Rules ArkhamDB

Table of Contents

This page contains a copy of the rules reference included in the core set of the Arcam Horror: card game. It also includes rules reference updates: rules added to deluxe expansion (red mark in red) and rules added to the official game collection (blue mark).

The Thing That Should Not Be.

I think the most merciful thing in the world is that the human mind cannot be associated with all the content. "

Pause! To play a book, first read the lesson. If you have any questions during play, please refer to the glossary of this book. We recommend that you read the appendix starting on page 22 after playing the tutorial game.

This book was created as a definitive version of the rules information, and does not teach players how to play games. The player must first read the entire "Course for Playing" in this book and use this rules refinance as needed to play the game.

Most of the guides are composed of glossary collections, listing terms and situations that players may encounter in the game in alphabetical order. This section should be first visited by players who question the rules.

The last part of this guide contains four appendix. The first appendix describes the game process and the start of the startup type. The second appendix is ​​a detailed explanation of the timing diagram indicating the structure of the game round and how to handle the game steps shown in the diagram. The third appendix lists complete rules for creating card games, an Arkham horror game. Appendix 4 is a detailed anatomy of each card.

The Golden Rules

If the text of this rule reference directly contradicts the text of the player in play, the rules reference sentence is prioritized.

If the text of the card directly contradicts the textbook text of the rules retraction or play book, the text of the card is prioritized.

The Grim Rule

If the player cannot find the answer from this rule report against the contradictions of the rules and timing, from the viewpoint of winning the scenario, the player can solve the contradiction as much as possible at that point, and the contradiction is solved, and the game is the game. Continue.

If the researcher is forced to choose and have many effective options, the president will decide from these options. In such a choice, the gloom rules do not play a role.

Example: A locked door reads "Connect the location with the most measurements and no locked door connected." If there are three locations tied for the most measurements and none of them already have a door connected, the lead investigator decides between the three locations. Players are not forced to decide which of the three choices is the objectively worse choice.

Gloomy Rule The Gloomy Rule only comes into effect when players are unable to find an answer to a rule or timing conflict and are unable to continue playing. It is intended to allow the game to continue if the search for the right answer would take too long or would annoy players. The Gloomy Rule is not a complete answer to a timing rule or conflict.

"The Silver Rule" (added in FAQ, section 'Card Ability Interpretation', point 2.20)

If the text of two cards directly contradict each other and it is impossible to reconcile, the Encounter Card takes precedence over the Player Card. If both cards are Encounter Cards or both are Player Cards, the investigator can decide which card takes precedence.

Glossary

Below is an alphabetical list of rules, conditions, and situations that can occur during a game.

A, An

When used to describe a situation, the word "a" or "a" is satisfied if one or more of the condition items are present. For example, an investigator with three resources satisfies the condition "each investigator has one resource".

Ability

An ability is a specialized game text that describes how a card affects the game.

  • A card's abilities only interact with the game if the card with that ability is in play, unless the ability (or the rules for that card type) specify that it is used from a zone not in play.
  • A card's abilities only interact with other cards in play, unless the ability specifically mentions interacting with cards in zones not in play.
  • If there are multiple instances of the same ability, each instance interacts (or can interact with) the game state separately.

Types of card abilities are static abilities, forced abilities, revelatory abilities, activated abilities, keywords, and enemy directives (spawn and play). Each type is explained in more detail below.

See also "Costs" on page 7, "Effects" on page 9, "Qualifiers" on page 17, and "Self-referential text" on page 18.

Constant Abilities

Fixed abilities are declared on the card without any special formatting. Fixed abilities interact with the game state at all times while the card is in play. (Some fixed abilities are always looking for a certain condition, indicated by words such as "while" or "between". Such abilities take effect whenever the specified condition is met.) Fixed abilities do not have a starting point.

Forced Abilities

Forced abilities are identified by a bold "Forced -" command. Forced abilities automatically start and interact with the game state at a specified point in time. Such points are usually indicated by words such as: "when", "after", "if", or "at".

  • If a forced ability does not have the ability to change the game state, it does not start.
  • The start of a forced ability that may change the game state is mandatory whenever its specified point is reached.
  • Mandatory abilities with timing points beginning with "when. " begin automatically when the specified timing point is reached, before its effects on the game state are resolved.
  • Mandatory abilities with timing points beginning with " begin automatically immediately after its effects on the game state are resolved.
  • Mandatory abilities with timing points beginning with " begin automatically immediately after its effects on the game state are resolved.

