A Touch of Evil: Something Wicked Expansion
A Touch of Evil: Something Wicked Expansion Rulebook
Table of Contents
Table of Contents
- Components
- Player Count
- New Miniatures
- New Counters
- New Cards
- Mirror Lake Expansion Board
- New Features
- New Optional Rules
- Solo Play Rules
- The Bog Fiend
- The Unspeakable Horror
- The Banshee
- The Gargoyle
- Corrections
- Frequently Asked Questions
- New Heroes
- Advanced Co-operative Mystery Phase Table (2D6)
- Revised Mystery Phase Order
- Villain Abilities
- Villain Minion Tables
Components
- 1 full-colour rulebook
- 1 Expansion game board
- 4 unique Hero figures
- 8 Event deck cards
- 12 Mystery deck cards
- 4 Manor deck cards
- 4 Windmill deck cards
- 4 Olde Woods deck cards
- 4 Abandoned Keep deck cards
- 9 Lair deck cards
- 1 Town Item card
- 20 Monastery deck cards
- 20 Forgotten Isle deck cards
- 20 Inn deck cards
- 12 Monastery Item cards
- 2 Possession / Crimson Hand cards
- 4 Stone Curse cards
- 1 large Terrain Effects reference card
- 4 large Hero sheets
- 4 large Villain sheets
- 4 very large Villain Minion Table cards
- 3 full-colour sheets of punch-out counters
Player Count
With the additional new Heroes in Something Wicked, the game can now be played with as many players as there are Heroes available in total. We still recommend playing the Cooperative and Team variants with more than 5 players.
New Miniatures
Something Wicked includes 4 new unique grey Hero figures, each with a matching new Hero Character sheet: Eliza, the Witch Hunter; Brother Marcus; Valeria, the Eternal; and Captain Hawkins.
New Counters
Permission Tokens
During the game these tokens are sometimes placed on Town Elders to show that their will to fight has grown. They can be used to prevent an Elder's death or, during a Showdown, to gain an extra Battle Die.
Stone Statue Markers
When the Gargoyle is hunted, a Hero or Town Elder may be turned to stone. These Stone Statue markers are included to mark this condition on the game board when it happens.
Bomb Markers
These markers are used to track the number of Bombs a Hero has spent from certain Items.
Additional Militia and Investigation Markers
Something Wicked includes additional Militia markers, as well as additional Investigation markers. They are exactly the same as those included with the base game, but a larger number is now available.
Swamp and Flooding Markers
When the Bog Fiend is hunted, some areas on the map turn into Swamp. Sometimes these areas flood to the point that they disappear entirely. These two-sided markers are placed on the board to show when a space has become Swamp, and can be flipped over to show that an area is fully Flooded.
Summoning Circle and Void Markers
When the Unspeakable Horror is hunted, its cultists will often create Summoning Circles in various areas of the game board, pursuing their dark master's goals around the world. Dark rituals performed in these circles over a long period can lead to the opening of Voids: points in matter through which all cosmic evil later spreads. These two-sided markers are placed on the board to mark a space where the Villain's followers have drawn a Summoning Circle, and can be flipped over when a Void opens there.
New Minion (Favourite) Markers
This set includes many markers for new Minions, representing various creatures and cohorts controlled by the Villain. Each Villain uses the list of Minions shown on its own Villain Minion Table.
One new Minion, the Watchman, is the first Unique Minion, which is reflected in its octagonal shape. Details about this Unique Minion can be found on the Banshee's Villain Minion Table.
Villain Markers
These markers are provided for each new Villain in Something Wicked, as well as 2 additional markers for the Necromancer (found in A Touch of Evil: Hero Pack No. 1) and the Dryad Delion (available as a downloadable Villain on the official website). These markers are not important for gameplay, but can be used to represent Villains on the game board when they Attack.
Miscellaneous Counters
Several additional counters are included in the box. They are not needed for the original game, but can be used for house rules, homemade Villains, and new official content that may be published.
New Cards
Existing Decks
Something Wicked includes new cards for almost all of the base game's card decks. They are meant to be shuffled directly into the existing decks.
New Location Decks (Inn, Monastery, Forgotten Isle)
These are three new Corner Locations on the Mirror Lake expansion board, each with its own Location deck from which players draw cards when they explore the corresponding Location. Cards from these new Corner Locations carry a unique symbol in the upper right corner that identifies each Location, and have their own frame colour to make them easy to recognise.
Additional Town Item
One card of a new Town Item is included in this set and should be added to the stack of Town Items available for purchase at the Blacksmith.
Monastery Items
Much like the stack of Town Items available for purchase at the Blacksmith, a stack of Monastery Item cards is available for purchase at the Monastery Location on the Mirror Lake board. These Monastery Items are not organised into a deck, but form a face-up stack of cards that does not need to be shuffled.
Stone Curse
Similar to the Werewolf Curse, the Stone Curse is used only when the Gargoyle is hunted, and is covered in more detail later in this rulebook.
Possession / Crimson Hand
In Something Wicked, a Hero may become Possessed, or be attacked by cultists of the Order of the Crimson Hand, regardless of which Villain is being hunted in a given game. This two-sided card is used to mark a Hero's condition when Possessed, and can also be used as a reference card for the Crimson Hand Minions when they attack a Hero.
Terrain Effects Reference Card
The large reference card included in this set describes the special effects of Swamp and Flooded markers (used only with the Bog Fiend) on one side, and of Summoning Circles and Voids (used only with the Unspeakable Horror) on the other.
Mirror Lake Expansion Board
Something Wicked introduces the Mirror Lake expansion board. This new board is added to the existing Shadowbrook board, attached neatly to the right, doubling the size of the overall game board. The Mirror Lake board adds new Corner Locations (each with its own Location deck), new Dangerous Locations, and several new roads to travel along.
New Corner Locations
Three new Corner Locations can be visited on the Mirror Lake board.
Inn
The large Inn building looms on top of the misty lookout hill above Mirror Lake, beside the road passing by it. It is a peculiar resting place for weary travellers, where they can regain their strength, but it is also full of mad ghosts and despair. With many corridors and passages connecting countless rooms and nooks, the Inn is far larger inside than it appears from outside; it is home to numerous residents, some of whom stay for a single night and others who live there almost permanently.
