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Apocrypha Adventure Card Game: Box Three – The Devil thumbnail

Apocrypha Adventure Card Game: Box Three – The Devil

Expansion for Apocrypha Adventure Card Game: Box One – The World
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Apocrypha Adventure Card Game: Box Three – The Devil Rulebook

Table of Contents

Table of Contents

  • Components
  • How to Play with The Devil
  • Chapter Powers
  • Between Games
  • Frankly Assessed Quandaries
  • The Book of the Animus
    • New Rules for This Chapter
    • Chapter Structure
    • Build That Wall
    • Life and Death in Eden
    • Night Things
    • Smokestack Lightning
    • Pig Country
    • The Truth About Cats and Dogs
    • The Vine that Ate the South
    • The Bargaining Table
    • The Battle of New Orleans
  • The Book of the Damned
    • New Rules for This Chapter
    • Chapter Structure
    • The Law of Attraction
    • The Law of Averages
    • The Law of Diminishing Returns
    • The Law of Gravity
    • The Law of Motion
    • The Law of the Jungle
    • The Law of the Land
    • The Law of Thermodynamics
    • The Lighthouse
  • The Book of the Dreamers
    • New Rules for This Chapter
    • Chapter Structure
    • In Real Life Missions
      • Childish Nightmares
      • Hypnotic Suggestions
      • The Steel Trap and the Sieve
      • Time Travel is a Lonely Business
    • In Dreams Missions
      • Face Your Fear / Fear Your Face
      • Lost in a Good Book
      • More Than One Way
      • The Aficionado
  • The Book of the Serpents
    • New Rules for This Chapter
    • Chapter Structure
    • Foundation Missions
      • A Bit of a Long Shift
      • Market Forces
      • La Maquiladora
      • Red Flowers
    • Staircase Missions
      • Serpent of Smoke
      • Serpent of Blood
      • Serpent of Fire
      • Serpent of Stone

Components

This is the third box of the Apocrypha Adventure Card Game. You need The World components to play The Devil, which contains:

  • The Book of the Animus—100 cards, generally with green borders: 1 saint, 3 nexuses, 4 mutations, 9 omens, 9 Mind gifts, 9 Body gifts, 11 Soul gifts, 11 Rage gifts, 22 threats, 12 true threats, and 9 missions and fragments
  • The Book of the Damned—99 cards, generally with orange borders: 1 saint, 4 nexuses, 4 mutations, 9 omens, 10 Mind gifts, 9 Body gifts, 11 Soul gifts, 9 Rage gifts, 18 threats, 15 true threats, and 9 missions and fragments
  • The Book of the Dreamers—102 cards, generally with blue borders: 2 saints, 5 nexuses, 4 mutations, 9 omens, 13 Mind gifts, 10 Body gifts, 9 Soul gifts, 8 Rage gifts, 18 threats, 14 true threats, 9 missions and fragments, and 1 structure
  • The Book of the Serpents—100 cards, generally with gold borders: 1 saint, 4 nexuses, 4 mutations, 9 omens, 9 Mind gifts, 11 Body gifts, 10 Soul gifts, 9 Rage gifts, 18 threats, 16 true threats, and 9 missions and fragments
  • 16 Base gifts, 13 awakened fleeting fragments, and 2 structures
  • 5 saint pawns
  • A storybook for The Book of the Animus, The Book of the Damned, The Book of the Dreamers, and The Book of the Serpents

How to Play with The Devil

Add the cards, pawns, dividers, and rules for The Devil into the box for The World. To play a chapter from The Devil, combine the chapter you wish to play with Base cards before you begin setup. You may play any saint in any chapter, but cannot play The Awakened King or use the awakened fleeting fragments until you complete the mission The Sleeper Wakes.

Chapter Powers

Some powers are specific to a chapter and may be modified from how they work in The World. These powers only apply when you are playing in the specified chapters or playing a card with these powers.

  • Animus: the divider Allegiance, unstashing Hush, and the powers for appeasing, opposing, and throwback.
  • Damned: unstashing Indignation and the powers for staking, gambling, vice targets, and contracts, including novem contracts.
  • Dreamers: the structure In Real Life/In Dreams, unstashing Starlight, and the powers for time travel, dreamshare, dice targets, the Awakened King, and the awakened fleeting fragments.
  • Serpents: unstashing The Hookup and the powers for slither, Serpent mutations, and the ziggurat.

Between Games

After each mission, you still reconstruct your deck the same way as in The World. You may keep any cards you earned from chapters in The Devil, even if you switch to a different chapter. If you cannot construct a valid deck from the cards your choir has available, for each card you are missing, draw 1 new matching Alpha gift, including any from this box.

Frankly Assessed Quandaries

What does it mean to manipulate dice? You perform any dice action like reroll or upgrade.

In Assemble, do I have to add all my dice before I trash any dice? Yes. You can't add dice in Assemble after you start trashing dice.

If a power lets me upgrade dice and another lets me reroll dice, can I play them in that order? No. If you have passed the time to do a dice manipulation power, you can't go back to do the previous step.

If I avoid a card from somewhere other than a nexus, where does it go? It shuffles into the deck it came from; if it didn't come from a deck, it is sacrificed.

When do I apply a mutation power? Generally, as soon as you can legitimately do so. For example, a mutation power like "Evaluate: Trash 1 die" waits till the trash step in Evaluate before happening, but "Evaluate: Discard 1 card" happens right at the beginning of the Evaluate step.

If I search for a specific type of card, do I look at the whole deck first? No. Stop searching cards immediately upon finding the first card of that card type.

How do I suffer damage from my deck? You discard cards off the top of your deck (or elsewhere in the deck, if specified) equal to the number of damaged cards.

If I'm given two options of mandatory consequences, and I can only do one of them, can I pick the other? You must pick the one you can do. For example, if the power "Discard 1 Serpent gift or bury 1 random card" hits you when none of your gifts is a Serpent gift, you must bury a random card.

If I play a card which has a chapter power on it, does that power always function? Yes. A gift or fragment with a power like dreamshare on it will function outside of its chapter.

In the turn-taking example, Ophelia asks Zeez to play a Grifter on her turn. Is that possible? It is… with the Grifter in the Animus chapter in this box.

In the dice-rolling example, Ophelia plays a Bruiser with a recycle power. Is that possible? It is… with the Bruiser in the Serpents chapter in this box.

On the Hope side of the Base nexus Bar, do I choose between the Body check and winning vs. a threat? Yes. Treat it as if it said "Choose 1:" before those options.

If I sacrifice the Base fragment The Carriage Ride, can I go to End right after recycling my hand? You must first complete any confrontation you're in.

Whose buried card does the Base fragment The Sallow Mistlight let you draw? Only yours.

In a While Danger Remains mission, if I win vs. a card from the clock but have no cards in my hand to recycle, must I investigate again? No. You only investigate again if you recycle 1 card. We've made a lot of changes to this important card, so we put a new version in this expansion. Kindly wood-chipper your other one.