Revelation Abilities

For any timing point, all mandatory abilities that begin relative to that timing point must be resolved before any [Reaction] abilities (see below) that reference the same timing point also begin.

Triggered Abilities

Manifest abilities are indicated by a bold "Manifest - " command on encounter or weakness cards and are initiated by the investigator drawing the card (see "Manifest" on page 18).

Activated abilities are abilities that have a [Free] icon, a [Reaction] icon, or an [Action] icon preceding them. If the ability has one or more prerequisites (costs and/or conditions), they are listed in the text immediately following the icon. A player must meet the prerequisites for an activated ability before it can be activated. There are three types of activated abilities:

Free Activated Abilities ([free]) - [free] activated abilities can be activated as player abilities in any player window. (See Appendix II: Timing and Play on page 22 for a complete list of player windows.)

  • The ability induced by the reaction ([reaction])-The ability to induce by [reaction] with specified inducement conditions can be started every time the induced condition is satisfied. For example, "[Reaction] After defeating the enemy:"
  • "Reaction" ability with the starting conditions that starts with it can be used before the specified trigger condition is started and the effect on the game format is resolved.
  • [Reaction] ability with a startup condition starting with "After." Can be used immediately after the trigger occurs. "[Response] Acupuncture with the startup condition that starts with it may be used immediately after the impact on the trigger condition on the game status is resolved.

Each [reaction] ability can start only once every time the specified conditions of that ability are satisfied. For example, the ability to be launched after X appears can only be used once every time "X" appears.

The ability to trigger by action ([Action])-[Action] is the [Action] specified at the ability cost by using the actions that are induced during the research phase player turn. On the other hand, it can be started only when the player uses the action once.

  • The following rules are applied to all startups:
  • The ability to be launched on the card controlled by the player is arbitrarily launched (or does not start) at the appropriate time indicated by its ability.
  • The activatio n-type ability may change the state of the game, and the cost may be paid in full, taking into account the revised factors of the activated cotes. It can be started only in the case. This potential is evaluated without considering the effects of cost payment and the interaction with other abilities.

At the start of the skill, unless the word "can" is used for its effect (see "May" on page 15), the pr e-ears must solve the effect as much as possible.

  • (Added to the item 1 of the common questions "Game Play") The survey player can use the startup type ([Quick] ability, [Rear Control] ability, [Reaction] ability) from the following source:
  • The card is played and under the control of the player. This includes an investigator card.
  • A scenario card in the same location as the investigator. This includes the place itself, the encounter card placed in that place, and all the encounter cards in the threat areas of the investigators.
  • Current transaction or current agenda card.

Keywords

A card that explicitly allows survey players to launch their abilities.

Spawn Instructions and Prey Instructions

The keyword is the ability of a card with a specific rule (see "Keyword" on page 13) in the card.

Spawn instructions tell you where to spawn when the enemy enters the game (see "Spawn" on page 19).

Action Designators

Predation instructions are informed which investigator the enemy is pursuing or if there is an option (see the "predation" on page 17).

Act Deck and Agenda Deck

Some of the abilities have a bold action designation (combat, avoidance, survey, movement, etc.). By activating such a skill, the specified action described in the rules is performed, but it is changed by the method described by the skill.

  • The Act deck represents the progress of researchers in the scenario. The agenda deck indicates the progress and purpose of the dark powers that can be used by investigators in the scenario. Generally, advancing the Act deck is advantageous for researchers, and promoting an agenda deck is disadvantageous for researchers.
  • ACT cards can be shown a uniform value (like "4") or the value of each investigator shown in the [Per_inVestigator] icon. This is usually performed as a free duplicate ability. One or all of the investigators may provide any number of clues to the total number of clues required to promote the law. If the law has a "goal-" instruction, the instructions will overwrite the spending of those instructions or add additional requirements.
  • If the number of fate required (fate of agenda cards, and fate of other cards in play) is played according to the instructions of the agenda card, the agenda deck will proceed. The agenda card may indicate a uniform numerical value, or may indicate the numbers for each investigator. If the agenda has an instruction "goal-", the instructions should be overwritten or added to the additional requirements to meet the requirements of the doom.

Acts/ acts on the agenda deck/ daily routine are called "current" acts/ daily routes.

  1. To advanced ACT deck or agenda deck, perform the following steps in order:
  2. Remove all the chips from the advanced card. If you proceed with the agenda deck, remove all destruction from all cards you play.
    • Turn the advanced card over and follow the instructions on the back ("B").
  3. If the back of the law or proceedings is a conference card, follow the rules of the conference card type. If not, simply follow the instructions on the card.
    • Occasionally, the act/ agenda is pushed forward, and the card becomes the next act/ agenda. If not, the next card of the deck will be the current act/ daily routine. When a new card is the current action/ daily routine, the advanced card is removed from the play at the same time.