The Inn's cards focus on Cunning, Allies, and unique guest Rooms.
Staying at the Inn. The Inn has its own Location deck, from which cards are drawn when a Hero Encounters this space, and it also has Game Text printed on the game board. When a Hero Encounters the Inn space, before drawing a card from the deck, that Hero may either Heal 1 Wound or take 2 Investigations (as marked on the game board).
Monastery
On the far side of Mirror Lake, in lonely silence, sprawls a complex of stone and wooden buildings... the Monastery. The home of brothers and devout monks, the Monastery is a quiet place for reflection and meditation, and is older than any other neighbouring dwelling. Always ready to offer a helping hand, the monks give shelter and lodging to travellers in need, yet it is whispered that many of those who stayed there never returned. Such disappearances were often accompanied by the chanting of dark ceremonies, which guests of the neighbouring Inn could hear.
The Monastery's cards focus on Spirit, Health, and the Order of the Crimson Hand.
Delay at the Monastery. As marked on the board, if a Hero is attacked as a result of a Delay at the Monastery, the die is NOT rolled on the Villain Minion Table. Instead, the Hero is attacked by the Order of the Crimson Hand. Immediately place a Crimson Hand Minion on the Monastery to conduct a Battle with the Hero, the details of which can be found on the Crimson Hand reference card.
Secret Passage. As also marked on the board, there is a permanent Secret Passage that Heroes can use to travel between the Monastery and the Manor (on the Shadowbrook board). A Hero who begins its Movement Phase in the Manor or the Monastery may spend all of its movement and, by paying 1 Investigation, immediately move to the other side of the passage (to one of the two opposite Locations). A Hero may always make a movement roll before deciding how it will move (this also gives a chance to draw a free Event on a roll of 1).
Monastery Items. After Encountering the Monastery and drawing a Location card, a Hero may also buy an available Monastery Item from the corresponding stack. This works in exactly the same way as buying Town Items at the Shadowbrook Blacksmith. Monastery Item cards count as Town Items in every respect, except that they can only be bought at the Monastery. It is also important that one of the Monastery Items (the Guide) is an Ally card. It works in the same way as any ordinary Item.
Forgotten Isle
In the centre of Mirror Lake, shrouded in a thick cloud of death, stands the Forgotten Isle. It is a secluded and wild place, overgrown and abandoned by the locals of the neighbouring villages. It is a dangerous island of magic and death; those who know of it avoid it at any cost, not daring even to speak its name aloud, since local superstition holds that doing so may bring a curse upon the speaker.
The Forgotten Isle's cards focus on extreme danger, Curses, and the most powerful Items.
Travelling to the Forgotten Isle. The Forgotten Isle can only be reached from either the North or the South Pier, by crossing the lake. As marked on the board, the cost of moving from either Pier to the Isle, or back, is 2 movement points. Minions that can move always travel from the Isle to a Pier, or from a Pier to the Isle, for 1 movement point.
Shortest Route to the Town Hall. As with the Fields on the Shadowbrook board, when calculating the "shortest path to the Town Hall" starting from the Forgotten Isle, you must first roll and determine the direction: 1, 2 or 3 to the North Pier, 4, 5 or 6 to the South Pier. Since these two routes from the Forgotten Isle are not technically equidistant from the Town Hall, in this case the random roll to choose between the two Piers overrides the "shortest path" rule.
Escape from the Isle. While you are on the Forgotten Isle, any Hero who wishes to Escape from a Battle taking place there must first roll a D6. On a 4, 5 or 6, the Hero successfully Escapes to one of the Piers (make a random roll to determine which Pier). On a 1, 2 or 3, the Hero is trapped and must fight one more Round before it can try to Escape again.
New Dangerous Locations
The Mirror Lake board also has three new Dangerous Locations: the Swamp, the North Pier, and the South Pier. Each has its own Game Text, the same as Dangerous Locations on the Shadowbrook board. During set-up, 2 Investigations are also placed on each of them.
Crossing the Lake
A Hero on any Pier may cross the lake, travelling to the Forgotten Isle or directly to the other Pier. As marked on the board, the cost of this movement between each Pier and the Forgotten Isle, or back, is 2 movement points, and the cost of travelling from one Pier to the other is 3 movement points.
Carrying Limit
A Hero may carry 1 card from each Location deck (as before). This applies also to the three new Locations, which contain Items or Allies. Accordingly, the normal carrying limit for a Hero is now 10 cards (7 Location Items plus 3 Town Items). Note that Monastery Items count as Town Items when a Hero's carrying limit is checked.
Moving Between Boards
The Crossroads space on the Shadowbrook board acts as a transition point when a Hero moves between the two boards. Any Hero may move from the Crossroads to the corresponding Road space on the Mirror Lake board (marked "To Crossroads") as if it were an adjacent space. This route is open to moving Minions as well, and is counted when calculating the shortest path to the Town Hall. For all purposes, these two spaces count as adjacent.
Also note that there is a permanent Secret Passage from the Monastery (as marked on the game board) to the Manor Location on the Shadowbrook board, which can be used to move in both directions.
Knockout on the Mirror Lake Board
Whenever a Hero is Knocked Out while on the Mirror Lake board, it is placed in the Monastery instead of the Town Hall. Everything else concerning Knockout remains the same.
Note: the source text here reads "Secret Lake" (Секретного Озера), which is a typo for Mirror Lake; it is transcribed as Mirror Lake.
New Features
The Order of the Crimson Hand
The Order of the Crimson Hand is a secret society of cultists based in the Monastery. Its membership and influence are the most closely guarded secrets, so any mention of the Order is spoken in a whisper, and outsiders are not supposed to know of it at all. Worshippers wearing masks with long noses perform dark rituals of the dead by night. Aimed at strengthening the power of its influence, the Order will stop at nothing to achieve its goals.
Blackmail, bribery, and even secret manipulation of the powers-that-be are all tools in their cruel arsenal. If anyone endangers their plans, they simply send secret assassins to eliminate whoever stands in their way.
