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Once Upon a Line

Once Upon a Line Rulebook

Table of Contents

Table of Contents

  • Overview
  • Warning
  • Accessibility
  • Universe
  • Contents
  • Setup
    • Solo or Cooperative
  • Quick Start
  • Chapter Board
    • Main Quest
  • Grid of Destiny
    • On the Scratch-off Ink
    • Under the Scratch-off Ink
    • Story Words
    • Words of Power
    • Other symbols on the Grid of Destiny
  • Line of Tragedy
    • Scratching off a Line of Tragedy square
    • Hidden symbols in the Line of Tragedy
  • Hero Boards
    • Zones
  • Action Tiles
    • Standard Tiles
    • Talent Tiles
    • Special Talent Tiles
    • Detailed Talents
    • Tile symbols
  • Scratching Off?
    • Placing and scratching overview
    • Perpendicular to the Anchor Word
    • Continuing the Anchor Word
    • Overlapping the Anchor Word
    • Special cases
    • Illegal plays
  • Heroes
    • Hero Cards
    • Talent Cards
  • Hero Actions
    • Hero-specific instructions
    • Enhancing a Hero
    • New Talents
    • Companions
    • Legendary Talents
  • Story Cards
    • Card Back
    • Card Front
    • Deductions
    • Narrative clues
    • Instructions
    • Vocabulary
  • Challenges
    • Challenge Cards
    • Solving a Challenge
    • Challenge Gateway
    • Answer the Riddle
    • Challenge solver
  • Player Notes
    • Chapter notes
  • End of Chapter
  • Saving
  • Specific Rules
    • Missions
    • Pellets
    • Guilds & Variations
    • Score Sheet
    • Available Heroes
    • Chapter Score
    • End of Saga
  • Frequent Mistakes
    • Deduction
    • Scratch off
    • Stuck?
  • Iconography

Overview

Once Upon a Line is an immersive narrative campaign game divided into Chapters. You embody Heroes and, through them, try to thwart Tragedy.

To do so, find words hidden within the scratch off grid known as 'The Grid of Destiny.' When a word is completely uncovered, take and read its corresponding card. This will reveal the next part of the story, as well as any new words hidden under the ink.

  • Deduce the location of words.
  • Overcome traps (riddles, words with missing letters, cognitive biases, narrative clues, etc.).
  • Complete your Quest before you scratch off the last square on the Line of Tragedy.
  • Earn as many Utopian Points as possible to create the most heartening story.

UTOPIAN POINTS represent your victories as a Zephyrhyme, leading to the salvation of this world!

DYSTOPIAN POINTS represent your failures or when the easy way was chosen. Each Dystopian Point diminishes your possible number of Utopian Points by 1.

Warning

This game occasionally features explicit images or text that may disturb young or sensitive people. (Ages 14+; violence; phobias.)

Accessibility

Color blindness, phobias, or ergonomics... The publisher strives to make its games more accessible. Accessibility solutions can be found on: www.perteetfracas.com/en/oual/a

Universe

In The Butterfly's Breath, your mission as Zephyrhymes takes place in the year 2410, some 340 years after the great Hawking-13 pandemic. This disaster decimated all mammals and oviparous species on Earth. The only exception to this were a few humans who carried a recessive gene.

The true winners in this biological reshuffle were arthropods. Decade after decade, they grew and soon became larger than humans. Thus insects became... the new apex predators.

But one day, the human survivors discovered a haven of peace in the ruins of the ancient city of Florence, Italy. Here, insects had become docile by ingesting pollentanyl, a chemical substance present in the soil.

This substance was then transformed into pellets, which allowed humans to harness the insects' exceptional abilities. Thus they were able to compensate for the technological decline and rebuild a new civilization. Pellets soon became the official currency, enabling the emergence of a new stronghold for humanity: The great City of Kell.

However, you can already feel the looming threat of a Tragedy. You must do everything in your power to prevent it.

Tip: To fully immerse yourself in the universe, read the Travel Log: Voyages Through the Lands of Kell.

Contents

Components for every Saga:

  • 3 Hero Boards
  • 1 Travel Log (Voyages Through the Lands of Kell)
  • 1 Storage Box
  • 1 Card Holder + 1 support
  • 92 Action Tiles: 45 Standard Tiles and 47 Talent Tiles
  • 6 Lock Tiles
  • 9 Bicolored Zone Tiles
  • 1 Pencil with eraser
  • 1 Scratcher

Saga-specific components:

  • 6 Chapter Boards (scratch-off ink)
    • 2 free Prologues! (Introduce the game to friends or simply play it again!)
  • 6 decks of Story Cards
  • 1 Challenge Gateway / Score Sheet
  • 1 Rulebook

