one Fire Item has +2 Fight Dice against Living Trees.

Advanced Game

D6 Roll 1-2: Nature's Lure (Event)

Roll a D6. Any Town Elder with Cunning equal to the roll gains one Enchantment marker (see the Villain's Enchantment ability for details). The Shadow Track moves 1 step closer to Darkness. Every Hero gains 1 Investigation.

D6 Roll 3: Creeping Brambles (Event)

Every Hero on the board must immediately pass an Honor 6+ test or lose D6 Investigation. If the test is passed, for each roll of 6+ [unclear: the photograph is blurred in this sentence; the words after "for each roll of 6+" are a best reading], the Hero gains +1 Cunning [unclear], Spirit, or Honor marker, or may remove an Enchantment marker from any Town Elder (Hero's Choice).

D6 Roll 4-5: Wolves (Minion - Animal)

  • Fight Dice: 3
  • Wounds: [illegible; the photograph shows a bullet-like mark here, not a number]
  • Victory: 1 Investigation for each Hit scored

Notes:

  • When rolled, place an additional Wolves at a Random Location.
  • Only one Fight Round.
  • Hits on the roll of 4, 5, or 6 (instead of the normal 5 or 6).
  • Wolves are removed after a single encounter.

D6 Roll 6: Dryad Attack! (Event)

The Villain attacks! The Hero must immediately resolve a single Fight Round with the Villain. Instead of causing Wounds, [illegible: about eight words of this clause could not be read] the Hero. This does NOT count as a Showdown.

If there are no Heroes in the space, instead place 2 Investigation at the Location and the Shadow Track moves 1 step closer to Darkness.