Sometimes in the game a Hero may be attacked by the Order of the Crimson Hand, either as the result of a card effect or as the result of a Delay at the Monastery. When this happens, place a Crimson Hand Minion in the space with the Hero, and then immediately conduct a Battle. Crimson Hand Minions are ordinary Minions, subject to all the rules for Minions, and they remain in play until they are destroyed. Details about Crimson Hand Minions can be found on the Crimson Hand reference card.
The Order's Influence
Because the cultists hide behind masks, anyone may be a member of the Order of the Crimson Hand, so their influence may permeate every level of village society. Some new Secret cards in Something Wicked bear the title The Order's Influence. These cards Remain in Play when drawn, and each one exerts its effect on one of the Town Elders. While such a card is in play, it causes the Elder to do wicked things. This does not mean the Elder becomes Evil; it is simply under a certain influence. A Town Elder under The Order's Influence remains a normal Elder in all respects and can be part of the Hunting Party. If a Town Elder under The Order's Influence dies or becomes an Evil Elder, The Order's Influence is discarded as indicated on its card.
Permission Tokens
As the danger and threat hanging over Shadowbrook have grown, some Town Elders have also become stronger, as their resolve to fight grows with the need to save their town. This is represented by Permission Tokens. Permission Tokens are placed on Town Elder cards, adding their effect to them. Normally the player placing such a token has a choice of which Elder to place it on. Each time a Town Elder with one or more Permission Tokens would be killed, instead of dying, remove 1 Permission Token from it. However, all Permission Tokens are removed from a Town Elder if it becomes an Evil Elder, or if it is killed by something that "cannot be prevented".
Alternatively, during a Showdown, a Hero may discard a Permission Token from its Town Elder (a member of the Hunting Party, or one attached to it as a Hero of the People) to gain 2 extra Battle Dice for one attack. This may be used as many times as the Town Elder has Permission Tokens.
Keys
A Key is a new type of Item found in Something Wicked, and at least one Key is now in every Location deck. When a Key is found, also draw a Lair card and apply it to that Key, showing the space on the game board to which the Key's card effect is attached. That Lair card is used only for the Key's text and applies only to that Key.
Oaths
Another type of card a Hero may carry is the Oath. Like Items or Allies, an Oath is placed next to the Hero and affects only that Hero. Note that an Oath is NOT an Item or an Ally. A Hero cannot have more than one Oath at a time. If a Hero already has an Oath, it must discard any new Oath it finds. Oaths cannot be traded to another Hero, and they do not count toward that Hero's Carrying Limit.
Possession
Sometimes Heroes may become Possessed. When this happens, they take a Possession card and place it next to their Hero sheet to show that they are now Cursed. Since Possession is a Curse, it can be cured at the Doctor's Office in Town.
Bringing Town Elders Back to Life
It is now possible to bring a dead Town Elder back to life (for example with the Event card Blood Transfusion). When a dead Town Elder returns to Town, place it back next to the other living Elders. This does not, however, reverse any movement on the Shadow Track that occurred when this Elder was killed. A dead Evil Elder, or any Town Elder that has been removed from the game entirely, cannot be revived.
New Optional Rules
More Secrets (Recommended)
Whenever a Town Elder has 3 or more Secrets, immediately reveal them. Any bonus given to a player who "revealed the Secret" instead goes to the current First Player.
Trading Items and Allies in Competitive Play (Recommended)
As an Action, players may give or trade Items and Allies with other willing Heroes on the same space as them. You may not give or trade Investigations.
Playing Without the Expansion Board
For a small and quick game, you may play without the Mirror Lake expansion board. You do not need to remove any cards from the decks. Simply do not use the Location decks for any Locations on the expansion board, and do not use the Monastery Items.
The Lair deck will then contain cards with locations that are not used in the game. Treat such cards as Wild Cards (Joker Cards). If they are used as a Random Location, the First Player may choose any named space on the game board instead of the Wild Card's location. When such a card is drawn as a Lair, a player may use it to begin a Showdown in any named space on the game board, but must pay double the Investigation cost stated on that Wild Card in order to begin the Showdown. The Wild Card's Lair special ability is still used. If the cost to begin a Showdown has already been doubled (as happens with the Scarecrow's ability Well Hidden), triple the original price shown on the Wild Card.
Advanced Co-operative Mystery Phase Table (Recommended)
To work through additional challenges when playing an Advanced Co-operative game, roll 2D6 and consult the table on the back cover of the rulebook, instead of the regular Co-operative Mystery Phase table. Note that, as with the regular table, individual results CAN be cancelled by any means that counters Events or the played Mystery card. (The 2D6 table is reproduced in full later in this file.)
Growing Darkness
If you want to add challenges to your game, you may use Growing Darkness when playing with any Villain. At the start of each Mystery Phase, make one roll on the Villain Minion Table and resolve the result. If a Minion or Villain Attack is rolled, it must appear in a Random Location.
Holding Back the Darkness (Co-operative Game Only)
If you find the Co-operative game too heavy for your group (with at least one particular Villain), you may use the optional rule Holding Back the Darkness. At the start of the Mystery Phase, when the Shadow Track drops to the RED values, if every Hero individually pays 2 Investigations, move the Shadow Track 1 step back from Darkness (limit: once per turn).
Evil Endurance
Evil Endurance may also be used with any Villain, but be careful, as it may lead you to a premature defeat! Each time a Villain kills a Town Elder or Knocks Out a Hero, all (or the remaining) Heroes always gain +2 Wounds (or +1 Wound each in the Co-operative game), as Evil drains them and they lose some of their life force. This happens in addition to any other bonuses the Villain gains for killing a Town Elder, and even in cases where an Elder is simply removed from the game directly (as with the Gargoyle).
Solo Play Rules
Since the Co-operative game is self-contained, A Touch of Evil is ideally suited to solo play. In this form it can be a very fast and dramatic game, requiring only small changes and adjustments to make the solo mechanics work well.