Setup

  1. Chapter Board. Remove the Chapter Board with the smallest number from the box. In this Saga, start with Chapter 0 A Tangled Web. Place the Chapter Board in front of you, introduction side up. Write your name(s) in the Zephyrhymes space.
  2. Card Holder. Place the support in the Card Holder, then close it.
  3. Story Cards. Take the deck of Story Cards for the current Chapter and place them, without shuffling, in the Card Holder, with the back facing you (you should see an illustration on the entire surface of the card).
  4. Hero Boards. Take 1 Hero Board (4a) per row in the THE INCARNATED section (4b) on the Chapter Board and place them in front of you.
  5. Zone Tiles. Place 1 blue Zone Tile on each Hero Board.
  6. Standard Tiles. Give each Hero a set of 5 different Standard Tiles (1 of each 1, 2, 3, 4, and 5 yellow squares).
  7. Hero and Talent Cards. In each empty space of the THE INCARNATED section (4b), write the name of the Heroes chosen from those available. Sometimes, as in the case of Chapter 0, you must play the specific Heroes provided. Take the corresponding cards (Hero Card (7a) and Talent Card (7b)) and place them as shown above.
  8. Other. Place nearby: Challenge Gateway/Score Sheet (8a), remaining Action Tiles (8b), remaining Area Tiles (8c) and Lock Tiles (8d), scratcher, and pencil.

IMPORTANT: Never reveal a Card unless instructed and always follow the rules when scratching off squares. Never scratch off the remaining squares when you've finished playing a Chapter. You might spoil a few surprises...

Solo or Cooperative

Whether you are playing alone or with others, the Heroes are not assigned. They can be played at any time by anyone.

If you're playing with several people, it's best to play side by side. Divide up the roles and agree on the actions you'll perform prior to playing: scratching, reading, optimizing, writing...

Quick Start

Here is a simplified example of the game. You may not understand some of the terms at this stage of the game. Each one is explained on the following pages.

  1. Uncover & Draw. When you reveal a Story Word (framed by 2 |) on the Grid of Destiny, take its corresponding Story Card from the Card Holder and turn it over. Ex: I uncover BARN then draw the BAR card.
  2. Read & Discover. Read the Story Card and discover more Words on the Grid of Destiny. When a word is underlined on the card, that word crosses your Story Word on the grid. Words with no underline do not. Ex: FLOOR is underlined, so it crosses BARN on the grid. But HERMIT, with no underline, does not cross BARN.
  3. Deduce. A | or a { marks the beginning or end of a Word and shows how it is situated on the Grid of Destiny. Ex: The only letter that BARN and FLOOR have in common is R. The bar above indicates that it is written from top to bottom.
  4. Play. Place 1 or more Standard Tiles in a free Action Compartment and scratch off the same number of squares on the Grid of Destiny as there are squares on the Tile(s). Ex: I use a 4-square Standard Tile, so I scratch off 4 squares on the Grid.
  5. Scratch & Reveal. To check your deduction, use the provided tool to scratch off as many squares as the spent Tiles allow. Ex: I scratch off the 4 squares above the R to check whether my deduction was correct... or not!

Chapter Board

The Chapter Board has, on its front: the Chapter Title, the Line of Tragedy (see below), and the Grid of Destiny. On its back: the Chapter Introduction, the Main Quest, Instructions (see Story Cards), and Player Notes (the THE INCARNATED section listing Heroes, and an INVENTORY).

Resetting your game: Chapter Boards and Challenge Gateways are single-use. The Recharge Pack contains all the components needed to reset.

Main Quest

During a Chapter, the black box on a card shows your progress in the Main Quest, as well as the goal that must be achieved to advance the story.

Each Chapter always ends with an Epilogue Card.

Ex: MAIN QUEST: Find Nectara, safe and sound.

Grid of Destiny

On the Scratch-off Ink

You'll find the following symbols on every new Grid of Destiny:

  • STARTING BOXES: These cover the first Word of a Chapter. You will always be instructed to scratch them off for free.*
  • LOCK BOXES: These can only be scratched off when explicitly instructed to do so.

Under the Scratch-off Ink

Interlocked words lie hidden, waiting to be revealed and unleash their full potential.

In Once Upon a Line, the term Word designates a sequence of letters, framed by a bar | or a brace { at each end.

Ex: |HOUSE| or |DOOR}

A sequence of letters without | or { at both ends, or with only one end, is not a valid Word:

  • Either you have not found all of its letters.
  • Or the Word does not exist in this Chapter.

All letters belong to a Word.

A | or { is always located in the same cell as the start or end letter of the Word.

Words can be written left-to-right, right-to-left, top-to-bottom, or bottom-to-top; but never diagonally.

Ex: The Word KEY is valid in these 4 different directions: |KEY| (left to right), |YEK| (right to left), K/E/Y written downward, and Y/E/K written upward.

TYPOGRAPHICAL RULES:

  1. A space is a valid character.
  2. A hyphen ( - ) is a valid character.
  3. An apostrophe is not a valid character.

Ex: "Clean-cut man" would be written CLEAN-CUT MAN on the Grid of Destiny (with the hyphen in its own cell and the space as an empty cell between CUT and MAN).

*The term free is frequently used in instructions. This means that the associated action is done without the use of Tiles and will not incur penalties.

Note: Unlike Scrabble or crossword puzzles, two Words can be written next to each other without necessarily creating a new word with their letters.

Story Words

A Story Word always has a | at each end. When you uncover the Word, take the Story Card that has the first 3 letters of that Word on the back from the Card Holder. Flip it over and read it immediately.

Ex: |HOUSE|: I take and read the card with the letters HOU on the back.