In the Apocrypha א1 Companion App's card gallery, you'll also find trivial changes to these Base cards: Business Suit, Demon Key, Dreamsnare, Grifter, Hay Man, Holy Water Cocktail, Huggermugger, Lair, Lucky Numbers, Park, Pollution, Seer (as well as in Skinwalkers), Sewers, Strix, Swarming, Terminal, The Birds, The Bonfire, The King of Lies, The Resonance, Watchdog, Wardriver, and Zoo. None of these changes affect gameplay; they're just minor cleanup. Carry on.

If I sacrifice a card from a chapter I'm not playing now, does it go into the cards I'm playing with or into its own chapter? Put it back in its own chapter.

If my nexus is sealed but a power prevents me from moving, what happens? You move. It's impossible to not to be at a nexus, so ignore the instruction that tells you that you can't move.

What does it mean to complete a mission? Play it from start to finish. If you need to complete some other missions to attempt a mission, you do not necessarily have to win them, just play through them.

If there are no nexuses left, do I keep playing? No. If no other win or loss condition occurs, you time out.

When I suffer Lycanthropy, do I shuffle deaths into my deck? Yes. You shuffle into your deck as many new deaths as the threat's Lycanthropy number.

The Book of the Animus

Transcriber's note on symbols: the printed power icon is shown as a bullet (•). The appease icon (a blue peace sign) is shown as [appease icon] and the oppose icon (a red prohibition sign) as [oppose icon]. The up-arrow-over-star icon, which the printed text uses as a target, is shown as [up-arrow/star icon].

New Rules for This Chapter

Unstashing: When you win a mission in this chapter, unstash every omen Hush.

Allegiance: This chapter has a divider called Allegiance. It functions as a divider next to which you add Animus non-true threats during the Preparations of War missions of this chapter; these threats become "under allegiance". At the end of the mission, do not put them back in their card type dividers. When you play the missions The Bargaining Table and The Battle of New Orleans, the threats will come back to help you or hurt you.

Diagram in the storybook: arrows run from Preparations for War to The Bargaining Table and to The Battle of New Orleans, and from The Bargaining Table to The Battle of New Orleans.

Appease/Oppose: At the start of the mission, the choir must choose whether to attempt to appease Mother Gaia or oppose her. Display the Allegiance divider (along with any threats under allegiance underneath the divider) and choose to appease [appease icon] or oppose [oppose icon]; mark a tally under your choice, even if you have played this mission before.

  • Appease:
    • Mission Setup: Display the omen Natural Beauty.
    • Play an Animus gift: Raise the cost by 1.
    • Target vs. an Animus threat: You cannot target Rage.
    • Win vs. an Animus non-true threat: Put it under the Allegiance divider.
  • Oppose:
    • Mission Setup: Remove a number of threats from the Allegiance divider equal to the number of saints and shuffle each one into a random nexus; if this mission uses the structure While Danger Remains, shuffle them into the clock instead. Display the omen Natural Disaster.
    • Play an Animus gift: Lower the cost by 1.
  • Mission End: Put all threats under allegiance into the box by the Allegiance divider.

Missions and cards may have different powers starting with the [appease icon] symbol or the [oppose icon] symbol; only follow these if that is your allegiance.

Throwback: This chapter contains prehistoric creatures brought back from extinction. If a power says to throwback a card, put the card into your nexus in a way that depends on your allegiance: If appeasing, recycle the card into the nexus; if opposing, reload it into the nexus.

Chapter Structure

You may complete the first seven missions (the "Preparations for War") in any order. While you do, you will use the Allegiance divider as noted above. When you have completed all of the first seven missions, you may continue to play them or attempt either The Bargaining Table or The Battle of New Orleans.

Build That Wall

Structures:

  • Withstand the Invasive Species Wherever There's Trouble While Danger Remains. Build a number of decks for the nexus Levee equal to the number of saints. Use a number of minion A archetypes equal to the number of nexuses. When shuffling the nexus threats and archetypes into the clock, shuffle in 4 more threats.

Nexuses:

  • (1+) Levee (Quarantine Bay Levee)

Minion A: Invasive Species (1-6)

Powers:

  • Start: You may recycle 1 gift into your nexus.

If any nexus is sealed, lose the mission.

Life and Death in Eden

Structures:

  • Cleanse the Venus Mantrap Along the Trail While Danger Remains. Seed the master and minion A archetypes, then shuffle 6 minion B archetypes into the clock.

Nexuses:

  • (1+) Manor (The Columns), (1+) Park (Butterfly Riverview Park), (1+) Zoo (Aquarium of the Americas), (2+) Lair (Oh, Miss Agnes Field), (3+) Woods (Couturie Forest), (4+) Cemetery (Metairie Cemetery), (5+) Fun Park (Storyland)

Master: Venus Mantrap

Minion A: Living Sculptures (1-6)

Minion B: Living Sculptures (11-16)

Powers:

  • Initiate vs. Living Sculptures: You may exchange table positions with [up-arrow/star icon]. If you do, it becomes their turn and they continue the confrontation.

Night Things

Structures:

  • Corner the Fifolets Along the Trail As the Hours Pass. Shuffle the master into the nexus Bar. Seed the minion A archetypes, and shuffle a number of minion B archetypes equal to the number of saints into the nexus Swamp.

Nexuses:

  • (1+) Bar (Bourbon Street), (1+) Vieux Carré (The French Quarter), (3+) Sewers (London Avenue Canal), (5+) Lake (Lake Ponchartrain), (5+) Woods (Fontainebleau State Park), (1+) Swamp (Cane Bayou)

Master: Fifolets

Minion A: Firebug (1-6)

Minion B: Tainted Keitre (11-16)

Powers:

  • When the master would escape, shuffle its archetype into the next nexus instead.
  • Win vs. Firebug: Display its archetype by the mission.
  • Mutate vs. Tainted Keitre: You may sacrifice any number of displayed archetypes to trash that number of mutation dice.

Smokestack Lightning

Structures:

  • [appease icon] Cleanse Pollution Wherever There's Trouble As Things Get Strange or [oppose icon] Gather Gifts Wherever There's Trouble As Things Get Strange. Seed the minion A archetypes, then exchange 3 omens in the clock with minion A archetypes.

Nexuses:

  • (1+) Factory (Dow Chemical), (1+) Power Station (Waterford 3 Generating Station), (1+) Refinery (Marathon Refinery), (2+) Magnetic Fields (Entergy New Orleans), (3+) Train (City of New Orleans), (4+) Terminal (Port of New Orleans), (5+) Sewers (Industrial Canal)

Minion A: Pollution (1-10)

Powers:

  • Evaluate vs. a gift: Suffer damage as if it were a threat.
  • [oppose icon] Win vs. Pollution: Instead of going to Sanctify, you may shuffle the threat's archetype and 1 new Body or Rage gift into a random other nexus.
  • [oppose icon] Win vs. a gift: You may add the gift to a plunder pile by the mission. If the plunder pile has a number of gifts equal to 10 + twice the number of saints, win the mission and draw the plunder pile.