First you must choose how you want to play: as a Team of Heroes, or as a single Hero alone, leading the hunt for the Villain one-on-one. Playing a single Hero can prove very difficult, but this approach creates a potentially more gripping story.
Hero Team
When playing the Hero Team variant, you must choose how many Heroes you will use. Generally, 2 to 4 Heroes is a good number for one player to control. The Hero Team variant essentially uses all the rules for the Co-operative game found in the base A Touch of Evil rulebook, with one amendment. As the player, you have only one shared "hand" of Event cards, which may be played by any Hero. When one of your Heroes draws an Event card, simply add it to your shared hand of Event cards.
Also, when playing with only 2 Heroes in the team, you may ignore the rule that automatically gives the Villain victory when all of your Heroes are Knocked Out at the same time.
When controlling all of your Heroes alone, you may find the easier coordination of all Heroes in one pair of hands very appealing. You may also want to make the game more challenging by adding some of the Additional Rules described above, which fill the game with more challenges. Of course, you may also use the Advanced Co-operative Mystery Phase Table, found on the back cover of this rulebook, as well as the More Secrets option described above.
Lone Hero
Hunting down and defeating a fear-inspiring supernatural Villain as a single Hero seems, at first glance, a frightening task. But if you are ready to face the challenges, you may read on at your own risk. When you play with one Hero, you must use all the rules of the Competitive game, with a few exceptions.
When you Look at a Town Elder's Secrets, these Secrets must be Revealed, unless the card used is marked "without revealing". You must also use the additional More Secrets rule described above.
If a Hero is Knocked Out during the Mystery Phase, your Hero is Revived at the end of that same Mystery Phase, so it does not skip a whole turn (this is not necessary when you play solo).
Difficulty Levels
You must also choose a difficulty level from those listed below.
- Normal: no additional difficulty.
- Hunter: Use the Co-operative Shadow Track.
- Master of the Hunt: Use the Co-operative Shadow Track and the Advanced Co-operative Mystery Phase Table.
- Insane: Use the Co-operative Shadow Track, the Advanced Co-operative Mystery Phase Table, and the Additional Showdown Table from the base game rulebook.
- Apocalyptic: Use everything from Insane, but if you are Knocked Out a third time in the game, you lose.
The Bog Fiend
A creature from the depths, the Bog Fiend attacks under cover of night, leaving only slimy trails and a smell of swamp in the air, which begins to resemble a veil of thick fog. As its power grows, the water level in neighbouring swamps and rivers begins to rise, slowly creeping over the countryside and drawing the town ever deeper into its boggy embrace.
Swamp and Flooded Locations
Swamp: Any Hero on a space with a Swamp marker receives a penalty of -1 Battle Die.
When a second Swamp marker would be placed in the same Location, instead replace that marker with a Flooding marker, and place a Swamp marker in each adjacent space.
Note that the Crossroads space IS adjacent to the "To Crossroads" space on the Mirror Lake board, and the Forgotten Isle is adjacent to both Piers.
Flooding: Swamp Locations that are completely submerged become Flooded. Any Game Text and Location deck for that Location are removed from play entirely (including any discard piles). A Flooded Location counts as Swamp (i.e., it gives a penalty of -1 Battle Dice), and the Game Text for Encounters with this space now reads:
Roll a D6. On 3+, draw an Event card. On 1 or 2, draw a Mystery card.
Trail of Slime
The Bog Fiend's ability Trail of Slime leaves a trail of Investigation markers on the game board, leading to the nearest Swamp space. These Investigations can be picked up from that space by any Hero using the Action to collect Investigations from the game board, according to the normal game rules.
The Unspeakable Horror
Existing in the Void between worlds for thousands of years, So'bat Kur is finally ready to come into our world for good. His followers among the members of the Order of the Crimson Hand have prepared for this day for many centuries. And at last, their time has come!
Summoning Circles and Voids
Summoning Circle: When an Encounter occurs with a space containing a Summoning Circle, you must first roll a D6. On a 3+, draw an Event card. On a 1 or 2, draw a Mystery card. Then resolve the Encounter with that space under the normal rules.
When a second Summoning Circle marker must be placed in the same Location, instead replace the existing Summoning Circle marker with a Void marker. If there is already a Void there, instead of such a placement, move the Shadow Track 1 step closer to Darkness.
Void: When an Encounter occurs with a space containing a Void, you must first draw a Mystery card. Then resolve the Encounter with that space under the normal rules.
While on such a space, a Hero may explore the Void as an Action. Make a Spirit, Cunning or Honor check of 6+ (the Hero's choice). Gain 5 Investigations for each result of 6+. If the check fails, take D6 Damage.
Since Voids are anomalous portals leading through space and time, they can be used to cross the game board instantly, but this can be dangerous. Heroes may move from one space with a Void to any other space with a Void, as if they were adjacent spaces. Once such a movement through a Void has occurred, the Hero must roll a D6. On a 1, it becomes attacked and must fight 1 Round of Battle with the Villain; each Damage dealt to the Villain will give the Hero 1 Investigation. This is not counted as a Showdown. After this, the Hero may continue its movement as normal. Minions also use Voids when calculating the shortest path to the Town Hall for such travel.
The Banshee
Echoing through the void of a foggy night, the Banshee's piercing wail stirs fear in all living things on earth. Freezing her victims in place, she swoops down from the sky to devour their souls. The Watchman, recently hired to work at the Manor, chatters about the ghosts that haunt his homeland, the British Isles, and speaks in riddles, spreading dark tales of the dead. He constantly prophesies the doom that threatens Shadowbrook. Or is the guard more than he seems?
The Watchman
The Watchman is the first Unique Minion, reflected in the octagonal shape of its marker. Details of its abilities are given on the Banshee's Villain Minion Table. A summary of the rules for the Watchman is also given below:
- Uniqueness: There is only one Watchman. If it is already on the board when its result is rolled on the Banshee's Villain Minion Table, move it to a new Location. Whenever you are asked to place several copies of this Minion at the same time, place Barrow Shades instead of the excess (as may happen with the Mystery card Tide of Darkness).
- Only one Round of Battle.