Words of Power

A Word of Power always has a | and a { at both ends. These never have a card with the first 3 letters on the back! Instead, use each letter of a Word of Power to unlock Hero Talents (see p.13).

Ex: |DOOR}: There is no DOO card, so I won't look for it. Instead, I use each of the letters D, O, O, R to unlock Talents for Heroes in play.

Other symbols on the Grid of Destiny

  • BLANK: No effect on scratching.
  • STOP: Stop scratching immediately. You lose any remaining squares of your Action Tiles. You cannot scratch beyond this symbol on future turns.
  • SKULL: Same effect as Stop, but you must also immediately scratch off 1 Line of Tragedy square and apply its effects.

Line of Tragedy

On the scratch-off ink, the line of hourglass symbols represents how long you're able to retain control of the Heroes. Each symbol usually hides a penalty. Scratch squares from left to right, one after the other, after applying the associated penalty.

The Hero who scratched off the hourglass receives the penalty. If no Hero did so, apply the penalty to any Hero.

Scratching off a Line of Tragedy square

Scratch off 1 square on the Line of Tragedy when:

  • You return all of a Hero's Tiles to the Reserve (see p.12);
  • You change a Hero's Zone Tile (see p.8);
  • You uncover a Skull;
  • You uncover an hourglass symbol on the Challenge Gateway;
  • You are instructed to do so.

Apply the effect of the uncovered symbol immediately.

Hidden symbols in the Line of Tragedy

STANDARD TILE REDUCTION: Exchange the Hero's largest Standard Tile with a Standard Tile that is 1 square smaller when you uncover a "-1" symbol, or 2 squares smaller if you uncover a "-2" symbol.

Penalties can be applied to tiles in either the Reserve or the Action Compartment.

Ex: a "-2" symbol: a 5-square Standard Tile becomes a 3-square Standard Tile.

Special cases:

  • A Standard Tile cannot be reduced smaller than 1 square. Therefore, a Hero will always have a minimum of 5 Tiles.
  • If the Hero cannot resolve the penalty, its effects are transferred to any other Hero.
  • If that is not possible, the original Hero receives a Locked Compartment penalty.

Note: Talent Tiles (see p.9) are not affected by penalties.

LOCKED COMPARTMENTS: Placing a Lock symbol in a Hero's Action Compartment locks it from use. Start with Compartment #4, then #3, then #2. You can never place a Lock in #1.

Special cases:

  • If the Action Compartment to be locked already contains Tiles, return them to the Reserve for free.
  • If a Hero already has 3 locked Action Compartments, add 1 Dystopian Point to the Score Sheet (see p.19) instead of the Lock penalty.

EMPTY: No penalty.

CLOVER: Take and read the Story Card with a clover on the back.

BELL: From now on, for every action that causes you to scratch off an hourglass, also add 1 Dystopian Point to the Score Sheet (see p.19).

Hero Boards

A Hero Board has: the Hero Card, the Reserve, Available Action Tiles, the Zone Tile, Action Compartments (free, in use, or locked).

Important: You may only scratch off from completed Words that have the same color as a Hero's Zone Tile. If a Word is more than one color, the majority color determines its Zone.

You can move a Hero by changing their Zone Tile and scratching off 1 hourglass (Line of Tragedy square) at any time (1 for each Hero moved). Your Heroes can therefore be separated into different Zones.

Heroes do not have to be in the same Zone to interact with each other.

The Zones have no predetermined order, except for the blue Zone (1) which is almost always a Hero's starting point.

Ex: HOUSE and BASEMENT are both in the blue Zone. I'm looking for the Word SECRET DOOR, which is in the green Zone. I can use a Standard Tile of any Hero located in the blue Zone to scratch off squares perpendicular to BASEMENT.

I found a Word around the Q. To uncover it completely, I remove my Hero's blue Zone Tile and replace it with a green Zone Tile. I then scratch off 1 hourglass on the Line of Tragedy to change Zones, and apply any penalty uncovered. This Hero can no longer scratch off any Words in blue Zone until they move back.

Each Hero Board in play must have a Hero Card inserted in the Reserve.

Place Action Tiles in either the Reserve or a free Action Compartment on the Hero board.

The Reserve holds all Tiles available on future turns.

The 4 Action Compartments correspond to the 4 actions available to all Heroes in play. Before performing an action, move the selected Tiles to the first free Action Compartment (#1, then #2, then #3, then #4).

Zones

A Zone is a set of Words on the Grid of Destiny that are the same color and are located close to each other in the story.

There are 6 numbered Zone colors: blue (1), green (2), red (3), purple (4), brown (5), orange (6).

Black is used for neutral parts of the game.

A Zone's color is used:

  • On Story Cards: A colored band at the top, the Title, and the words written in capital letters in the story (see p.14).
  • On Zone Tiles: Placed on each Hero Board to show their location in the story. Zone Tiles have a different color on the front and back; only the visible side shows location.

Colorblind accessibility (see p.2).

Action Tiles

Each Hero has Action Tiles.

The number of squares on each Tile represents the number of squares that can be scratched off on the Grid of Destiny.

Always scratch off the same number of squares on the Tile(s) used.