Several instructions on the act deck and the agenda deck (and other card tap meetings) include a solution point in the form of "(→ R#)". If you reach the solution point, the scenario ends. Read the solution specified in the campaign guide.

Action

See also "clues" on page 6 and "ruin" on page 9.

  • In the turn, investigators can take up to three actions. When taking action, pay all the actions of the action for the first time. Next, we will describe the result of selecting the action.

If the investigator instructed one or more actions to fail, the number of actions to be performed will be reduced.

(Added to FAQ, game edition, item 1. 10) Some of the card abilities give researchers a "additional action". If the investigator has one or more additional actions during the turn, the first action recognized as the additional action will automatically use the additional action.

Example: Daisy Walker says: For example: Daisy Walker states as follows: "You can take additional actions that can only be used in the TOME ability during the turn." When Daisy first executes a toome [action] abilities, she automatically uses this additional action, not one of the three standard actions of Daisy.

If a certain action is marked as one or more of the investigator's additional action, the investigator can choose which additional action.

If the investigator loses one or more actions due to the effect, the investigator will reduce the standard action to take that turn (the three standard actions of the investigator are "lost"). 。 If the investigator has only additional actions, they will be lost in the order of the investigator.

Example: Daisy loses two actions by one result. The standard action during the Daisy turn is reduced by two. Unless it is the only action, you can't choose an additional action.

". only as your first action" (added in FAQ, section 'Card Ability Interpretation', point 2.18)

For a complete list of available actions, see "2. 2. 1 investigators if possible" on page 24.

"Take an action" vs "Perform/resolve an action" (added in FAQ, section 'Card Ability Interpretation', point 2.19)

If that card can only play as "first action" or if that ability cannot be started, the card must consume one of your actions, and that action will take you during your turn. It must be the first action. If it is quick, the ability to start free, ignore the agreement cost, or if it is a place other than your turn, you will play or launch that card. I can't.

Depending on the effect, some researchers can "take" actions, and are usually a specific type-for example, the ability of Ashla Downs and Haste. If a researcher can take action by the effect, the researcher will substantially acquire action and will immediately consume it and take the action. In other words, it follows all rules that can take action.

Activate Action

Like the QuickDraw case, there are results that researchers can "execute" or "solve" actions. Such effects are usually specified to ignore the cost of action [Action]. In this case, the action is not obtained or consumed, and is solved as specified.

"Activation" is an action that an investigator can take during his own turn in the survey phase.

When this action is executed, the surveyor launches the ability to specify one or more [Action] icon as part of its abilities. Depending on the number of [Action] icons included in the ability cost, the number of actions required by the investigator to use the boot action is determined. When the startup action is executed, all the costs of that action are paid at the same time. Then the result of the action is resolved.

  • (Added to the item 1 of the common questions "Game Play") The survey player can use the startup type ([Quick] ability, [Rear Control] ability, [Reaction] ability) from the following source:
  • The card is played and under the control of the player. This includes an investigator card.
  • A scenario card in the same location as the investigator. This includes the place itself, the encounter card placed in that place, and all the encounter cards in the threat areas of the investigators.

Active Player

Current strategy or the current agenda card

After

The player's hand player Ban Bancher Ban Bancher Ban Bancher Ban Ban Bancher is a player who performs a turn during the survey phase.

After "," "" is immediately after the specified timing point and activation conditions are completely resolved.

Additional Costs (added in FAQ, section 'Game Play', point 1.6)

(For example, the ability to say "after drawing an enemy card" begins immediately after solving all procedures (solving public abilities, play) to draw enemies.

Depending on the card, in order to perform specific effects and actions, "(additional costs) must be paid for the additional cost of (specified effect/ action)" and "(specified effect/ action) (addition) (addition). You have to pay the cost), and you pay for additional costs.

Additional costs are the costs that may be paid outside of the normal cost payment (for example, when solving the effect). If the results that require additional costs are resolved, additional costs should be paid at that point. If the additional cost cannot be paid, the aspect of the result is not solved.

There is no need to pay the investigators to resolve the results by forced impacts or forced instructions (such as campaign guides, laws and backs of agenda cards).

