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A Touch of Evil: The Coast – 'Haunted Shores' Game Supplement thumbnail

A Touch of Evil: The Coast – 'Haunted Shores' Game Supplement

Expansion for A Touch of Evil: The Supernatural GameExpansion for A Touch of Evil: The Coast

A Touch of Evil: The Coast – 'Haunted Shores' Game Supplement Rulebook

Table of Contents

Table of Contents

  • Minion Cards
    • Flickering Shadows
    • Fog Scavenger
  • Item Cards
    • Corroded Shovel
    • Hourglass
    • Pirate's Hook
  • Danger Cards
    • They Come from the Sea
    • Smuggler's Den
  • Village Encounter Cards
    • Bound by Blood
    • Fresh Supplies
    • Stolen in the Night
  • Curse Cards
    • Spanish Gold
  • Investigation Cards
    • Candle of Tomorrow

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.