Standard Tiles

These are yellow and straight. They allow you to scratch off as many squares on the Grid of Destiny as there are squares on the Tiles. You must always scratch off the full number of squares (unless you uncover a Stop or Skull). Every Hero begins with this set of 5 Standard Action Tiles in their Reserve: 1 x 5, 1 x 4, 1 x 3, 1 x 2, 1 x 1.

Talent Tiles

These are blue and are of various shapes specific to each Hero. Add them to a Hero's Reserve when you complete their Talent (see p.13). The unique effects are described on the Hero's Talent Card.

Special Talent Tiles

These are blue and round. Their effects do not let you scratch off squares, but their specific rules are described on a Hero's Talent Card. Unless otherwise specified, play Special Talent Tiles like any other Action Tile: Place them in a free Action Compartment after use and return them to the Reserve (see p.12).

Unless explicitly instructed, apply any effects of Special Talent Tiles to the Hero who holds it.

The Special Talent Tile icons are: bandage, skull, lightbulb, zone, question mark, pencil, eye, lock, dystopian spiral, utopian star, quest target, brace, hourglass, stop hand, and blank.

Detailed Talents

For any questions, find all the details and examples of each Talent by entering the Talent Card code on the publisher's website: www.perteetfracas.com/en/card

Tile symbols

COMBINABLE ARROW: Standard or Talent Tiles with this symbol can be combined with others, provided their symbols form an unbroken pattern.

You must place a group of combined Tiles in a single straight line. You cannot separate them on the Grid of Destiny.

After scratching off all squares, place all of the combined Tiles together in the same leftmost free Action Compartment.

Ex: You can never separate a group of combined Tiles.

SINGLE ARROW: Scratch off the shape of this Talent Tile. You cannot combine it with another Tile.

DOTTED: When scratching off the shape of this Talent Tile, you may choose to stop (unlike the rules of other Tiles).

STAR: Scratch off the shape of this Talent Tile anywhere on the Grid of Destiny, except any square adjacent to squares that have already been scratched off. You cannot combine this with another Tile.

Scratching Off?

FOLLOW THE RULES. Once Upon a Line is based on the principle of narrative exploration. Failure to comply exactly with the following rules may result in narrative inconsistencies or a skewed score. Please read this page carefully, and refer to it for any questions during your game.

Placing and scratching overview

1. Choose an Anchor Word on the Grid of Destiny.

An Anchor Word is a completed word (framed by 2 | or { ) of the same color as the Hero's Zone Tile.

2. Align your Action Tiles on the Grid of Destiny:

  • Either perpendicular* to the Anchor Word: (A) adjacent to the Anchor Word; (B) or continuing a previous turn.
  • Or continuing the Anchor Word (C).
  • Or overlapping the Anchor Word (D).

Warning: You may never:

  • (E) Use an uncompleted word or a single letter (even with | or { as an Anchor Word).
  • (F) Ignore the direction of the tile arrows.
  • (G) Overlap or ignore an obstacle: Lock, Stop, or Skull.

3. Scratch off:

  • Always scratch off one square at a time, starting with the square closest to the Anchor Word; never scratch off backwards, since you could miss a Stop or Skull.
  • When overlapping an Anchor Word, always finish one side before beginning the next, unless stopped by a Stop or Skull.
  • Scratch off the exact shape of your selected Tiles, unless stopped by a Stop or Skull.

SCRATCH OFF NEATLY. Use the scraper supplied in this box for neat actions. Failure to do so may lead to missing valuable clues (such as | or { ). Always hold the scratcher flat against a hard surface to scratch off the entire shape (without going outside of the lines).

*Perpendicular means the arrow on the tile forms a right angle with the Anchor Word.

Perpendicular to the Anchor Word

In each following example, HOUSE is the Anchor Word and the dashed arrow shows the direction from which you will scratch off squares, one at a time.

A. The Tile is perpendicular and adjacent to the Anchor Word.

B. The Tile is perpendicular to the Anchor Word and extends scratches from a previous turn.

Continuing the Anchor Word

C. The Tile is directly extending from the Anchor Word.

The Tile is on the same row as previously scratched off Anchor Word.

Overlapping the Anchor Word

D. The Tile overlaps the Anchor Word.

Choose 1 of the 2 directions and completely scratch off one side before starting the next. Lose squares that overlap already-uncovered squares. Immediately end your turn if you uncover a Stop or Skull.

The Tile may overlap several letters of the Anchor Word. Lose squares that overlap already-uncovered squares.

Special cases

For nonlinear Talent Tiles, start scratching off from the arrow, then choose one of the squares next to a previously scratched off square.

When overlapping a Word, start on any side. Always begin with an unscratched square closest to the Word.

Ex: To scratch off this nonlinear Talent Tile, I start from the arrow and move away until I uncover the entire shape of the Tile.

Illegal plays

E. The Anchor Word is not fully uncovered. The letters CHAM do not form a complete Word, therefore it cannot be an Anchor Word. The letter E is not a complete Word and the Tile is not placed perpendicular to the complete Word FARM.

F. The Tile is not perpendicular or adjacent to the Anchor Word.

G. Tile overlaps or continues after an obstacle. Tile overlaps a Lock; Tile continues after a Stop; Tile overlaps a Skull.