Agenda Deck

Alert (added in The Forgotten Age )

For example, "Ashkan" Pete is in Miscatonic Quad, and Duke's second ability is activated: "[Action] Exhaust Duke: Investigate. Investigate with basic ability 4. You may move to the cost of launching this ability, that is, the cost of duke. After that, Pete first moves to Orne's Library to solve his abilities, but he reads: "To investigate the Orne Library, you have to consume one additional energy. Additional costs to be paid to investigate are added, and the solution fails.

Aloof

Each time the skill test fails to avoid enemies with the keyword "vigilance", the enemies will attack the researchers in the avoidance after all the results of the skill test are applied. The enemy does not exhaust after performing a warning attack. The attack occurs regardless of whether the enemy has been engaged with the aggressive investigators.

  • Easygoing is a keyword ability. An enemy with an easygoing keyword does not automatically involve investigators in that place.
  • If a lon g-distance enemy is born, the enemy will be born without an attribute.
  • Investigators can use the engagement action or card ability to engage in lon g-range enemies.

"As if. " (added in FAQ, section 'Card Ability Interpretation', point 2.10, amended October 2020)

Investigators cannot attack the enemy while lon g-distance enemies are not engaged in investigators. Depending on the

  • Some of the card effects can solve their abilities or execute action as if they had changed a specific aspect of the game state. The instructed abilities and actions are solved in the changed game, but the actual game status is not changed.
  • The game status is considered to have been changed throughout, from the start of the instructed ability and action (including cost payments and opportunities) to the solution of all aspects of the effect, and the completion.
  • The other card abilities and game effects that are solved during this period will also be resolved with the changing game status in mind.

The game condition does not change physically. (Example: If you are assumed that you are in a place, you will not move the mini card to that location, and the enemy in that place will not automatically move to your threat area).

Asset Cards

  • For example, Luke Robinson wants to be a clumsy sketch, but is in a place without clues. Luke Robinson wants a clumsy sketch, but is in a clue. Since there is a clue in the next place, use the cruel sketching ability as if you were in that place, and process all enemies in that place. It is thought that the status of the game will change in this way, from the start to the solution through the whole merciless skit game. In particular, this means: (a) If there is an enemy in that place, the opportunity to play an unreasonable skit will induce, (b) change the cost of playing the card in that place. If you have the ability to do so, the ability of other cards that can be triggered by cards of Luke Plan 1 or higher is to be at the link and process the enemy. When unreasonable sketches are finished in the mountains, Luke is no longer considered to be there, and all the enemies in that place are processed.
  • If you play your asset, it will be placed in your play area. In general, assets continue to be played unless they are thrown away in card ability or game steps.
  • Some assets have health and logic. If an investigator encounters damage or horror, the investigator can assign a part or all of the horror to a qualified asset card that you control (page 7) ).).
  • Most assets get one or more slots during play (see "Slot" on page 19).

At (added in FAQ, section 'Card Ability Interpretation', point 2.2)

Some of the elements have a meeting set icon, and there is no level indicator. Such an asset is called a history asset. History assets are part of the meeting set, and cannot be included in the player's deck unless the player is allowed by analyzing or setup of a scenario.

Attach To

  • In the abilities, there are inducement conditions using "at" or "IF" instead of specifying "when" or "after" when "when the Ghoul Priest is defeated" in the ability. There is something. These abilities are activated between the "time" ability and the "after" ability. Activate between the abilities of "after". Has the same starting state
  • Every time a card is attached to the game element, the legitimacy of the word "attach" is checked, but it is not checked after it is attached. If you do not pass the first "attached destination" check, the card will not be attached and will stay in the previous state or the game area. If such a card cannot stay in the previous state or the play area, discard the card.
  • Once the attachments are played, unless any of the game elements with the attachment or attachment are left (in that case, the attachment is discarded), or unless it is explicitly separated by the ability of the card. It is still.

Control of Attachments (added in FAQ, section 'Game Play', point 1.14)

Attachments are exhausted and prepared regardless of the game elements they have attached.

  • Attachments may change the control depending on the card they are attached.
  • If a researcher attaches a player card to the player card controlled by the player, the player card will hold the control of its installation.
  • If a surveyor wears a player card on a player card controlled by another investigator, the control of the installation will be by other investigators.
  • If the control of the player card with one or more players is changed, the control of those player attachments is the new card controller.
  • If an investigator attaches a player card to a conference card, the attachment is controlled by the investigator (but no control of the attached conference card is obtained).

Moving Attachments (added in FAQ, section 'Game Play', point 1.25)

A card with a permanent keyword cannot be attached to another player card unless it is specified.

Controlling and Attaching Permanent Cards (added in FAQ, section 'Game Play', point 1.29)

When "moved" from a game element with an attachment to another game element, or if it is attached to the game element with the game element already attached to the game element, the attachment is separated from the original game element and a new game element. Attached to.

