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A Touch of Evil: The Shadow Witch

Expansion for A Touch of Evil: The Supernatural Game

A Touch of Evil: The Shadow Witch Rulebook

Table of Contents

Table of Contents

  • Villain Record
  • Special Rules
    • Revenge
  • Advanced Abilities
    • Spectre
    • Witch's Lair
    • Hypocrisy Revealed
    • On the Trail of Evil
    • The Guilty Shall Pay
    • Solomon
  • Solomon's Chart
  • Minions
    • Shadow Spectre (Minion - Ghost)
  • Shadow Witch Minion Chart
    • Basic Game
    • Advanced Game
  • Clarifications and F.A.Q.
    • Lair Cards
    • Clue Markers
    • Cooperative Game
    • Questions and Answers

Villain Record

Shadow Witch - The Ghost of Elaine Bartlett

Villain - Magik - Ghost

  • Combat: 4
  • Wounds: 5

Special Rules

Revenge

Accused of witchcraft and hanged for her crimes, the vengeful spirit of Elaine Bartlett has returned on All Hallow's Eve with a growing strength bourne of magik and hate.

The Villain gains +1 Combat for every Mystery card that currently Remains in Play.

Advanced Abilities

Spectre

The Shadow Witch gains +1 Combat against any Hero with less than Spirit 4.

Witch's Lair

The Shadow Witch gains +6 Combat while in a Showdown.

Hypocrisy Revealed

The Shadow Witch gains +2 Combat for every Little Secret card in play on a Town Elder taking part in a Showdown.

On the Trail of Evil

The Heroes must re-trace the events of the past to find clues that will help them to defeat the witch.

At the start of the game, each Hero draws a free Lair card.

After Encountering a Space, if the Hero has a Lair card for that Space, they may reveal and discard it, paying the Investigation cost shown on the card to buy a Clue marker. The player may then immediately draw a new Lair card (as they continue on the trail of clues).

The Shadow Witch's Combat is reduced during a Showdown based on the number of Clues that a Hero currently has:

  • 1 Clue marker: -1 Combat
  • 2 Clue markers: -3 Combat
  • 3 Clue markers: -6 Combat

For every Clue marker over 3, the Witch is an additional -1 Combat.

Lair cards may also be used to start a Showdown as normal, but instead of paying the cost listed on the card, the Hero must pay the cost listed on the current Stage of the Shadow Track (the cost normally used for buying a Lair card).

The Guilty Shall Pay

Any time the Mystery card "Murder!" is played, roll a D6. Any Town Elder with Honor equal to or less than the roll gains a Transformation marker. If any Town Elder ever has Transformation markers greater than or equal to their Spirit, they are immediately killed and removed from the game. Place a Shadow Spectre in a Random Space on the board to represent their tormented spirit.

Solomon

Elaine's pet cat wanders Shadowbrook, spreading misfortune wherever he goes.

At the start of the game, place the Familiar Cat token (from the Something Wicked Expansion or use another marker to represent Solomon) in a Random Space on the board. Any Hero in the same Space as Solomon is -1 Fight Dice.

At the start of each Mystery Phase, draw a Random Location and move Solomon along the shortest path to that Location. If there are multiple paths that are equal, the First Player may choose which to use.

Any Hero crossed by Solomon's path must pass a Cunning 5+ Test gaining 1 Investigation for every 5+ rolled. If failed, the Hero must roll once on Solomon's chart.

Solomon's Chart

Roll a D6. If the Hero is Keyword Strange add +1 to the roll, if Holy subtract -1 from the roll (minimum of 1).

  • 1 - Discard 1 Item, Ally, or Oath
  • 2 - Draw a Mystery card
  • 3 - Lose 3 Investigation
  • 4 - Take 1 Wound
  • 5 - Discard 1 Event card of your choice (including Remains in Play)
  • 6 - Discard your Lair card and draw a new one
  • 7 - Gain D6 Investigation or 1 Clue

Minions

Shadow Spectre (Minion - Ghost)

Placed by The Guilty Shall Pay ability.