Note: You may place Action Tiles beyond the edge of the Grid of Destiny. Lose any squares that extend beyond the edge.

Heroes

At the start of each Chapter, place as many Heroes as there are in the THE INCARNATED section on the back of the Chapter Card. Each Hero has one Hero Card and one Talent Card.

In a given Chapter, you may not play with Heroes who have matching Talent Tiles.

You may not change Heroes once the Chapter has begun.

Unused Heroes must be returned to the game box, along with their Talent Cards and any other associated cards.

Hero Cards

A Hero Card shows: Guild symbol (see Guilds & Variations p.18; specific to this Saga), Hero name, Introduction, Saga, and Hero number.

Talent Cards

A Talent Card shows: Hero name, Talents (three words, each with a description), Instructions for using the Talent Tile, the Talent Tile, and a Talent explanation code.

Hero Actions

There is no first player or turn order in Once Upon a Line. Play any Hero in any order, performing 1 of the following 3 actions on their turn:

USE ACTION TILES: Move 1 or more Tiles from the Reserve to a free Action Compartment.

Tip: Place Tiles on the Grid of Destiny before moving them to an Action Compartment to make sure your action is valid.

REPLACE ACTION TILES: Scratch off 1 hourglass on the Line of Tragedy and apply any uncovered penalties. Then return all the Tiles in a Hero's Action Compartments to their Reserve. You may do this at any time, even if there are free Action Compartments or Tiles still in the Reserve.

MOVE HERO TO ANOTHER ZONE: Scratch off 1 hourglass on the Line of Tragedy and apply any uncovered penalties. Then replace the Hero's Zone Tile with the desired color.

Hero-specific instructions

DEACTIVATING A HERO: If a Hero has been stunned, asleep, drugged, etc., you will be instructed to deactivate them. Place their Talent Card and Hero Card flat on top of their Hero Tray. The Hero is no longer considered "in play."

You can no longer interact with this Hero in any way.

You may only reactivate a Hero when instructed. Return their Hero and Talent Cards and begin playing with them again.

RESETTING A HERO: In rare cases, you may be instructed to reset a Hero. Return all Tiles to the Reserve and change each Standard Tile back to the initial state at the start of the Chapter (1, 2, 3, 4, 5 squares).

RETIRING A HERO: In rare cases, you may be instructed to retire a Hero. Return the Hero and Talent Cards to the Storage Box for use in the next Chapter of the Saga.

GAINING A HERO: You may gain new Heroes. Place them in the game box of the associated Saga.

Specific to this Saga: In The Butterfly's Breath, store and record any Heroes you gain in a specific way (see p.19).

Enhancing a Hero

When you uncover a complete Word of Power (with a } at one end) on the Grid of Destiny, immediately take each letter of that Word of Power and cross off each letter on the Talent Card of any Hero in play.

You may only cross off each letter once, for 1 instance of the letter in 1 Talent. Lose any letters you cannot cross off.

If several Heroes are in play, distribute each letter as you wish on any Talent Card, regardless of the Hero's Zone.

Unless otherwise stated, letters will remain checked until the end of the Saga.

Ex: Word of Power BASKETS. I cross off the letters AS among Meloes's various Talents and the letters KETS among Arystea's, even though they are in different Zones. No Hero in play has the letter B among their Talents, so I lose it.

New Talents

When you cross off all the letters in a Talent, gain the matching Talent Tile. Place it in the Reserve of the corresponding Hero Board.

This Talent Tile is yours until the end of the Saga. If you play this Hero again in another Chapter, place any previously-acquired Talent Tiles in their Reserve during setup.

Companions

Some Heroes have a strong bond with an animal. They will have a Companion Talent Card, which you place next to their Hero Card when gained. Companion Talents benefit their Hero and are acquired like any other Talent.

If a Hero is deactivated, so is their Companion Talent Card.

Legendary Talents

Some particularly-talented Heroes possess a natural ability that gives them a permanent ability called a Legendary Talent.

Find the description in a dedicated section of their Talent Card. You do not need a Talent Tile or Action Compartment to use it.

RESETTING YOUR GAME: Hero Talent Cards are single-use and are included in the corresponding Recharge Pack.

Story Cards

Card Back

Story Cards tell the story of your adventure, as seen through the eyes of your Heroes. When a Story Word (a | at each end) is uncovered on the Grid of Destiny, take the corresponding Card (with the first 3 letters of that word on the back) from the Card Holder.

Ex: When I uncover the Word HOUSE, I take the HOU card.

You may be instructed to take a Card with a number or symbol, instead of three letters. Take the Card with that number or symbol.

Ex: A002, Z028, clover, ...

Tip: Try arranging the Story Cards on the table by Zone. Keep them visible as you play the Chapter, especially Cards with important words, clues, or an ongoing-effect or warning symbol.

Colorblind accessibility (see p.2).

Card Front

Read the entire Card aloud, then place it on the table, so you can consult it at any time. Unless you are instructed to discard it (see p.15), leave it in play for the entire Chapter.