Pig Country

Structures:

  • Duel the Appalachiosaurus At the Stronghold As Things Get Strange. Build a number of decks for the nexus Farm equal to the number of saints + 1. Shuffle 4 minion C archetypes into the clock. Build a gift pile using the nexuses' gifts.

Nexuses:

  • (1+) Farm (Sutter's Folly)

Master: Appalachiosaurus

Minion B: Terminator Pig (1-6)

Minion C: Anai-Kondra (11-14)

Powers:

  • Win vs. a true threat: Draw 2 gifts from the gift pile; choose 1 to keep and 1 to sacrifice.

The Truth About Cats and Dogs

Structures:

  • Gather Constant Companions Wherever There's Trouble As the Hours Pass.

Nexuses:

  • (1+) Back Alley (Rosalie Alley), (1+) Cul De Sac (Bungalow Court), (1+) Main Street (Magazine Street), (2+) Zoo (Audubon Zoo), (3+) Park (Tidelands Golf Course), (4+) Stadium (Tad Gormley Stadium), (5+) Motel (The Dauphine)

Minion B: Constant Companions (1-7)

Powers:

  • Win vs. Constant Companions: [up-arrow/star icon] Confront a copy of the true threat Constant Companions. If you are the only saint at your nexus, bury 1 card.
  • [appease icon] Support: You may bury 1 archetype to examine 1; do not shuffle the archetype into a nexus.
  • [oppose icon] Avoid vs. a non-true threat: You may bury 1 archetype to avoid; do not shuffle the archetype into a nexus.

The Vine that Ate the South

Structures:

  • Withstand Kudzu Wherever There's Trouble While Danger Remains. Use 3 minion A archetypes and 3 minion B archetypes.

Nexuses:

  • (1+) Levee (The MR-GO Levees), (1+) Park (New Orleans Botanical Garden), (1+) Woods (Gentilly Forest), (3+) Ruins (Abandoned Fort McComb), (4+) Quarry (New Orleans Rockwork), (5+) Swamp (Project Tierra Site)

Minion A: Grover Sentinel (1-3)

Minion B: Kudzu (11-13)

Powers:

  • Damage: If damage is decreased, reload 1 new matching gift into your nexus.
  • Win vs. a minion at a Hope nexus: Reload 1 new gift matching the virtue used into your nexus.
  • Lose vs. a minion at a Doom nexus: Move to a random other nexus.
  • Lose vs. Kudzu: Instead of shuffling threats into nexuses, shuffle them into the clock.

The Bargaining Table

Requirements: You must complete all seven Preparations before you attempt this mission.

Structures:

  • Outmaneuver Mother Gaia At the Stronghold As the Hours Pass. Your allegiance is determined by which choice has the most tally marks on the Allegiance divider. When building the nexus, use as many Animus non-true threats that are not under allegiance as possible. Put a number of new threats equal to whichever allegiance has fewer tally marks on the Allegiance divider into Mother Gaia's trophy pile. If you are appeasing, divide the threats under the Allegiance divider as evenly as possible between each saint's trophy piles.

Nexuses:

  • (1+) Magnetic Fields (Jackson Dome), (1+) Stadium (Mississippi Coliseum), (1+) Swamp (The Delta), (3+) Levee (Gulfport Seawall), (5+) Lair (The Singing River)

Master: Mother Gaia

Powers:

All threats are trophies. Replace the storybook's appease and oppose powers with:

  • Terminate vs. a gift if appeasing or a threat if opposing: In Win, flip your nexus to Hope; in Lose, put 1 random card from your trophy pile into Mother Gaia's trophy pile.
  • Win vs. a trophy: Mother Gaia has no score; instead, if you kept any Rage dice while opposing or any bonus dice while appeasing, put the threat into Mother Gaia's trophy pile.
  • End: If your nexus is Doom side up, add 1 new Animus threat to Mother Gaia's trophy pile.

Mission Win: Stash all Animus threats that are in saints' trophy piles; otherwise, sacrifice them.

The Battle of New Orleans

Requirements: You must complete all seven Preparations before you attempt this mission.

Structures:

  • Corner Mother Gaia Wherever There's Trouble As Things Get Strange. Seed the master and minion A archetypes, then shuffle 8 minion archetypes into the clock. Put the nexus Shelter in the center of the table, and arrange the other nexuses in a circle around it. Put saint pawns at the nexus Shelter. Shuffle the true threats other than Mother Gaia into an Animus true threats pile and set it by the mission.

Nexuses:

  • (1+) Shelter (Seabrook Floodgate), (1+) Swamp (The Flooded Ninth Ward), (1+) Vieux Carré (The Old Square), (2+) Levee (Army Corps of Engineers HQ), (3+) Stadium (The Superdome), (4+) Chapel (Saint Louis Cathedral), (5+) Main Street (Canal Street)

Master: Mother Gaia

Minion A: All other Animus true threats (1-14)

Powers:

  • Start at a nexus other than Shelter: If you draw an archetype or an Omen of Doom from the clock, exchange your nexus card with another random nexus deck's nexus card other than Shelter.
  • Start at Shelter: [up-arrow/star icon] Heal 1 from their bury pile.
  • Investigate vs. minion A: Confront 1 random true threat from the Animus true threats pile.
  • Damage vs. an Animus threat: Bury the damage.

The Book of the Damned

Transcriber's note on symbols: the printed power icon is shown as a bullet (•). The vice symbol (a black star burst) is shown as [vice symbol]. The virtue icons printed before virtue names are not reproduced; the virtue name is kept.

New Rules for This Chapter

Unstashing: When you win a mission in this chapter, unstash every omen Indignation.

Staking: In this chapter, saints can put up gifts as collateral. When you are told you can stake a gift, in Assemble, you may display 1 gift to add 1 die matching that gift's type (or, if you are told to stake something other than a gift, add 1 bonus die). If you fail the check, sacrifice the card; otherwise, recycle it.

Gambling: Cards in this chapter may let you tempt fate by allowing you to reroll dice in the Trash step. When you are told to gamble a certain number in Evaluate, in the Trash step reroll that number of dice, then immediately trash all odd dice you gambled. Powers that affect rerolling and trashing dice can be used when gambling, but you cannot gamble dice you already gambled in that step.

Vice targets: Some targets show a target number plus a target containing the [vice symbol], called a vice. When you attempt the check, add your virtue number in the vice's virtue to the target. For example, a Mind target of 11 + Rage is a target of 12 if you have 1 Rage and 15 if you have 4 Rage.

The storybook shows an example Mind gift, Johnny Esquire, with a Discard power to boost Mind and a Support power to discard a vice to bury a Contract card. Its icons are not reproduced here.