A card with a permanent keyword cannot leave the controller play area unless it is instructed by the effect of the scenario card. Cards with a permanent keyword cannot be linked to other cards in the investigator's play area. Investigators cannot control other investigators' permanent cards.

Attacker, Attacked

Example: Even if SIN-EATER has one or more destruction, SIN-EATER cannot be applied to Elle Rubash.

Attack of Opportunity

"Attacker" is an entity (usually an enemy or investigator) that solves the attack on other entities. The entity's attack is called "attacking enemy" or "attacker to attack."

  • Each time the investigators engage with one or more prepared enemies and take actions other than the battle, avoidance, or abandoned abilities, these enemies are in the order of the surveyors in the order of the investigators. On the other hand, perform opportunities. Each attack causes the investigators the enemy damage and horror.
  • The opportunity attack is performed shortly after all the launch costs of the action are paid, and before the effects of the action are applied to the game state.
  • The ability of multiple actions as costs causes opportunities only once per loyal enemy army.
  • The enemy army does not exhaust while the opportunity attacks.
  • After all opportunities, we will continue to solve the action that caused the attack.

The opportunity attack is counted as an enemy attack in card ability.

Automatic Failure/Success (expanded in FAQ, section 'Card Ability Interpretation', point 2.9)

(Added to 1. 1. 1 of the FAQ "Game Play") The opportunity attack only when the investigator's action is consumed or used to induce abilities and actions. [Free] Ability with bold action designation does not induce opportunities.

  • Some cards and symbol abilities can automatically and succeed in skill tests. If the skill test is automatically failed or succeeded, it will be performed in the "ST. 6" stage of the "Skill Test" procedure described on page 26.
  • If the skill test is automatically rejected, the overall score of the investigator's skills in the test is considered 0.

If the skill test passes automatically, the overall difficulty of the test is considered 0.

  • (This is where the extended rules begin. Note: this section goes beyond some of the rules above.) Some card effects cause the subject of the investigation to automatically pass or fail a skill test. In these cases, depending on the timing of the effect, certain stages of the skill test may be skipped entirely.
  • If an investigator knows before step 3 ("reveal confusion") that the skill test will automatically pass or fail, he or she skips this step, along with step 4. No chaotic contracts are revealed from the chaos bag, and the investigator immediately proceeds to step 5. All other steps of the skill test are resolved normally.
  • If a discretionary chaos effect causes the skill test to be passed or failed automatically, continue with steps 3 and 4 normally.

If an ability "automatically avoids" one or more opponents, this is different from automatically succeeding at a tax evasion attempt. Per the "Evade" entry in the Rules Report (see Evade), if an ability automatically avoids one or more opponents, the tax evasion attempt is not a skill check. As a result, the evasion is not considered "successful" because no skill check is made. The investigator just follows the steps to avoid the enemy (wearing down the enemy and breaking their promises).

Base Value

For example: Patrice uses the ability "Hope": "Action] If Hope is ready, evaporated, or denied: Avoid. If you abandon Hope, this test is an automatic success." If Patrice chooses to abandon Hope, the skill test is automatically successful before the chaos token is revealed. Thus, steps 3 and 4 of the skill test are skipped. However, the skill test is still made. The card is used for the test to determine the total modifier of the investigator's skills, since it may also relate to other skills on the card. However, if Patrice uses "Stray Cat", it would look like this: However, if Patrice uses the skill Stray Cat, no skill test is made because it says "[Quick] Discard Stray Cat: Automatically avoid one non-elite enemy at your location."

Bearer

The base value is the value of the item before any modifiers are applied. Unless otherwise specified, the base value of a card's derived element is the value printed on the card.

The owner of a weakness is the investigating player who begins the game with that weakness in his or her deck or play area.

Blank

See "Weaknesses" on page 21.

  • If the printed text box of the card is regarded as "blank" by the feature, the text box will be treated as a printed content. The texts and icons obtained from another source are not blank.

Bonded (added in The Dream-Eaters )

Card text frames include attributes, keywords, text and card functions.

Cards with a binding keyword are linked to other player cards. These cards do not have a level, so they cannot be used as deck. Instead, the binding card (listed in parentheses next to the keyword) is played.

If your deck contains a card calling one or more link cards, those link cards will be distributed at the start of each game.

Binding-If the weaknesses with the keywords are added to the deck, hand, threat area, and game territory (unlike other weaknesses), remaining as part of the investigator's deck during the remaining campaign. No. It starts only for each game with the investigator's other cards.