ALL STORY CARDS HAVE:

  1. The title written in the same color as its Zone.
  2. Text in which some words may be capitalized and color-coded, or sometimes underlined.
  3. A Card number, which may be requested later.

A STORY CARD MAY ALSO HAVE:

  1. A picture, purely aesthetic (with credit to the artist above it).
  2. An asterisk with definitions of uncommon words.
  3. One or more Instructions, Objectives, and/or Reminders.
  4. A flag (ongoing symbol) which indicates a new and ongoing instruction, which also reminds you to keep the Card visible.
  5. A Skull symbol, which indicates that there is at least 1 Skull hidden on a square perpendicular to the Story Word. No-skull symbol means that it is safe to scratch off perpendicular to the Story Word.
  6. A brace symbol, which indicates that at least 1 Word of Power overlaps the Story Word. No-brace symbol means that no Words of Power overlap the Story Word.

Specific to this Saga: Some Cards have a quest target symbol in (7) (see Missions p.18).

Deductions

Important:

A WORD written in capital letters and in a specific color means that a Word is present on the Grid of Destiny. Its color corresponds to the Zone it is in.

An underlined WORD shares 1 of its letters with the Story Word on the associated card. They overlap each other on the Grid of Destiny.

Ex: The HOUSE card reads: "In the heart of the forest, you discover a hut once belonging to a HERMIT (green). The state of the roof suggests that it has long since been abandoned. Yet you notice that fresh insect molts have been laid out to dry on a branch of the old oak tree behind the house. More strangely, the KEY has been 'forgotten' on the CLOSED (underlined) door... Upon closer inspection, a tiny Tegenaria web connects it to a cage hanging above you..."*

HERMIT is somewhere on the Grid of Destiny, in the green Zone. CLOSED is underlined on the HOUSE card. The only letter that they have in common is O, therefore it must cross the Word HOUSE, either from bottom to top, or top to bottom.

Tip: You don't need to find all the Words on the Grid of Destiny to complete a Chapter. Just look for the ones that matter to you...

Narrative clues

In some texts, clues (subtle or not) may help you determine the position of a Word on the Grid of Destiny. Similarly, some texts may warn you of the risks involved in doing (or not doing) certain actions. It's up to you to decide whether or not to listen to the warning.

Ex: "...More strangely, the KEY has been 'forgotten' on the CLOSED door... Upon closer inspection, a tiny Tegenaria web connects it to a cage hanging above..." The Word KEY is likely "on" the Word CLOSED on the Grid of Destiny. But the obvious description of a trap suggests that there will be consequences if you uncover the Word KEY...

Instructions

There are several types of instructions, which are sometimes combined:

  • MANDATORY (in red): Apply the instructions and effects, if all conditions are met.
  • OPTIONAL (in gray): Choose to apply the instructions and effects, if conditions can be met.
  • CHOICE (in red or gray): Choose 1 of the given options, if all conditions are met.
  • Immediate (lightning/warning symbol): Follow instructions immediately, before taking any other action. It may not be resolved on a future turn.
  • Ongoing (infinity symbol): Follow the instructions whenever relevant during the game. Keep the card visible, so that you can resolve the ongoing effect.

Important: Instructions may be broken down into several steps, shown with the black or red arrow symbol. Follow each step in order.

If conditions for a step are not met, skip that step and any remaining steps.

Vocabulary

The term discard means "to remove permanently from play." It can refer to a Story Card, Hero Card, etc. Return the Card to the box (without looking at it) so it cannot be used. Skip any instructions on the Card.

"Discard this" refers to the Card upon which the instruction is written.

Note: If you are asked to discard an unrevealed Story Card, take the Story Card from the Card Holder and return it to the box without reading it.

Challenges

FOREWORD: You can skip this section of the rulebook until you are faced with your first Challenge Card. They all have an easily-identifiable image (see below). Return to this page when you are ready, so you can start playing more quickly.

Challenge Cards

Challenge Cards are different from Story Cards. When you draw one, you must immediately solve it before continuing the adventure (unless instructed otherwise).

Ex: Card TRAP: "I have claws but I have no feet / With me you can make a steady beat / To make or break, you must choose / Boards, blocks, pianos, or even horseshoes / From the smallest tap to mighty thunder / There is not much that I can't break asunder." MANDATORY: Solve Riddle 042 on the Challenge Gateway.

Solving a Challenge

Each Challenge is a riddle with a single-word answer that uses, at most, 8 letters. Refer to the Challenge Gateway and look for the section with your Challenge Card number.

Challenge Gateway

Each Riddle section has: Challenge number, Challenge answer (8 squares), Explanation code (scratch-off), Random penalties (question-mark squares), Clues (1 lightbulb and 2 lightbulbs), and a "Scratch off when solved!" box to continue the story if successful.

Answer the Riddle

1. GUESS: Say your answer out loud. Then scratch the Answer Word beginning from left to right, one square at a time.

  • If each letter matches your answer, continue until you've scratched off all 8 squares (and see 4. SUCCESS below).
  • If a letter doesn't match your answer, stop scratching immediately. Then scratch off any 1 question-mark square. You will uncover either an empty space or penalty, usually a Dystopian Point, an hourglass, or a Standard Tile reduction. Apply any penalties, then guess again.