Contracts: Cards in this chapter often have contracts which require you to obey their rules. When a power makes you contract a card, slot it into your halo if it is a gift or non-true threat; if it is a true threat, slot the true threat's archetype. You may not slot anything on top of a contract.

When you contract a card, you gain the first part of the power immediately, then you must comply with the second part until the contract is sacrificed. For example, a gift power like "Contract: Draw 1 new Damned Mind gift. While contracted, - [power icon] Lose vs. a gift: Suffer 1 Soul damage" slots into your halo and you get a gift, but losing future gifts hurts every time.

Contract powers are active as long as they are slotted. Contracts are immune to powers that affect slotted cards except if they say they affect contracts. At the end of each mission, sacrifice all contracted gifts and threats.

Novem contracts: This chapter's missions reward you with fragments that contain contracts for the novem that will aid you in their chapters. These may also be useful if you accidentally free the dragon Morningstar in the Serpents chapter.

Chapter Structure

You may complete the missions in any order, except that you cannot attempt the mission The Lighthouse unless each saint has a novem contract in their halo.

  • This chapter is built like a citywide game of Beetle. Before each mission except The Lighthouse, roll 1 Soul die and 1 Body die.
  • The Soul die determines the sin dominating Sin City on this mission, providing the mission's true threats. Use master and minion archetypes starting with archetype 1.
  • The Body die determines the region of the "beetle" where the contract can be found, providing the mission's nexuses, either ordered by number or randomly. If the latter, roll Mind dice to determine which nexuses to use, each being used only once except for in the Mojave Desert.
  • Taken together, the Body and Soul dice dictate how fate will shine on the saints.
    • If together the dice show 2, 3, or 12, build the clock out of 6 Omens of Hope and 18 Omens of Doom.
    • If together the dice show 7 or 11, build the clock out of 6 Omens of Doom and 18 Omens of Hope.
    • Otherwise, build the clock normally.

Soul (Sin) table

Soul (Sin)True Threats
1 (envy)Master: Lady Midday; Minion: Crystal Mephistopheles
2 (wrath)Master: Electra; Minion: Ruined Shedim
3 (pride)Master: Wombwell; Minion: Sphinx
4 (sloth)Master: Bellfigure; Minion: Bellfigure's Beast
5 (greed)Master: Bertie Burlington; Minion: Bandit
6 (lust)Master: Dame Fortune; Minion: Anjel

Body (Region) table

Body (Region)Nexuses
1 (eyes)UNLV (1. University, 2. Stadium, 3. Museum, 4. Studio, 5. Bibliothèque, 6. Theatre)
2 (antennae)City Infrastructure (1. Terminal, 2. Power Station, 3. Hospital, 4. Precinct, 5. School, 6. Sewers)
3 (legs)Clark County Outskirts (1. Cul De Sac, 2. Fun Park, 3. Lake, 4. Mega Mart, 5. Park, 6. Bar)
4 (tail)The Mojave (each nexus is Desert, and the decks surround its card; its orientation applies to each nexus)
5 (head)Downtown Vegas (1. Chapel, 2. Star Walk, 3. Vieux Carré, 4. China Gate, 5. Motel, 6. Lot)
6 (body)The Strip (1. Main Street, 2. Casino, 3. Pyramid, 4. Skyscraper, 5. Train, 6. Festival)

The Law of Attraction

Novem contract: Nebuchadnezzar

Structures:

  • Cleanse the Mirages Wherever There's Trouble As the Hours Pass. Seed only the master archetypes.

Nexuses: 3 random nexuses from the region

Master: From the sin (1-3)

Minion B: From the sin (1-16)

Powers:

  • Win vs. a master: Examine your nexus; if the other 2 master archetypes are not in the nexus, go to Lose. In Escape, if all 3 masters are in your nexus and the master cannot escape, win the mission.
  • Lose vs. a master: When the master escapes, use minion B archetypes instead of threats.
  • Win vs. minion B: Examine 1.

The Law of Averages

Novem contract: Aleph

Structures:

  • Withstand the Drones Wherever There's Trouble. Do not build a clock. Shuffle the master and minion archetypes into an archetype pile.

Nexuses: 3 random nexuses from the region for 1-2 saints, 4 for 3-4 saints, or 5 for 5-6 saints

Master: From the sin

Minion B: From the sin (1-16)

Powers:

All threats have the keyword Drone and the power "Terminate: Body (Resist or Sense) 8; if any saints fail, they suffer 1 Body damage."

  • Investigate: At the start of your first Investigate step of a turn, investigate your nexus.
  • Win vs. a gift: You may shuffle 1 card into your nexus.
  • End: Sacrifice the top card of 1 random nexus; if it is a minion, also sacrifice the bottom card of the nexus. Then shuffle 1 archetype from the archetype pile into that nexus; if you cannot, you time out.

The Law of Diminishing Returns

Novem contract: Celsus

Structures:

  • Cleanse the Master Wherever There's Trouble As the Hours Pass.

Nexuses: 3 random nexuses from the region for 1-2 saints, 4 for 3 saints, 5 for 4 saints, or 6 for 5-6 saints

Master: From the sin

Minion A: From the sin (1-5)

Powers:

  • Investigate after your first Investigate step of a turn: You may not play an Omen of Hope to investigate.
  • Evaluate: You may recycle 1 card to reroll 2 dice. If they total 7 or 11, go to Lose.
  • Play a healing gift: Heal 1 more card, then sacrifice the gift.

The Law of Gravity

Novem contract: The Morrígan

Structures:

  • Hunt the Minions Wherever There's Trouble As the Hours Pass.

Nexuses: 3 random nexuses from the region for 1-2 saints, 4 for 3 saints, 5 for 4 saints, or 6 for 5-6 saints

Minion B: From the sin (1-6)

Powers:

  • Do not follow the You Win If power on the structure Hunt.
  • In Mission End, if each nexus has an archetype card on the bottom of its deck, win the mission; otherwise, lose the mission.
  • When you would contract or sacrifice an archetype, recycle it into its nexus instead.
  • End: You may go to Mission End. If you don't, examine 1 from the bottom of your nexus, then you may shuffle your nexus.

The Law of Motion

Novem contract: Kairos

Structures:

  • Gather the Minions Wherever There's Trouble As the Hours Pass.

Nexuses: 4 random nexuses from the region for 1-2 saints, 5 for 3-4 saints, or 6 for 5-6 saints

Minion B: From the sin (1-16)

Powers:

  • Win vs. minion B: [inline power icon] May go to Sanctify. If the minion has a contract power, contract 1 new minion B archetype.
  • Reset: Cannot discard threats.

The Law of the Jungle

Novem contract: Morningstar

Structures:

  • Outmaneuver the Master At the Stronghold As the Hours Pass. Shuffle the master archetype into the clock.

Nexuses: 3 ordered nexuses from the region for 1-2 saints or 4 for 3-6 saints

Master: From the sin

Powers:

Each gift is a trophy. Set the master's score by rolling 2 dice and adding twice your number of contracted cards.