- Heroes must use their Cunning instead of Combat in this Battle.
- For each Damage dealt to the Watchman, the Hero gains 2 Investigations.
- For each Damage the Watchman deals to a Hero, the Hero must additionally lose 2 Investigations or discard 1 Ally (the Hero's choice).
- After each Battle with the Watchman, roll a D6. On a 6, gain an additional 5 Investigations and remove the Watchman from the game (any later roll of 4 on the Banshee's Villain Minion Table is treated as placing Barrow Shades, described above). Otherwise, immediately move the Watchman to a new Random Location (if the same Location is drawn, discard it and draw a Lair card again).
The Gargoyle
An ancient and powerful evil, the Gargoyle is a beast-like creature with the ability to turn to stone whatever it touches. Worse still is the dark curse that allows it to bring its petrified victims back to life and command them, creating an army of stone soldiers ready to carry out its every wish. Swooping down from the heavens, the Gargoyle attacks its prey, condemning to a stone death anyone who dares to walk out after nightfall.
Underwater Attack
Under the Gargoyle's ability Underwater Attack, the Villain must first re-roll all of its misses, after which any other re-rolls from any other possible bonuses take place.
Note: the ability name is rendered from the Russian "Подводная Атака" (literally "Underwater Attack"); the printed English name may differ.
Stone Curse
Damage from the Gargoyle's Stone Touch attack does not produce its additional effect when dealt to Town Elders who are part of the Hunting Party. Ordinary Damage remains in effect, whether it was dealt on a 5 or a 6.
Note also that the Stone Curse is currently the only way a Hero can be truly killed during the game. As marked on the Stone Curse card, when such a Hero dies, the player must draw a new Hero in order to re-enter the game. If there are no more free Hero characters available, place a statue as usual, and then the player may re-enter the game using an updated version of the same Hero character.
Corrections
Card Corrections
Event: Reassuring Speech. This card must be removed from the game after it is used to move a Shadow Track marker back. If it is used to cancel a Hysteria card, or is simply discarded, it is not removed from the game, but is placed in the discard pile as an ordinary played card.
Mystery: Agent of Evil. If the result of a roll on the Minion Table is a Minion or a Villain Attack, the corresponding Minion marker must be placed, or the Villain Attack carried out, in a Random Location. (It would have been better to state that the roll result applies not only to Minions but to ALL Evil Events.)
Mystery: "These Roads Agent Safe." The card title is transcribed as printed in the source translation. If the result of a roll on the Minion Table is a Minion or a Villain Attack, the player who drew this card chooses any empty space on the game board and places the corresponding Minion marker there, or resolves the effect of the Evil Event Villain Attack (placing 2 Investigations and moving the Shadow Track 1 step closer to Darkness).
Secret: Hero of the People. In the Co-operative game, a Town Elder attached to a Hero may, as an Action, be exchanged or given to any other Hero on the same space as the owning Hero. This may also happen between Rounds of Battle in a Showdown.
Secret: Knows too Mach. The card title is transcribed as printed in the source translation. Once the effect of this card has triggered, it must be removed from the game. Thus, if the Town Elder is later Revived in some way, this Secret no longer takes part in the game.
Secret: Selfless Martyr. Once this Secret has been learned from a Town Elder, it may be Revealed at any time to use the effect of its card.
Corner Location Deck Cards
Attacked! Roll the die on the Minion Table and resolve the result obtained (a Minion, a Villain Attack, or an Evil Event).
The Vampire: Mist Form. The ability to become an ethereal cloud of vapour is one of the most powerful tools in the Vampire's combat arsenal. The Vampire ignores any Damage dealt to it, making a D6 roll of 5+ for each Wound it would otherwise receive.
Clarifications. The Vampire's Minions, the Bats and the Wolves are removed from the game board after their first Encounter with any Hero, regardless of the result of that Encounter.
Allies, apart from their Ability, serve as an additional Wound slot for the Hero. The Hero may transfer its Wounds onto its Ally, and the Ally does not die. It is easily healed when the Hero itself is healed. In general, an Ally cannot be killed; the only way it leaves play is if the situation forces the Hero to discard it.
Frequently Asked Questions
Q. When using Eliza's ability Fanaticism, if the Wound is prevented, does she still receive its bonus?
A. Yes.
Q. What happens if a Unique Minion, such as the Watchman, moves while in the Town Hall, as a result of which it is removed, moving the Shadow Track?
A. Such a Unique Minion is removed from play like an ordinary Minion (it is NOT removed from the game entirely). It may re-enter the game later under the normal rules for entering the game (the Villain Minion Table, etc.).
Q. If The Order's Influence is on Judge Croft (creating an evil Militia), can Captain Hawkins' abilities still be used?
A. Yes. Captain Hawkins can still create and move Militia using his abilities, but he may also be attacked by a Militia, like any other Hero ("I am very sorry, sir... but we have the Judge's orders").
Q. If a Hero moves into a space with a Summoning Circle, Void, Swamp or Flooding marker and wants to begin a Showdown, must it first resolve the Terrain Effect of that marker?
A. No, because it does not Encounter the space (beginning a Showdown "replaces" the Encounter with the space).
Q. What about healing or gaining 2 Investigations at the Inn, or buying an Item at the Monastery or the Blacksmith?
A. The same as above. No, because you do not Encounter the space.
Q. When I make an attack, can I roll fewer Battle Dice if I want to?
A. Yes. However, you must roll at least as many Battle Dice as your base Combat Skill (or the Skill you are using for the Battle at that time). You may also roll your Battle Dice first and then add extra Battle Dice to the roll, after the roll, with individual Items, Allies and Events.
New Heroes
Brother Marcus
- Faith: Cannot use Gun Items. May use Spirit instead of Combat in a Battle.
- Missionary: Starts the game at the Crossroads.
- Strength of Spirit: May pay 2 Investigations to cancel any Mystery card or Event (including Events from the Villain Minion Table) on a D6 roll of 4+. Limit: once per turn.
"Only justice can stop this evil!"
Valeria, the Eternal
- Vampirism: Automatically heals D3 Wounds at the end of the Battle Round in which she defeats an enemy (this may prevent her from being Knocked Out). Immune to Curses.