2. CLUES: If you're unsure or completely lost, you may scratch off the 1-lightbulb square to get your 1st clue. Scratch off 1 question-mark square immediately, and use the clue to guess a new answer.

If necessary, you may scratch off the 2-lightbulb square to get your 2nd clue. Immediately scratch off any 1 additional question-mark square. Use these clues to guess a new answer.

Tip: Most of the time, the 2nd clue will point you in the right direction. If it references a word you don't know, a look in the dictionary should give you more information.

3. GIVE UP: If, despite both clues, you still can't guess the answer, scratch off the entire Answer Word, as well as any 2 additional question-mark squares.

4. SUCCESS: Now, you may scratch off the "Scratch off when solved!" box on the Challenge Gateway to reveal the next Story Card to take.

Ex: Riddle 042. The answer to the riddle is HAMMER. I scratched off 1 clue and 1 wrong guess, which meant I also scratched off 2 question-mark squares. The adventure continues by taking Z098.

Challenge solver

Detailed explanations of each riddle line, as well as clues, are available on the publisher's website.

Scratch off the word ANSWER on the Challenge Gateway to reveal the unique code to enter on this webpage: www.perteetfracas.com/en/card

Player Notes

Chapter notes

The back of the Chapter Board has: Player names, THE INCARNATED section (names and numbers of Hero Cards and Talent Cards), and INVENTORY (item name and number).

ZEPHYRHYMES: Write the names of all players in this Chapter.

THE INCARNATED: The number of rows indicates the maximum number of Heroes that can be played for the Chapter. After setting up the Hero Boards, write the names of all Heroes play, as well as the associated Hero and Talent Card numbers.

Some Heroes must be played. In this case, take the corresponding cards from the deck or Storage Box.

Important: Some Heroes have Chapter restrictions indicated on their Talent Card. Make sure not to choose 2 Heroes with the same Talent Tiles.

INVENTORY: This area lists the Items* acquired in previous Chapters. Having specific Items may contribute to the success or failure of an action during the adventure. Before starting a new Chapter, copy all Items listed in the Inventory from the previous Chapter.

Inventory items, like pellets (see p.18), are held by all Heroes in play, regardless of Zone.

During a Chapter, you may be asked to:

  • Add to Items: Write the name and number to represent gaining an Item.
  • Remove from Items: Erase its name and number to represent losing an Item.

*The term Item refers to anything that Heroes in play possess. These are usually objects, but can also be individuals, facts, information...

End of Chapter

The Epilogue Card marks the end of a Chapter.

  • Calculate your Chapter Score (see p.19).
  • Place the Story Cards in their designated spot.
  • Return the Hero and Talent Cards back to the game box.
  • Place all Hero Boards in the Storage Box.

Saving

You can stop the game at any time.

  1. Stack your discovered and undiscovered Story Cards in the Card Holder, separated by the support.
  2. Stack your Hero Cards, Talent Cards, and Hero Boards as they are (with Tiles inside) in the Storage Box.

Tip: Use 3 Hero Trays, even if fewer heroes are in play, so that everything fits snugly into the Storage Box.

Specific Rules

These rules only apply to The Butterfly's Breath Saga. If you're playing another Saga, you may skip this section.

Missions

Specific to this Saga.

FIRST MISSION CARD: Story Cards with the quest target symbol indicate a new Mission hidden in the same Zone. You may only start the Mission after finding this first Card.

MISSION CARDS: Some instructions include secondary Missions, indicated by a grey-blue background. Completing these Missions earns additional points, proportional to the number of milestones reached.

Missions are advanced when you find the Word written in black capital letters on the Grid of Destiny in a future Chapter.

Ex: Card CONTRACT (Mission 050: Capture Vespar 1/3. OPTIONAL: Add to Missions and check 1 milestone.) The next Story Word for this Mission is CAVE. I'll keep an eye out for this Word on future Grids of Destiny.

Tip: Write the black Mission words and Story Card number in the Notes section (see p.17), so you don't forget your current Missions. Re-reading cards from a Mission in progress can help you remember what happened.

To start a Mission, write it in the corresponding area. With each new step of the Mission, check off new milestones.

On the final Mission Card, you will be instructed to close it and to transform each milestone (checked) into 1 additional Utopia Point.

Ex: By closing Mission 050, I convert the 3 checked milestones into 3 Utopia Points.

Pellets

Specific to this Saga.

Pellets are small pills of pollentanyl, a chemical substance used by Kellians to tame insects and other arthropods. They are also used as currency for trade.

On the back of each large Chapter Card, there is a section for recording the number of pellets possessed by the Heroes in play. At the start of a Chapter, copy the number shown on the previously-played Chapter Card. During a Chapter, you may be instructed to add or remove pellets. In this case, erase the number entered and replace it with the new one.

Ex: PELLETS 8.

Guilds & Variations

Specific to this Saga.

Some instructions vary according to the Heroes in play. Sometimes a specific Hero will change the story, but it's more often affected by which Guild Heroes belong to.

Refer to the Guild symbol on the left of the Hero Card, or to the Hero's number if applicable.