  • Start: After you draw from the clock, if you have more cards in your trophy pile than the master, confront a copy of the Base true threat Cult Member.
  • Confront vs. a master: In Win, sacrifice its archetype and put 1 of its trophies in your trophy pile. In Lose, shuffle its archetype into its nexus and put 1 of your trophies in its trophy pile.

The Law of the Land

Novem contract: Mother Gaia

Structures:

  • Corner the Master Wherever There's Trouble As Things Get Strange. Seed only the master and minion A archetypes. Shuffle a number of minion B archetypes equal to the number of saints into the clock.

Nexuses: 2 random nexuses from the region for 1 saint, 3 for 2 saints, 4 for 3-4 saints, 5 for 5 saints, or 6 for 6 saints

Master: From the sin

Minion A: From the sin (1-5)

Minion B: Kudzu (11-16)

Powers:

  • Confront vs. Kudzu: If you play a non-Animus gift, raise the cost by the number of saints at your nexus.
  • Win vs. a non-true threat: Shuffle 1 new Rage or Soul gift into your nexus.
  • Lose vs. a non-true threat or gift: Shuffle 1 new threat into your nexus.

The Law of Thermodynamics

Novem contract: Ereshkigal

Structures:

  • Cleanse the Master Along the Trail As Things Get Strange. Seed the master and minion A archetypes. Replace 4 omens in the clock with minion B archetypes.

Nexuses: 3 ordered nexuses from the region for 1-2 saints, 4 for 3 saints, 5 for 4 saints, or 6 for 5-6 saints

Master: From the sin

Minion A: From the sin (1-5)

Minion B: From the sin (13-16)

Powers:

  • Start: Recycle 1 card for each death displayed at your nexus.
  • Evaluate: You may gamble all your dice matching the target.
  • Win: If you did not gamble at least 1 die during this confrontation, display 1 new death at your nexus. When the nexus is sealed, sacrifice all deaths displayed by it.

The Lighthouse

Requirements: Each saint must have at least 1 novem contract fragment in their halo to attempt this mission.

Novem contract: Abramelin

Structures:

  • Act 1: Duel Lord Khufu At the Stronghold As the Hours Pass. Shuffle the master archetype and 5 minion B archetypes into the Bindery.
  • Act 2: Hunt Ouroboros At the Stronghold As the Hours Pass. Shuffle the master archetype and 1 Mind gift for each saint into the Bibliothèque.
  • Act 3: Corner Abramelin At the Stronghold As the Hours Pass. Put only the master archetype into the Casino.

Nexuses:

  • Act 1: Bindery (The Lighthouse)
  • Act 2: Bibliothèque (The Library at the Alexandria)
  • Act 3: Casino (The Penthouse at the Alexandria)

Act 1 Master: Lord Khufu

Act 1 Minion B: Lawgiver (1-5)

Act 2 Master: Ouroboros

Act 3 Master: Abramelin

Powers:

  • Initiate vs. a Mind gift: If you do not have a Mind gift in your hand, sacrifice the gift.

Act 1 & 2: If you would win the mission, return the nexus deck to the box and begin the next act. If you lose, lose the mission.

Act 3: If you win vs. Abramelin, win the mission.

The Book of the Dreamers

Transcriber's note on symbols: the printed power icon is shown as a bullet (•). The cube-shaped dice target is described in the text where it appears.

New Rules for This Chapter

In Real Life/In Dreams: This is a new dual-sided structure that goes at the end of Dreamer missions. Use the appropriate side of this structure in each mission.

Unstashing: When you win a mission in this chapter, unstash every omen Starlight.

Time Travel: In this chapter, when a mission enables it, all nexus decks gain discard piles. When a card would be sacrificed from a nexus deck, it is instead discarded into the deck's discard pile. When you use a time travel power, reload the number of cards from the nexus's discard pile into the nexus deck in reverse order, starting with the most recently discarded one. If you run out of cards to time travel into the nexus, stop time traveling.

Dreamshare: Some cards have a power that tells you to dreamshare a certain number of cards. Examine that number of cards from any nexus deck or the clock. You may exchange any 1 gift, omen, or non-true threat with 1 new Dreamers card of the same type; if there are no Dreamers cards available, you may exchange for 1 new Base card of that type. Then, return the cards in any order.

Dice targets: A card with cube-shaped targets requires you to pick a target virtue first, then roll the number of dice shown in the target, keeping the 3 highest dice, to set the virtue's target number.

The Awakened King and awakened fragments: The saint The Awakened King cannot be played except under the conditions in The Sleeper Wakes. He can unlock a set of fleeting fragments called awakened fragments, which begin stashed. When you begin playing the Awakened King, unstash the awakened fragments for any completed chapters and slot them in open slots of any saints' haloes; when sacrificed, shuffle them into the fleeting fragments. When the Awakened King is part of a choir that completes a chapter, unstash that chapter's awakened fragment and slot it into the open slot of a saint's halo.

Chapter Structure

The new structure card describes two types of missions in this chapter: In Real Life ("IRL") and In Dreams. You cannot start a play session with an In Dreams mission. Instead, you must complete an IRL mission to undertake an In Dreams mission in the same session, before any of the players go to sleep. You may undertake any IRL mission before you undertake any In Dreams mission, with the exception that you may not undertake the mission The Sleeper Wakes unless you have completed all other dreaming missions at some point (not necessarily in the same session).

Diagram in the storybook: the four In Real Life missions (The Steel Trap and the Sieve, Childish Nightmares, Time Travel is a Lonely Business, Hypnotic Suggestions) lead to a central point, which leads to the four In Dreams missions (The Aficionado, Face Your Fear / Fear Your Face, Lost in a Good Book, More Than One Way), with "+" signs between the In Dreams missions and an arrow from More Than One Way to The Sleeper Wakes.

In Real Life Missions

Childish Nightmares

Structures:

  • Gather Helpless Children Wherever There's Trouble As Things Get Strange In Real Life. Seed only the minion B archetypes. Shuffle 4 minion A archetypes into the clock.

Nexuses: (1+) Curiosity Shop (The Joybox), (1+) Fun Park (Mikey's Maze), (1+) School (Sunderland Orphanage), (1+) Woods (The Buttonball Tree), (3+) Bindery (Capulet Bookmill), (5+) Cul de Sac (Gunn Cross Road), (6) Mercado de Brujas (Gunn Family House Gift Shop)

Minion A: Der Kindertod (13-16)

Minion B: Helpless Child (1-7)

Powers:

  • Win vs. Helpless Child: You may go to Sanctify.
  • Lose vs. a threat: Sacrifice the top card of the clock; if it is an archetype, confront Der Kindertod.

Hypnotic Suggestions

Structures:

  • Corner the Svengali Wherever There's Trouble As the Hours Pass In Real Life.