- Power of Darkness: Gains 1 Investigation each time the Shadow Track moves one step closer to Darkness.
- Immortality: Cannot use Gun Items, and cannot use or carry Holy cards or cards that give a bonus against Vampires (including Town Elders).
"Now come closer... just a tasty morsel."
Eliza, the Witch Hunter
- Fanaticism: May take a Wound to gain +2 Spirit, Cunning, Honor or Combat for one check. Limit: once per check. This Wound may be given to a Militia.
- Inquisition: Each time she reveals the Secrets of Town Elders, gain 4 Investigations for each Revealed Little Secret or Evil card. Limit: once per turn.
- Hunter: Has +2 Battle Dice against any Ghost, Demon or Magik enemy.
"Are you trying to hide something from me?"
Captain Hawkins
- Call to Arms: As an Action, you may pay 2 Investigations to place a Militia on any space on the game board. Limit: one marker per space. This may only be used if there are currently no more than 4 Militia markers on the board.
- Field Drills: During your Movement Phase, you may pay 1 Investigation to move a Militia marker to any other space on the game board. If there is a Minion there, you may discard the Militia and roll a D6. On a 3+, discard the Minion, gaining the reward for defeating a Minion as if you had destroyed it in a Battle.
"Don't worry, there's nothing I can't handle!"
Advanced Co-operative Mystery Phase Table (2D6)
Roll 2D6 and consult the table below (see Advanced Co-operative Mystery Phase Table above).
2. Surprise: Showdown! You have stumbled upon the Villain's Lair! It is too late to retreat... he knows you are here. Immediately draw a Lair card and move each Hero to that space. Now begin a Showdown with the Villain. All Heroes take part in the Showdown, and they do not have to pay any Investigations. The Hunting Party of Town Elders is not formed, and Heroes cannot use their character abilities during the first Round of the Showdown. The effect of the Lair card is used. If you make this roll in a Competitive game, its result affects only the current First Player.
3. Villain's Curse. Immediately draw and resolve 1 Mystery card for each Hero, starting with the First Player. This replaces the normal Mystery card for this turn.
4. Lies and Deception. Roll a D6. Any Town Elder with Honor equal to or less than the rolled result gains 1 Secret. If any Town Elder has 3 or more unrevealed Secrets, immediately reveal them.
5. Fall into Darkness. The Shadow Track immediately moves D3 steps closer to Darkness. Heroes may collectively take 5 Wounds, divided among themselves, to prevent this. A Hero cannot take more Wounds than it has Health boxes.
6. March of Darkness. Each Minion on the board immediately moves 2 spaces by the shortest path to the Town Hall. If there are no Minions on the board, make 1 roll on the Villain Minion Table (re-roll any Event result) and place such a Minion in 2 Random Locations.
7. Surge of Evil. Make 1 roll on the Villain Minion Table and resolve the result. If a Minion or Villain Attack is rolled, draw a Random Location for it to appear in. (Minion markers are placed in the indicated Locations. A Villain Attack is made only if Hero(es) are present in that Location; if no Heroes are present, the Villain Attack is ignored, and no Villain marker is placed on the board. As with Minions, if several Heroes are in the Location during a Villain Attack, the Hero with the highest Honor fights first. If several Heroes have the same Honor, the First Player chooses which of them the Villain attacks.)
8. "Murder... Murder!" Draw a Random Location and place 3 Investigations there. Move the Shadow Track 1 step closer to Darkness. This counts as playing the Mystery card "Murder!" (for the Villain's abilities).
9. Perfect Storm. A powerful supernatural whirlwind has risen above the town. Immediately discard any Mystery cards in play with the keyword Weather. Also make a roll on the Villain Minion Table (re-roll any non-Event results) to see what the devilish storm has brought. If a Villain Attack occurred during the storm, resolve it in a Random Location with +3 Villain Combat (again, only if a Hero is there).
10. Night Ambush. Each Hero must roll a D6 and add its Cunning. Whichever Hero obtains the lowest result immediately becomes attacked by one of the Villain's Minions (the roll does not count if results are tied). Make a roll on the Villain Minion Table (re-roll any Event result or any Minion that has no Battle Dice) and place the Minion on that Hero's space. During the first Round of Battle, the Hero cannot use any Items, Allies or Abilities, and the Minion has double its Battle Dice.
11. Madness Obsession. Each Hero must immediately roll a D6 and add its Honor. Whichever Hero obtains the lowest result (the roll does not count if results are tied) must immediately fight 1 Round of Battle with the Hero that obtained the highest result (disputed rolls are re-rolled). Each such Hero gains 1 Investigation for each Damage dealt to its opponent. Heroes may roll fewer Battle Dice than they have available, but not fewer than their base Combat Skill.
12. Sign of Dark Omen. One Town Elder who was previously dead returns to the town. The First Player immediately chooses any dead Town Elder (not an Evil Elder) and returns it to the game. Discard any Secrets that Town Elder had, and give it 2 new Secrets, drawn without looking at them. If there is no dead Town Elder, the First Player instead chooses a Town Elder, which gains a Permission Token. In either case, discard the top card of each Location deck, move the Shadow Track 1 step closer to Darkness, and give each Hero 1 Investigation.
Revised Mystery Phase Order
Since some parts of the Mystery Phase now contain more specific information about the new Villains and their Minions, the order of the steps of the Mystery Phase has undergone some small changes.
Summary of the New Mystery Phase:
- Minion Movement. Any Minions that move at the "Start of the Mystery Phase" move before anything else happens in it.
- Start of the Mystery Phase. Any other things that happen at the "Start of the Mystery Phase."
- Knocked Out Heroes recover.
- Villain healing.
- Roll on the Mystery Phase table for the Co-operative variant (used only in the Co-operative game).
- Draw a Mystery card.
- Change the First Player.
Villain Abilities
The Gargoyle
Underwater Attack. Swooping down from the heavens, the Gargoyle attacks its prey, condemning to a stone death anyone who dares to walk out after nightfall. Once per attack, the Gargoyle re-rolls all failed Battle Dice.