  • Fight Dice: 5
  • Wounds: 2
  • Victory: 5 Investigation

Notes:

Heroes must use their Spirit instead of Combat during this Fight.

While on the board, at the start of each Mystery Phase, draw an additional Mystery card.

Shadow Witch Minion Chart

The chart is printed in two versions, one for the Basic Game and one for the Advanced Game.

Basic Game

D6 Roll 1-2: Ghost Soldiers (Minion - Ghost - Horde)

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

Notes:

Heroes must use their Spirit instead of Combat during this Fight.

D6 Roll 3-4: 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.

D6 Roll 5-6: Shadow Witch Attack! (Event)

The Villain attacks! The Hero must immediately resolve a single Fight Round with the Villain. Instead of causing Wounds, each Hit done to the Villain gains 1 Investigation for 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.

Advanced Game

D6 Roll 1-2: Wrath of the Shadow Witch (Event)

Discard the top 2 cards from each Location Deck. Place a Shadow Spectre minion on the board in a Random Location for each Ally card discarded. Any Ally cards discarded in this way are removed from the game.

D6 Roll 3: Ghost Soldiers (Minion - Ghost - Horde)

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

Notes:

Heroes must use their Spirit instead of Combat during this Fight.

If the Hero does no Hits to the Ghost Soldiers during a Fight Round, roll a D6. On the roll of 1 or 2, the Hero must immediately Escape from the Fight if possible, as they are driven off by the ghastly horde.

D6 Roll 4: Living Trees (Minion - Magik - Plant)

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

Notes:

When 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.

D6 Roll 5-6: Shadow Witch Attack! (Event)

The Villain attacks! The Hero must immediately resolve a single Fight Round with the Villain. Instead of causing Wounds, each Hit done to the Villain gains 1 Investigation for 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.

Clarifications and F.A.Q.

Lair Cards

While hunting the Shadow Witch, Lair cards are used for finding Clues about the Villain as well as to actually start a Showdown. At the start of a Hero's turn, if they do not have a Lair card, they may draw one for free. Only one Lair card may be played per turn by a Hero, so even if you use a Lair card to gain a Clue marker and then draw another Lair card for the same Location, you must wait until next turn to use it.

Heroes may still buy a new Lair card as an Action as normal (at the usual cost).

Clue Markers

Anything can be used to represent Clue markers collected by the Heroes (if you have the Something Wicked Expansion, Resolve Tokens work well for this).

Cooperative Game

In the Cooperative Game, note that each Hero gets their own Lair cards and collects Clues for themselves. These Clue markers reduce the Shadow Witch's Combat individually for attacking each Hero.

A Showdown can be started by any Hero using their own Lair card and the other Heroes may pay to join in as normal.

Whenever "Murder!" is played in the Cooperative Game, instead of automatically triggering The Guilty Shall Pay ability, roll a D6. On the roll of 4, 5, or 6, activate The Guilty Shall Pay as normal. On the roll of 1, 2, or 3, instead immediately move Solomon along the shortest route to the Location of the "Murder!" (this is treated as an extra move for Solomon).

Questions and Answers

Q: If a Hero is in the same Space as Solomon when the cat moves, does that Hero need to make a Cunning Test?

A: No. A Hero in the Space that Solomon starts his move in does not need to make the test.

Q: Does Full Moon affect the Transformation markers placed by The Guilty Shall Pay ability?

A: No. This ability is not a Curse, so the Mystery card Full Moon has no effect on it.

Q: If a Hero moves into a Space with Solomon, do they have to make the Cunning Test?

A: No, the Cunning Test is made only if Solomon moves into or through the Hero's Space.

Q: Can Heroes lose Clue markers when KO'd?

A: No.

Q: What happens if a Town Elder has a Resolve Token (from the Something Wicked Expansion) when they get a Transformation marker from The Guilty Shall Pay?

A: A Resolve Token will automatically be discarded to cancel the new Transformation marker.

Q: Can a dead Town Elder still gain Transformation markers and become a Spectre?

A: Yes.