Nexuses: (1+) Casino (The Somnus Resort), (1+) Curiosity Shop (Ye Olde Magick Shoppe), (1+) Museum (The Museum of Hoaxes), (3+) Studio (Valdemar's Apartment), (5+) China Gate (Chinatown), (6) Manor (Collyer House)

Master: Svengali

Minion A: Random Omens of Hope

Powers:

  • Investigate: After you draw an Omen of Hope from a nexus, [up-arrow/star icon] shuffle 1 card into their nexus.
  • Lose vs. a Dreamer card: Confront the true threat Svengali.
  • End: If you moved this turn, dreamshare 3.

The Steel Trap and the Sieve

Structures:

  • Withstand Muninn Wherever There's Trouble While Danger Remains In Real Life. Use a number of minion B archetypes equal to the number of nexuses.

Nexuses: (1+) Bibliothèque (Poe Bust at the Boston Public Library), (1+) Cemetery (Boston Neck Gallows), (1+) Mercado de Brujas (Salem Witch House), (3+) Zoo (Wellesley College Raven Nest), (5+) Cul de Sac (Raven Trail), (6) School (College of the Frogpondians)

Master: Muninn

Minion B: The Forgotten (1-6)

Powers:

  • Win vs. The Forgotten: Mind (Sense) 11; if you succeed, you may shuffle the minion into another nexus.
  • When a nexus is sealed, [circled icon] buries 1 slotted fragment.
  • Mission Lose: [cross-arrow icon] Sacrifice 1 random fragment from their bury pile.

Time Travel is a Lonely Business

Structures:

  • Hunt Spring-Heeled Jack Wherever There's Trouble As Things Get Strange In Real Life. Seed 2 minion A archetypes per nexus. Shuffle 3 master archetypes into the clock.

Nexuses:

  • Act 1: (1+) Factory (Hyde Park Factory District), (1+) Power Station (Neponset River Reservoir), (3+) Chapel (Most Precious Blood Church), (4+) Theatre (Strand Theatre), (5+) Curiosity Shop (Silk Stockings)
  • Act 2: (1+) Vieux Carré (1880s Whitechapel)

Master: Spring-Heeled Jack (1-3)

Minion A: Bystander (1-10)

Powers:

Time travel is enabled.

  • Avoid vs. Bystander: Avoid and display its archetype by the mission, then time travel 1 at each nexus.

Act 1: Do not follow the You Win If power on the structure Hunt. When you display an archetype, you may go to Sanctify; if you seal your nexus, search it for archetypes and display them. When the last nexus is sealed, build the nexus Vieux Carré, shuffle all displayed archetypes into it, and begin Act 2.

Act 2: [cross-arrow icon] Cannot play Hack gifts. When you win vs. the master, win the mission; for each displayed archetype, 1 saint draws 1 new Soul gift.

In Dreams Missions

Face Your Fear / Fear Your Face

Requirements: You must complete an IRL mission in the same game session before you attempt this mission.

Structures:

  • Withstand Crowlie Wherever There's Trouble While Danger Remains In Dreams. Use a number of minion A archetypes equal to the number of saints + 6.

Nexuses:

  • (1+) Magnetic Fields (The Mirror Pond) and each saint draws 2 random nexuses and chooses 1 to build.

Masters: Crowlie

Minion A: Can't Unsee (1-12)

Powers:

Time travel is enabled.

  • End: You may bury any number of cards from your discard pile to time travel 1 per 2 buried cards.

When a nexus is sealed, build 1 new random nexus and shuffle its threats into the clock. When 3 nexuses are sealed, lose the mission.

Lost in a Good Book

Requirements: You must complete an IRL mission in the same game session before you attempt this mission.

Structures:

  • Hunt the Gatekeeper Around the Square As Things Get Strange In Dreams. When you build the nexus deck, use 6 decks for the nexus Bindery; shuffle 3 master archetypes into it. When you build the square, place the Bibliothèque in the upper right corner, the Bindery in the middle of the bottom row, and the rest randomly. Build the clock from 20 random omens and 4 minion B archetypes. Put saint pawns at the nexus Bindery.

Nexuses:

  • The Maze of Games is composed of Bindery, 23 random nexuses, and Bibliothèque.

Master: Gatekeeper (1-3)

Minion B: Labyrinth (13-16)

Powers:

Do not follow the You Win If power on the structure Hunt. You win if [cross-arrow icon] are at the nexus Bibliothèque.

On your turn, the nexus deck is at your nexus; if it is the Bibliothèque, you may skip your turn. If you seal a nexus, sacrifice only the nexus card.

  • Win vs. a threat: [up-arrow/star icon] May go to Sanctify.
  • Move: You must move to an adjacent nexus. If you move from or just sealed a Doom nexus, move to a random adjacent nexus.

More Than One Way

Requirements: You must complete an IRL mission in the same game session and must know the ravens' secret before you attempt this mission.

Structures:

  • Outmaneuver the Bagman Wherever There's Trouble As the Hours Pass In Dreams.

Nexuses:

  • (1+) Magnetic Fields (The Skin Sorcerer's Lair), (1+) Perfectly Spherical Room (The Refuge), (1+) Pyramid (The Tower), (3+) Desert (The White Fields), (3+) Swamp (The Muck), (5+) Lair (The Ravening Lands), (5+) Sewers (The Flow of Blood)

Master: Bagman

Minion A: Huginn (1-7)

Powers:

Each minion A archetype is a trophy.

  • Seal: Bury 1 fragment or sacrifice 1 card from your trophy pile; if you do not, you cannot seal and if the nexus is empty, shuffle 2 new threats into it.
  • Seal: If this is the last nexus, you may first confront the true threat Bagman. If you win, win the mission.

The Aficionado

Requirements: You must complete an IRL mission in the same game session before you attempt this mission.

Structures:

  • Cleanse the Torturess Along the Trail As the Hours Pass In Dreams. Build a number of nexus decks for the nexus Studio equal to the number of saints + 1. Each saint may start at any copy of the Studio.

Nexuses: (1+) Studio (The Pincushion)

Minion A: Torturess (1-7)

Powers:

Replace the nexus Studio's seal power with "[power icon] Seal: [up-arrow/star icon] Confront the true threat Torturess. If you seal this nexus, draw 1 omen displayed at the nexus, then sacrifice the rest."

  • Damage: You may bury any number of cards from your discard pile to decrease damage by 1 for each buried card.
  • Play an omen: Display it in an omen pile at your nexus; the nexus is the same side up as that pile's top omen.

The Sleeper Wakes

Requirements: You must complete an IRL mission in the same game session, and have at any time completed all of the missions Face Your Fear/Fear Your Face, Lost in a Good Book, More than One Way, and The Aficionado before you attempt this mission.

Structures:

  • Cleanse Nebuchadnezzar Along the Trail As the Hours Pass In Dreams. Shuffle a number of Mind gifts equal to twice the number of saints into the nexus Perfectly Spherical Room; shuffle the master archetype and a number of threats equal to the number of saints into the nexus Throne. Seed a number of minion B archetypes equal to half the number of saints rounded up into each nexus.