Advanced Abilities
Stone Touch. Each time the Gargoyle rolls a 6 on one of its Battle Dice, it counts as Stone Touch Damage. Stone Touch Damage gives a special effect in addition to ordinary Damage.
First, a Hero dealt Stone Touch Damage takes a Stone Curse card. Each additional Stone Touch Damage taken by a player who already has the Stone Curse card adds an extra Transformation marker to the Curse.
If the Gargoyle deals one or more Stone Touch Damage, the Hero may make a Cunning check of 5+ to try to avoid it. For each roll of 5 or 6, the Hero dodges (prevents) one Stone Touch Damage. Any prevented Stone Touch Damage is ignored, both as Damage and as its special effect.
Monument of Fear. Each time a Town Elder dies, instead of dying it turns into a statue! All of its Secrets are immediately discarded without being Revealed, and the Town Elder is removed from the game. Since only a stone statue remains after such a transformation, place a Stone Statue marker together with 5 Investigations in a Random Location (or in the space the Town Elder was on, if it was already on the game board at the time of the transformation).
Stone Army. Each time the Mystery card "Murder!" is played, roll a D6. On a 4+, place Living Statues in the same Random Location as the Investigations.
The Bog Fiend
Ferocity. The Bog Fiend's slimy skin quickly regenerates, healing even the most disgusting wound with terrible festering. At the end of each Battle Round of a Showdown, the Villain automatically heals D3 Wounds (or D6 in the Co-operative game).
Advanced Abilities
Swamp Lair. At the start of the game, place a Swamp marker on each Marsh and Bog space on the game board. During a Battle in any space with a Swamp, the Villain gets +1 Combat and +1 Wound.
Trail of Slime. At the end of any Battle with the Villain, immediately place 1 Investigation in each space of the shortest path to the nearest Swamp. This placement of Investigations includes both the Location where the Battle took place and the Swamp space itself. If more than one Swamp is equally distant from the Battle space, the First Player must choose which Swamp the trail of Investigations leads to.
Devil's Stench. When the Shadow Track crosses into a new stage (moving forward or back), move the Lair deck and automatically activate the Rural Flooding result of the Villain Minion Table in a Random Location. Then place a Mosquito Swarm in each space on the game board containing a Flooding marker.
Note: the source translation reads "move the Lair deck" (перемещайте Колоду Логовища) here and in End of Time; transcribed as printed.
Deadly Immersion. Each time the Mystery card "Murder!" enters play, also place a Swamp marker in the indicated Location.
The Banshee
Death Wail. Echoing through the void of a foggy night, the Banshee's piercing wail stirs fear in all living things on earth. Freezing her victims in place, she swoops down from the sky to devour their souls. For each Battle Die of the Banshee rolled with a result of 6, the Hero must pay 2 Investigations or take an additional Damage.
Advanced Abilities
Willow Vine. Each time a Hero is Knocked Out or a Town Elder is killed, the Villain gains a +1 Wound marker.
Ghost. The Banshee gets +1 Combat against any Hero with a Spirit value of less than 4.
Keeper's Watchman. While a Watchman Minion is on the game board, the Banshee gets +2 Wounds.
Night Wail. Each time the Mystery card "Murder!" enters play, place 2 additional Investigations in the Location, as well as 2 Investigations in each adjacent space, and move the Shadow Track 1 additional step closer to Darkness.
The Unspeakable Horror
Trapped in the Void. Dwelling in the Void between worlds for thousands of years, So'bat Kur is finally ready to come into our world for good. His followers have prepared for this day for many centuries.
The Unspeakable Horror cannot enter Battles except a Showdown, or when a Hero moves through a Void. If such a Battle must be conducted by a Hero as a result of a card or ability, instead of a Battle with the Villain, place a Crimson Hand in the space with that Hero.
At the end of any complete Showdown in which the Villain was not defeated, it automatically heals D3 Wounds and gains a +1 Wound marker.
Advanced Abilities
So, It's Time to End It. While the Shadow Track is in the Red zone, all Minions get +1 Battle Die.
End of Time. At the start of each Mystery Phase, the Summoning Ritual Event of the Villain Minion Table is automatically activated in a Random Location. When the Shadow Track crosses into a new stage (moving forward or back), move the Lair deck.
Human Sacrifice. Each time the Mystery card "Murder!" enters play, roll a D6. On a 4+, place a Crimson Hand in the same Random Location where the Investigations are placed.
Last Hope. Any Hero in a Battle with the Unspeakable Horror may pay 2 Investigations to gain +1 Battle Die for one attack. This may be used several times within one Round of Battle.
Villain Minion Tables
The Gargoyle
1. Danger from Above (Event). The Gargoyle swoops down from the heavens, terrorising the countryside. Draw a Random Location. If the Location is linked to a deck (for example the Windmill), discard the top 2 cards of that deck, then remove all cards in the discard pile for that deck from the game. If the drawn Location has no deck of its own, the corresponding effect is redirected to the Event deck. Place 2 Investigations in that Location and move the Shadow Track 1 step closer to Darkness.
2. Living Statues (Minion – Construct). Statues roll 3 Battle Dice. Have 3 Health (Wounds). Victory: 6 Investigations.
Important: When Living Statues receive Wounds, roll a D6. Ignore these Wounds on a 4+. At the start of each Mystery Phase, move the Statues 1 space along the shortest path to the Town Hall.
3–4. Grotesques (Minion – Construct). Grotesques roll 3 Battle Dice. Have 1 Health (Wound). Victory: 4 Investigations.
Important: When a Grotesques result is rolled, place an additional Grotesques marker in a Random Location. Heroes must roll a 6 to deal Damage to Grotesques (instead of the usual 5 or 6). At the start of each Mystery Phase, move the Grotesques to a Random Location.
5–6. Gargoyle Attack! (Event). The Villain attacks! The Hero must immediately fight 1 Round of Battle with the Villain. Instead of the Villain taking Wounds, each Damage dealt to it by the Hero gives the Hero 1 Investigation. This Battle is NOT counted as a Showdown.