For example, Hope, Zeal, and Augur have the keyword "Miss Doyle). This means that these cards are linked to the Miss Doyle card, respectively. Hope, Zeal, and AUGUR do not have a level and cannot be used as options for building decks. However, Miss Doyle summons these cards. Therefore, players who put Miss Doyle in the deck need to leave Hope, Zeal, and AUGUR at the start of each gamer. These cards do not enter the researcher's deck and are not counted in the deck size.

(Added to the FAQ "Game Play" section 1. 19) If the investigator's deck contains a card that summons one or more link cards, these reservation cards will be listed at the start of each game. The number of different bound cards allocated in this way is the same as the number of cards in the product introduced. No matter how many cards calling the bind card in the deck, this restriction does not affect this limit.

Campaign Play

Example: Researchers can only have three healing melodies at the end of the game. Similarly, researchers can only have one of the dream logs that are placed at the end of the game, regardless of how many dream logs are included in their decks.

A campaign is a series of interconnected scenarios in which each player plays the same investigator from one scenario to the next. As the campaign progresses, investigators gain experience and trauma, which are reflected in changes to their deck. Every decision made in a campaign can affect later scenarios.

Experience

When starting a campaign, follow the instructions in the Campaign Guide for setting up a campaign. After playing scenarios during a campaign, record the results of the given scenario in your campaign log.

  1. After recording the results of the scenario, researchers can reflect on their experience and are ready to purchase new cards for their deck. To do so, follow these steps in order:
  2. Measure Experience Points. Each researcher earns experience points equal to the total victory value of all cards in the victory display, minus any bonuses or penalties indicated by the Campaign Guide for this analysis. Add to this total the experience points recorded by the researcher in previous scenarios in this campaign.
    • Purchase New Cards. New cards can be purchased and added to your deck by spending experience points equal to the card's level (the number of dots in the top left corner of the card). Please follow the following rules when purchasing new cards:
    • When a researcher purchases a new card, he must follow the researcher's deck construction procedure (listed on the back of the researcher card). Only cards that the researcher has access to can be purchased. Also, the deck size must be maintained so that a different card is removed from the deck each time a purchased card is added to the deck. Weakness cards and cards that must be in the deck cannot be removed while the researcher is purchasing new cards.
    • Each card costs a minimum of 1 experience point equal to the level of the card (1 experience point is also consumed when purchasing a level 0 card). The number of pips under the cost of the card indicates the level of the card.
    • (Added to FAQ "How to play the game" 1.) 8) When purchasing new cards during campaign play, the researcher must pay a minimum of 1 experience point. As a result, 1 experience point is required to purchase a level 0 card. This minimum only applies when purchasing new cards. It does not permanently change the card's level or experience, nor does it apply when upgrading a card to a higher version.
    • If a researcher purchases a higher version of a card with the same title, he or she can "upgrade" this card by paying only the difference in experience points between the two cards (minimum 1) and removing the lower version from the deck.
    • New cards are purchased (or upgraded) separately. If an investigator purchases more than one new card, each card must be paid for separately and each purchase must remove one card from the investigator's deck.
  3. The above procedure and the instructions in the campaign guide are the only way players can change decks during a campaign.

Trauma

Experience Recording Each investigator records their unspent experience points in the campaign log. These experience points can be spent during the campaign.

Trauma causes permanent damage to the investigator's health and/or psyche.

If an investigator is defeated in a scenario, he or she is removed from the scenario, but not necessarily from the campaign.

If a researcher is defeated after taking damage equal to his or her health, he or she will suffer 1 physical injury (recorded in the campaign log). Each time a researcher suffers a physical injury, he or she begins each subsequent scenario in the campaign with 1 damage. If a researcher suffers physical injuries equal to his or her printed health, the researcher dies.

If a researcher suffers fear equal to his or her sanity and is defeated, the researcher suffers 1 trauma (recorded in the campaign log). For each trauma suffered by an investigator, the investigator suffers 1 fear in each subsequent scenario in the campaign. If the investigator suffers a number of traumas equal to the printed logic, the investigator goes insane.

If an investigator suffers both health damage equal to his or her health and fear equal to his or her sanity and is defeated, the investigator chooses which type of trauma to suffer.

If an investigator dies or goes insane, the player must choose a new investigator to use in the next scenario and create a new deck of cards for the investigator. A dead or maddened researcher cannot be used for the remainder of the campaign (see "Dead/Missing Researcher" on page 13).

