A Touch of Evil: The Coast – 'Haunted Shores' Game Supplement
A Touch of Evil: The Coast – 'Haunted Shores' Game Supplement Rulebook
Table of Contents
Table of Contents
Minion Cards
Flickering Shadows
Minion • Ghost
- Fight Dice: 1*
- Health: 3
- Reward: 4 Investigation
This Minion gains +1 Fight Dice for each Mystery card that REMAINS IN PLAY.
(The Fight Dice value is printed with an asterisk, and the card text above is the only explanation printed on the card.)
Fog Scavenger
Minion • Beast
- Fight Dice: 4
- Health: 2
- Reward: 6 Investigation
This Minion ignores the first Hit done to it by a Hero each Fight Round.
Item Cards
Corroded Shovel
Item
"Be careful where ye' go diggin' in these parts, ye' might not like what ye' find."
When ending your move in any space that is not a Corner Location or Town Space, you may roll 3 dice. For every 4+ rolled, gain 1 Investigation. If at least one 6 is rolled, also draw an Event. If at least one 1 is rolled, also draw a Mystery card.
Hourglass
Item • Occult • Time
When you gain this Item, place D6+2 Wound markers here. At the start of each Mystery Phase, remove 1 Wound marker from here. When there are no markers here, discard.
At the end of a Fight Round, discard this Item to move all Wound markers from here onto a Minion or Villain you are fighting.
Pirate's Hook
Item • Hand Weapon
Once per Fight Round, you may Re-roll one of your Fight Dice.
Danger Cards
They Come from the Sea
Danger • Investigation
Exploring the lower decks of the decayed wreck, the echoes of the old fisherman in Tidewater ring in your ears with every creak and crack of the broken ship.
Make an Honor 5+ Test and gain 2 Investigation for every 5+ rolled. If the Test is failed, search the Shipwreck deck and discard pile for the Descendants of the Deep Minion card to Fight.
Smuggler's Den
Danger • Investigation
Pushing deeper into the caves, you are drawn in by the smell of smoke and the flickering light of a flashing flame. This is the den of smuggler's...and the fires are still lit. Someone's coming!
Make a Cunning 5+ Test and gain 2 Investigation for every 5+ rolled. If the Test is failed, search the Smuggler's Cove deck and discard pile for the Smugglers Minion card to Fight.
Village Encounter Cards
Bound by Blood
Village Encounter
They say the people of Tidewater are bound by blood to the sea. The folk of this village believe the only thing they're bound to... is hell.
You must take 1 Wound or draw a Mystery card.
"The people are scared." "That's because they know what evil haunts them."
Fresh Supplies
Village Encounter
Tidewater gets shipments of supplies everyday from outside of town. This may seem a luxury until you discover that water sours and food rots daily in the dark of night here.
Every Hero in a Tidewater Town Space gains 2 Investigation.
Stolen in the Night
Village Encounter
One of the townspeople has gone missing, taken violently in the night from their home. The briny stench of death still hangs in the air.
Choose a Tidewater Town Space and place a Wound marker there. The game text on that space may not be used. Remove this marker the next time the Shadow Track crosses into a new Stage.
Curse Cards
Spanish Gold
Curse • Investigation
Shimmering with a golden glow, piles of stolen coins are heaped upon the tables here. As you reach out, a hissing whisper fills your mind. If you touch it... there's no going back.
You may take this card as a Curse to collect 2D6 Investigation. If doubles are rolled, you may also take an Item out of any discard pile. While you have this Curse, all Enemies roll 1 extra Fight Dice against you.
Investigation Cards
Candle of Tomorrow
Investigation • Madness
The beacon atop the lighthouse crackles and goes dark. Whipping winds and wicked whispers grow louder in your ears as you race to strike a lamp. You can only hope that the flickering flame can keep the darkness at bay until the morning's dawn.
Make a Spirit 5+ Test and gain 1 Investigation for every 3+ rolled. If the Test is failed, take 1 Hit for every Investigation you gained from this roll.