On the back of the Chapter Cards, Chapter Variations tell you in advance which Guilds will give rise to changes... whether they be positive or negative. So choose your Heroes wisely at the start of the Chapter.

Ex: Variations: Scar and Skeeter.

Note: Discover all the Guilds and their history in the Voyages Through the Lands of Kell Travel Log.

Score Sheet

Specific to this Saga.

Evaluate your success at the end of each Chapter by completing the Score Sheet on the back of the Challenge Gateway.

The Score Sheet has: an Area for notes, Utopia score earned per Chapter (Prologue and Chapters 1 to 5), Final Saga score (TOTAL SCORE), a Mission tracker, and an AVAILABLE HEROES section (Heroes gained in previous Chapters).

Available Heroes

Specific to this Saga.

If you gain a new Hero with this symbol (either in this Saga or in an expansion), place the Hero and Talent card(s) in the Card Holder and Storage Box. Then add names of Hero(es) gained to the AVAILABLE HEROES section.

Tip: Before starting a Chapter, be sure to check the Success Point evaluation criteria to maximize your chances of winning. Which Heroes you choose also have a big impact...

Chapter Score

Specific to this Saga.

Each Chapter earns Quest Points, various Success Points under certain conditions, and negative Dystopia Points.

QUEST POINTS: At the end of a Chapter, Quest Points earned from the MAIN QUEST are shown on the Epilogue Card.

SUCCESS POINTS:

  • (brace) Number of Talents unlocked at the end of the Chapter.
  • 5-8: Fewer than 5 or 8 blank (dot) squares uncovered at the end of the Chapter.
  • No question-mark square scratched off on the Challenge at the end of the Chapter.
  • 10-20: Fewer than 10 Stop symbols uncovered at the end of the Chapter.
  • 5: At least 5 hourglass squares left unscratched at the end of the Chapter.
  • 1: Maximum 1 unread card at the end of the Chapter.
  • 4: 4 Missions listed in the Missions block at the end of the Chapter.
  • 12: At least 12 pellet granules owned at the end of the Chapter.
  • No Skull uncovered at the end of the Chapter.
  • Lightbulb: Number of lightbulbs still on the Challenge Gateway for riddles solved during the Chapter (1 lightbulb = 1 Point / 2 lightbulbs = 2 Points).

The value of each Bonus Utopia Point is shown in its square. X equals the number of times you had a bonus/penalty type.

Add them all up to get your Chapter Score.

DYSTOPIA POINTS: During the course of a Chapter, you may earn Dystopia Points from a Story Card, Challenge, or Bell penalty on the Line of Tragedy can earn you Dystopia Points. Add the value indicated in the Dystopia square to the Score Sheet.

End of Saga

Specific to this Saga.

At the end of the Saga, add up all the Utopia Scores (Chapters & Missions) to calculate your TOTAL for the Saga.

The higher this total, the more utopian the ending.

Frequent Mistakes

Deduction

  • Underlined word on a card = always shares 1 letter the Word on the Grid of Destiny.
  • Symbol | or } on a square of the Grid of Destiny = always the beginning or end of a Word.

Scratch off

  • Always scratch away from the Anchor Word, one square at a time.
  • Always scratch as far as the shape of the Tile(s) allows.
  • Never scratch off from an isolated letter or an incomplete Word.

Stuck?

  • You missed a word on a Card: Review all the Cards you already uncovered.
  • You forgot an ongoing instruction: Review all uncovered Cards with a flag.
  • You missed a bar | or brace }: Check the Grid of Destiny and, if necessary, neatly re-scratch all the squares you've already scratched.
  • You missed a narrative clue: Check each uncovered Card.
  • You missed a Chapter instruction: Check the back of the Chapter Card.
  • The Challenge clues didn't help: Scratch off from 1 to 8 after also scratching off 2 question-mark squares.
  • You have a problem with one rule: Go to www.perteetfracas.com/en/oual/faq

Still stuck? Scratch off the symbol on the Challenge Gateway.

Iconography

GRID OF DESTINY

  • Empty square, no effect.
  • Stop: Immediately stop scratching.
  • Skull: Immediately stop scratching, then scratch off 1 hourglass.
  • Lock: Do not scratch off unless instructed.

LINE OF TRAGEDY

  • Hourglass: Hides a potential penalty.
  • Bell: From now on, add +1 Dystopia for each hourglass that should have been scratched off.
  • -1 / -2: Reduce the Hero's largest Standard Tile by 1 or 2 squares.
  • Lock: Locks 1 Action Compartment until the end of the Chapter.
  • Empty: No penalty.

STORY CARDS

  • Mandatory and immediate.
  • Mandatory and ongoing.
  • Optional and immediate.
  • Optional and ongoing.
  • Arrow: Follow all instructions in order.
  • Circle: Choose one option.
  • Take the indicated card.
  • Discard the indicated card.
  • Indicates Zone.
  • Utopia = bonus point.
  • Dystopia = penalty point.
  • At least 1 Word of Power overlaps with this Word.
  • At least 1 Skull adjacent to this Word.
  • Ongoing instructions, keep this card nearby.

CHALLENGE GATEWAY

  • 1st clue = any 1 question-mark square.
  • 2nd clue = any 1 question-mark square.
  • Random penalty.