Defeat by Card Ability

If the player attempts to select a new researcher and there are no researchers in the pool, the player loses and the campaign ends.

Advancing to Next Scenario

Investigators can be defeated by card skills. The defeated investigator drops off the game (see "Defeat" on page 10). In this case, in accordance with the instructions of card ability, it is determined whether there is a lon g-term impact of defeat.

Joining or Leaving a Campaign

After completing the scenario, solving the scenario, updating the campaign log, purchasing a new card, unless the investigator is induced to another scenario in the scenario resolution, the next scenario of the campaign (in order) move on.

Once the campaign starts, the player can freely participate in the campaign between the scenarios.

If a player leaves the campaign, the information of the player must not be deleted from the campaign log.

Transferring Investigators to a New Campaign (added in FAQ, section 'Game Play', point 1.11)

If a new player participates in the campaign, you need to select a researcher you have never used in this campaign. This player starts as if it were the first scenario in the campaign, with no experience or trauma.

This section extends the function of shifting from the completed campaign to another, which was originally explained in the "End or Or" section of the "Fadie Night" campaign guide.

Remarks In the standard game rule, the player starts each campaign from a clear state (new deck and experience value 0). The following is a variety of options that are likely to affect the game balance. Only brave explorers who want to accept chaos should choose this option.

  • If you move an investigator from the ending campaign to a new campaign, the player should follow the following rules:
  • There is no need to move all surviving investigators to the original campaign. There is no need to move all surviving investigators to the original campaign.
  • Use the investigator deck as it is. This includes all the advantages and disadvantages of the story obtained in the original campaign, gained experience and injured trauma. Also, under the investigator's "Elements/ Victory Story Weaknesses", everything recorded in the campaign log must be taken over to a new campaign.
  • All other notes of the campaign log must be deleted and the new campaign will not be taken over.
  • The chaos bag is reset. This includes all Kao Street added to the chaos bag through the original campaign.
  • If the investigator has the ability to appear at the start of the campaign or when creating a deck, such as the experience of Father Mateo's bonus, activated the second time after the investigator moved to a new campaign. There is nothing to do.

Cancel

Cards and campaign guides are written on the premise that they will not be moved from a campaign with the investigator to another campaign. For this reason, the campaign is sometimes called a "campaign". (In general, when interpreting such implications, each campaign is treated separately, but some effects should be interpreted as playing each campaign as part of the no n-interruption campaign. This includes the rules that defend the weaknesses and the winning assets, and the remaining rules that must be obeyed. , Weakness X must speak only in French. "

  • A specific card ability can "cancel" the results of other cards and games. By canceling the ability, the start of the effect can be interrupted so that the effect does not start.
  • Each time the effect of the capability is canceled, the capability (excluding its effects) is still considered to have been considered, and the cock is still paid. However, the effect of capability is not started and is not solved.
  • Even if the effect of the event card is canceled, the card is considered to be played and is placed in the owner.

Cannot

Even if the effect of the betrayal card is canceled, the card is considered to be drawn and is placed in the mountains.

Cardtypes

The word "cannot do" is absolute and is not offset by other abilities.

  • The card type of this game is listed in the appendix II with a detailed anatomical card (see "Appendix II: Card Anatomy" on page 28).

Chaos Tokens

If the card is changed by the ability, the card loses all other card types and functions as a new card type card. < SPAN> If the investigator has the ability to appear at the start of the campaign or when creating a deck, such as the experience of Father Mateo's bonus, 2 after the investigator moved to a new campaign. It will not be activated.

Bless and Curse Tokens (added in The Innsmouth Conspiracy )

  • Cards and campaign guides are written on the premise that they will not be moved from a campaign with the investigator to another campaign. For this reason, the campaign is sometimes called a "campaign". (In general, when interpreting such implications, each campaign is treated separately, but some effects should be interpreted as playing each campaign as part of the no n-interruption campaign. This includes the rules that defend the weaknesses and the winning assets, and the remaining rules that must be obeyed. , Weakness X must speak only in French. "
  • A specific card ability can "cancel" the results of other cards and games. By canceling the ability, the start of the effect can be interrupted so that the effect does not start.
  • Each time the effect of the capability is canceled, the capability (excluding its effects) is still considered to have been considered, and the cock is still paid. However, the effect of capability is not started and is not solved.

Even if the effect of the event card is canceled, the card is considered to be played and is placed in the owner.