If there are no Heroes in the space, instead of this Battle, place 2 Investigations in that Location and move the Shadow Track 1 step closer to Darkness.
If a Militia is in the attacked Location (without a Hero present), immediately remove it and replace it with a Living Statues Minion.
Note: the source spells the Event name "Гаркульи" (Gargoyle's) with a typo; it is transcribed as "Gargoyle Attack!", and the Minion type "Конструкиця" is transcribed as "Construct".
The Bog Fiend
1. Carried Away by Night (Event). The First Player must immediately choose one Ally in play (including any unpurchased Ally in the stack of Town Items) to be swallowed by the night (remove it from the game). If there is no Ally in play, choose any Town Elder to be killed by the Villain.
The Shadow Track moves 1 step closer to Darkness. Each Hero gains 2 Investigations.
2–3. Rural Flooding (Event). Place 2 Investigations and a Swamp marker in the Location of the Hero that initiated the roll (or in a Random Location, if the roll was not initiated by a Hero).
If the Location being placed in already has a Swamp marker, simply replace it with a Flooding marker. If the Location already has a Flooding marker, then instead of placing or replacing, move the Shadow Track 2 steps closer to Darkness.
4–5. Mosquito Swarm (Minion – Insect – Horde). Mosquitoes roll 2 Battle Dice. Have 2 Health (Wounds). Victory: 3 Investigations.
Important: When a Mosquito Swarm is rolled, also place an additional Mosquito Swarm in a Random Location. Heroes must use their Cunning instead of Combat during this Battle. For each Damage dealt by the Mosquito Swarm to a Hero, the Hero must also lose 1 Investigation in addition to taking each Wound. The Mosquito Swarm gets +2 Battle Dice while it is on a Swamp space.
6. Bog Fiend Attack! (Event). The Villain attacks! The Hero must immediately fight 1 Round of Battle with the Villain. Instead of the Villain taking Wounds, each Damage dealt to it by the Hero gives the Hero 1 Investigation. This Battle is NOT counted as a Showdown.
If there are no Heroes in the space, instead of this Battle, place 2 Investigations in that Location and move the Shadow Track 1 step closer to Darkness. Activate the Bog Fiend's Trail of Slime ability in this Location.
The Banshee
1. Echo of the Moors (Event). Each Hero must immediately make a Honor check of 5+. If it passes, the Hero gains 2 Investigations for each roll of 5+. If it fails, the Hero chooses and discards 1 Event card from its hand or discards 1 Ally (the Hero's choice).
The Shadow Track moves 1 step closer to Darkness.
2–3. Barrow Shades (Event). The Shades roll 3 Battle Dice. Have 2 Health (Wounds). Victory: 4 Investigations.
Important: Heroes must use their Spirit instead of Combat during the Battle. For each Battle Die the Hero rolls as a 1, it takes 1 additional Damage.
4. Watchman (Minion – Human – Unique). The Watchman rolls 4 Battle Dice.
Important: Uniqueness: There is only one Watchman. If it is already on the board when its result is rolled on the Banshee's Villain Minion Table, move it to a new Location. Whenever you are asked to place several copies of this Minion at the same time, place Barrow Shades instead of the excess (as may happen with the Mystery card Tide of Darkness).
Only one Round of Battle. Heroes must use their Cunning instead of Combat during this Battle. For each Damage dealt to the Watchman, the Hero gains 2 Investigations. For each Damage the Watchman deals to a Hero, the Hero must additionally lose 2 Investigations or discard 1 Ally (the Hero's choice).
After each Battle with the Watchman, roll a D6. On a 6, gain an additional 5 Investigations and remove the Watchman from the game (any later roll of 4 on the Banshee's Villain Minion Table is treated as placing Barrow Shades, described above). Otherwise, immediately move the Watchman to a new Random Location (if the same Location is drawn, discard it and draw a Lair card again).
5–6. Banshee Attack! (Event). The Villain attacks! The Hero must immediately fight 1 Round of Battle with the Villain. Instead of the Villain taking Wounds, each Damage dealt to it by the Hero gives the Hero 1 Investigation. This Battle is NOT counted as a Showdown.
If there are no Heroes in the space, instead of this Battle, place 2 Investigations in that Location and move the Shadow Track marker 1 step closer to Darkness.
The Unspeakable Horror
1–2. Corruption and Madness (Event). Each living Town Elder must immediately make a Spirit check of 4+. If it fails, it rolls a D6.
- On a 1 or 2, the Elder has gone mad (it is killed, and this cannot be prevented by any means).
- On a 3 or 4, the Elder immediately joins the Villain as an Evil Elder.
- On a 5 or 6, the Elder gains 1 additional Secret.
If the check is passed, the Town Elder gains a Permission Token.
3. Summoning Ritual (Event). Place a Summoning Circle marker in the Hero's Location (or in a Random Location, if the roll was not initiated by a Hero), and roll a D6.
- On a 1, 2 or 3, there is no additional effect.
- On a 4, place a Crimson Hand on the new Summoning Circle.
- On a 5, place a Traitor on the new Summoning Circle.
- On a 6, place a Fallen on the new Summoning Circle.
If a Summoning Circle is already in this Location, replace it with a Void (do not make the extra D6 roll, since it is made only when a new Summoning Circle is placed). If there is already a Void in this Location, simply move the Shadow Track 2 steps closer to Darkness.
4. Crimson Hand (Minion – Human). The Crimson Hand rolls 2 Battle Dice. Has 4 Health (Wounds). Victory: 5 Investigations.
The Crimson Hand gains +1 Battle Die for each Wound it has.
5. Traitor (Minion – Demon). The Traitor rolls 2 Battle Dice. Has 3 Health (Wounds). Victory: 5 Investigations.
Jaws: Deal Damage on 4, 5 or 6 (instead of the usual 5 or 6).
6. Fallen (Minion – Demon). The Fallen rolls 3 Battle Dice. Has 2 Health (Wounds). Victory: 5 Investigations.
Wings: For each Damage taken from them, roll a D6. On a 4, 5 or 6, the Fallen ignores that Damage.