Nexuses:

  • (1+) Perfectly Spherical Room (The Center of the Earth), (1+) Throne (Nebuchadnezzar's Throne)

Novem: Nebuchadnezzar

Minion B: Ole Lukøje (1-6)

Powers:

Time travel is enabled.

  • End: If there are fewer cards in your discard pile than your hand size, time travel 1.
  • Sanctify: You cannot seal your nexus unless it is empty.

Mission Win: If [cross-arrow icon] has the Damned fragment The Shell, the saint that won vs. Nebuchadnezzar may stash their saint and exchange it with The Awakened King.

The Book of the Serpents

Transcriber's note on symbols: the printed power icon is shown as a bullet (•). Other icons that the text layer does not carry are shown in brackets by shape: [star icon], [up-arrow/star icon], [cross-arrow icon] and [circled icon]. The printed spelling "immediatly" is corrected to "immediately" (see the official FAQ).

New Rules for This Chapter

Unstashing: When you win a mission in this chapter, unstash every omen The Hookup.

The ziggurat: In order to complete each staircase mission, the saints must fully assemble a ziggurat. This is a pyramid made from only virtue dice: the foundation is 3x3, the staircase is 2x2, and the capstone is 1. The foundation must be complete before the staircase can be started, and the staircase must be complete before the capstone can be added. When a die is added to the ziggurat, it stays there, decreasing the number of virtue dice available for the rest of the mission.

An ordeal true threat will tell you when to add dice to the ziggurat by saying "build the ziggurat." To do so, roll your number of virtue dice in any virtue, then put any of those dice on the ziggurat divider. Any die you add must show a result higher than each die that would be below it; for example, a die showing a 3 can be placed on the staircase layer only if the four dice below it show 1s and 2s.

In Assemble, you may remove any number of matching dice from the ziggurat, along with any dice that were supported by the removed dice. If a die is removed from a completed layer, you must complete that layer again before continuing to build the layer above. At Mission End, remove all dice from the ziggurat.

Slither: Some Serpent cards slither away from you. To slither a card, shuffle it into a random nexus.

Serpent mutations: Do not use the Base mutations; use only Serpent mutations. These mutations are used for all checks. Use the "white" side until the matching ordeal is stashed; when it is, use the other side.

Assist: Any saint may assist using their lowest virtue; this assistance is regardless of table or virtue position. A saint that does this cannot also assist in the usual way.

Assist vs. a Serpent true threat: When attempting a check to win vs. a Serpent true threat, [star icon] must roll at least 1 mutation die, even if no saint assists. The first saint to assist does not add a mutation die on this check.

Chapter Structure

There are three levels to this chapter, arranged like a pyramid on the chapter divider. There are four foundation missions—A Bit of a Long Shift, Market Forces, La Maquiladora, and Red Flowers; four staircase missions—The Serpents of Blood, Fire, Smoke, and Stone; and a capstone mission—She Who Would Wake the Dragon. To attempt any individual staircase mission, you must win the two adjacent foundation missions. To attempt the capstone mission, you must win two adjacent staircase missions.

Foundation Missions

A Bit of a Long Shift

Structures:

  • Withstand El Tío Along the Trail While Danger Remains. Use a number of minion B archetypes equal to the number of nexuses.

Nexuses: (1+) Quarry (Silver Mine), (2+) Lake (Underground Lake), (3+) Magnetic Fields (Mother Lode), (4+) Ruins (Collapsed Shaft), (5+) Shelter (Passage Upward), (6) Terminal (Cart Terminus), (1+) Train (Mine Cart)

Master: El Tío

Minion B: Bystander/Cult Member (1-7)

Powers:

Replace the structure Withstand's You Win If power with "[circled icon] Move from the nexus Train"; replace its You Lose If power with "You time out."

  • Confront vs. a minion: If your nexus contains an odd number of cards, confront the true threat Bystander; otherwise, confront the true threat Cult Member.
  • Win vs. a minion: [up-arrow/star icon] Attempt the seal requirement, but do not seal it; if they succeed, [cross-arrow icon] may move to the next nexus. Then, if it was a Bystander, [power icon] draw the top card of their nexus; they may reload it into their nexus.

Market Forces

Structures:

  • Gather the Vital Fluids Around the Square While Danger Remains. After building the nexus square, build 7 nexus decks for the nexus Mercado de Brujas, then remove and shuffle 2 cards from it to build a nexus deck at every nexus. Put each saint pawn at an unoccupied nexus on the outer edge of the square; flip the nexus deck for that nexus faceup. Each saint is oriented to that side of the square with their top virtue pointed away from them; how you move will depend on your virtues' arrangement and your orientation to the square.

Nexuses:

  • (1+) The Sonoma Market is composed of Back Alley, Bar, Cemetery, Chapel, China Gate, Curiosity Shop, Festival, Hospital, Lot, Main Street, Manor, Mercado de Brujas, Motel, Museum, Park, Precinct, Repair Shop, Ruins, School, Sewers, Shelter, Stadium, Star Walk, Terminal, and Theatre

Minion A: Serpent Cult (10-16)

Minion B: Vital Fluid (1-8)

Powers:

Replace the structure Gather's You Win If power with "All saints have a number of minion B archetypes equal to the number of saints + 2 in their hands."

  • Support: You may move.
  • Move: If your nexus's top faceup card is an archetype or a threat, you cannot move; otherwise, recycle 1 gift, then move in the direction of your matching virtue up to a number of nexuses equal to your virtue number. Flip the nexus deck of each nexus you pass and end at to be faceup.
  • Exchange table positions with another saint: Your orientation changes to that saint's orientation.

La Maquiladora

Structures:

  • Gather the Helpless Children Wherever There's Trouble As Things Get Strange. Put the Base true threat Cult Member and the true threats Pananggal and Serpent Cult into a cult pile. Seed 2 minion C archetypes into each nexus. Shuffle 3 minion A archetypes into the clock. Set aside the Base true threat Helpless Child.

Nexuses:

  • (1+) Chapel (Kingdom Hall), (1+) Factory (Zona Industrial), (2+) Power Station (Estacion Golfo-Norte), (4+) Sewers (Rio Grande Outflow), (5+) Gangland (Rancho Santa Elena), (6) Desert (Chihuahuan Desert)

Minion A: Pananggal (14-16)

Minion C: Cult Member/Pananggal/Serpent Cult (1-12)

Powers:

  • Investigate vs. minion C: Confront 1 random true threat from the cult pile.
  • Win vs. minion C: First confront a copy of the Base true threat Helpless Child. If you win, display the archetype by the mission; otherwise, slither the archetype.
  • Lose vs. minion C: Slither its archetype. Then, if it is Pananggal, slither 1 displayed archetype.
  • Seal: If you find any archetypes, do not seal the nexus; you may shuffle it.

Mission Win: For each displayed archetype, draw 1 new Ally gift of any type; if there are no Ally gifts of that type, draw 1 new gift of that type.

Red Flowers

Structures:

  • Cleanse the Serpents Along the Trail As the Hours Pass. When building the nexuses, use half of each nexus's normal number of each card type, rounded up.

Nexuses:

  • (1+) Skyscraper (Torre Mayor), (1+) Gangland (Federal District), (1+) Main Street (Paseo de la Reforma), (2+) Compound (Zócalo), (2+) Bar (La Nueva Opera), (3+) Stadium (Estadio Azteca), (3+) Fun Park (La Feria), (4+) Terminal (Buenavista Station), (4+) Repair Shop (Garage Taqueria), (5+) Mercado de Brujas (Sonora Market), (5+) Park (Chapultepec), (6) Chapel (Metropolitan Cathedral), (6) Lake (Texcoco Basin)

Minion A: Serpent Cult (1, 3, 5, 7, 9, 11, 13), Molter (2, 4, 6, 8, 10, 12)

Powers:

  • Initiate vs. Molter: If your nexus is Doom, slither 1 new Serpent threat. If your nexus is Hope, flip it to Doom.
  • Initiate vs. a gift with an animal or person in the art: [up-arrow/star icon] Suffer 1 matching damage.
  • Seal: First, in turn order starting with [turn order icon], each saint examines 1 card from the nexus; if it is a gift with an animal or person in the art, they draw the gift and suffer 1 matching damage.

Staircase Missions

Serpent of Smoke

Requirements: You must win A Bit of a Long Shift and La Maquiladora before you attempt this mission.

Structures:

  • Corner El Tío Along the Trail As the Hours Pass.

Nexuses:

  • (1+) Mercado de Brujas (The Ciudadela), (1+) Pyramid (Pyramid of the Feathered Serpent), (2+) Museum (Palace-Museum Quetzalpapálot), (3+) Ruins (Columns Plaza), (4+) Lake (Rio San Juan), (5+) Chapel (Temple of the Mythological Animals)

Master: El Tío

Minion A: Pollution (1-5)

Ordeal: Ordeal of Smoke

Powers:

Mission Start: When you draw your starting hand, look at it, then put it facedown randomly.

  • Draw a card from your deck: Place the card facedown without looking at it.
  • Play a facedown card: Flip it faceup; if it cannot be played, shuffle it into your deck.
  • Play an omen: If it is an Omen of Hope, flip 1 of your facedown cards faceup. If Ordeal of Fire is stashed, do this when you play any omen.
  • Damage: Discard damaged cards randomly.

Serpent of Blood

Requirements: You must win La Maquiladora and Red Flowers before you attempt this mission.

Structures:

  • Corner the Nahash Along the Trail As the Hours Pass. Build a number of decks for the nexus Ruins equal to the number of saints.

Nexuses: (1+) Ruins (Teotihuacán)

Master: Nahash

Minion A: Molter (1-5)

Ordeal: Ordeal of Blood

Powers:

  • Target vs. a true threat: Suffer 1 damage matching the virtue used for each matching die in the ziggurat.
  • Evaluate vs. a true threat: Add +1 for each matching die in the ziggurat.
  • Build the ziggurat: If Ordeal of Stone is stashed, you may exchange 1 fully exposed die on the ziggurat with 1 of a different virtue.

Serpent of Fire

Requirements: You must win Market Forces and Red Flowers before you attempt this mission.

Structures:

  • Incarnate the Skulls of Rahab. Instead of using the cards in the Enter Here deck, build the nexuses randomly with half the number of each card type and the clock with 12 random omens. Seed 1 minion A archetype into each nexus; do not seed the master archetype.

Nexuses:

  • (1+) Stadium (Pelota Ballcourt), (1+) Desert (Sacrifice Pen), (2+) Magnetic Fields (Feathered Conches), (3+) Bar (The Stands), (4+) Star Walk (Mural of the Great Goddess), (5+) School (House of the Priests)

Master: Skulls of Rahab

Minion A: Clutch (1-6)

Ordeal: Ordeal of Fire

Powers:

  • Seal a nexus: Shuffle 1 new threat into each remaining nexus; if Ordeal of Smoke is stashed, you may heal 3. Then, shuffle 1 new omen into the clock for each remaining nexus. If it is the last nexus, build the nexus Pyramid and shuffle the master archetype into it.

Serpent of Stone

Requirements: You must win A Bit of a Long Shift and Market Forces before you attempt this mission.

Structures:

  • Corner Chamiabac and Chamiaholom Wherever There's Trouble As Things Get Strange. Seed the master and minion A archetypes, then shuffle 3 minion A archetypes into the clock.

Nexuses:

  • (1+) Cemetery (Birthplace of Gods), (1+) Pyramid (Pyramid of the Moon), (1+) Quarry (Collapsed Tunnel), (3+) Main Street (Avenue of the Dead), (4+) Compound (The Citadel), (5+) Shelter (Palace of the Jaguars)

Master: Chamiabac (1), Chamiaholom (2)

Minion A: Army of Skeletons (1-7)

Ordeal: Ordeal of Stone

Powers:

  • Evaluate vs. an archetype: If Ordeal of Blood is stashed, you may upgrade dice of 1 virtue.

  • Win vs. a master when no master archetype is slotted: It does not escape; slot its archetype.

  • When a master cannot escape and a master archetype is slotted, reload the slotted archetype into your nexus; [up-arrow/star icon] immediately confronts it; if they win, win the mission.

  • Lose vs. a minion: Sacrifice the top card of the clock. If the clock is empty, time out; otherwise, shuffle the minion's archetype into the clock.

Capstone Mission

She Who Would Wake the Dragon

Requirements: You must win at least two adjacent staircase missions before you attempt this mission.

Structures:

  • Hunt Queen Kuberanaga Along the Trail As the Hours Pass. Seed 1 minion A archetype into each nexus except for the nexus Pyramid. Shuffle the master archetype into the first nexus and 3 minion B archetypes into the Pyramid.

Nexuses:

  • (1+) Ruins (Pyramid Entrance), (3+) Ruins (Lava Tube Tunnel), (6) Ruins (Chicomoztoc), (1+) Pyramid (Pyramid of the Sun)

Master: Queen Kuberanaga

Minion A: Nagavanshi (1-3)

Minion B: Serpent Cult (11-13)

Powers:

  • Replace the structure Hunt's first master power with "[star icon] Terminate vs. Queen Kuberanaga: If there are 3+ other cards in their nexus, sacrifice the top card of their nexus, then shuffle the master archetype into it; otherwise, shuffle it into the next nexus."
  • Mutate vs. a Serpent true threat: Draw another Serpent mutation. Use the result of both mutations.

Mission Lose: Free the dragon.

If You Free the Dragon

The storybook's narrative text under this heading is omitted. Its rules:

All missions: In Mission Start, display the divider Morningstar.

  • The Sleeper Wakes
  • Capstone Mission
    • She Who Would Wake the Dragon
  • If You Free the Dragon