  1. Even if the effect of the betrayal card is canceled, the card is considered to be drawn and is placed in the mountains.
  2. The word "cannot do" is absolute and is not offset by other abilities.
  3. The card type of this game is listed in the appendix II with a detailed anatomical card (see "Appendix II: Card Anatomy" on page 28).
  4. If the card is changed by the ability, the card loses all other card types and functions as a new card type card. If the investigator has the ability to appear at the start of the campaign or when creating a deck, such as the experience of Father Mateo's bonus, activated the second time after the investigator moved to a new campaign. There is nothing to do.
  5. Cards and campaign guides are written on the premise that they will not be moved from a campaign with the investigator to another campaign. For this reason, the campaign is sometimes called a "campaign". (In general, when interpreting such implications, each campaign is treated separately, but some effects should be interpreted as playing each campaign as part of the no n-interruption campaign. This includes the rules that defend the weaknesses and the winning assets, and the remaining rules that must be obeyed. , Weakness X must speak only in French. "

Frost Tokens (added in Edge of the Earth )

A specific card ability can "cancel" the results of other cards and games. By canceling the ability, the start of the effect can be interrupted so that the effect does not start.

  • Each time the effect of the capability is canceled, the capability (excluding its effects) is still considered to have been considered, and the cock is still paid. However, the effect of capability is not started and is not solved.
  • Even if the effect of the event card is canceled, the card is considered to be played and is placed in the owner.
  • Even if the effect of the betrayal card is canceled, the card is considered to be drawn and is placed in the mountains.
  • The word "cannot do" is absolute and is not offset by other abilities.

Resolving Multiple Revealed Chaos Tokens (added in FAQ, section 'Card Ability Interpretation', point 2.5)

The card type of this game is listed in the appendix II with a detailed anatomical card (see "Appendix II: Card Anatomy" on page 28).

If the card is changed by the ability, the card loses all other card types and functions as a new card type card.

Chaos tokens are revealed from the Chaos Bag during skill tests to modify or affect the results of the skill tests. [Skull][Cultist][ELDER_THINGE][Slate]-When any of these tokens are revealed for a skill test, resolve the result of that token as shown on the scenario reference card for the current scenario. [auto_fail]-This is an automatic token. When this token is revealed for a skill test, the investigator automatically fails that skill test (see "Automatic/Failure" on page 5). [ELDER_SIGN]-This is a bold token. When this token is revealed for a skill test, resolve the effect of [ELDER_SIGN] on the investigator card of the player making the skill test. If the revealed check result (or the result reported by the check result) has a numerical modifier, that modifier is applied to the investigating player's skill score for that test. See "St. 3 Revealing Sates Koken" on page 26. Tokens revealed during a [Blessing] skill test have the following effect: "+2, reveal another token. You may only have a total of 10 [Blessing] tokens in your Chaos Bag, and you may not imprint them on cards in play.

Tokens revealed during a [Curse] skill test have the following effect: "-2. Reveal another token. You may only have a total of 10 [Curse] tokens in your Chaos Bag.

Checkpoints (added in Edge of the Earth )

Tokens revealed outside of a [Blessing] or [Curse] have no effect of their own when revealed outside of a Skill Test, unless specified by the card's effect.

(Added to FAQ) Frequently asked questions about Blessings and Curses:

Choices, and the Grim Rule (added in FAQ, section 'Game Play', point 1.5)

If the researcher is forced to choose and have many effective options, the president will decide from these options. In such a choice, the gloom rules do not play a role.

Example: A locked door reads "Connect the location with the most measurements and no locked door connected." If there are three locations tied for the most measurements and none of them already have a door connected, the lead investigator decides between the three locations. Players are not forced to decide which of the three choices is the objectively worse choice.

Gloomy Rule The Gloomy Rule only comes into effect when players are unable to find an answer to a rule or timing conflict and are unable to continue playing. It is intended to allow the game to continue if the search for the right answer would take too long or would annoy players. The Gloomy Rule is not a complete answer to a timing rule or conflict.

Clues

  • Do Blessing and Curse tokens remain in the Chaos Bag for each scenario during the campaign? No, Blessing and Curse tokens do not carry over between scenarios.
  • When exactly are Blessing and Curse chips removed from the Chaos Bag? Are they still in the Chaos Bag when analyzing a scenario? Blessing and Curse tokens must be removed from the Chaos Bag upon game completion after the scenario is resolved. FAQ, V. 2. 0, August 2022
  • This expansion introduces a new type of discretionary chaos: Frost tokens. At the start of the Ends of the Earth campaign, the Chaos Bag contains only a few, if any, relatively harmless [Frost] tokens. As the exploration continues, investigator decisions and unfolding events can add more tokens to (or remove them from) the Chaos Bag, varying the difficulty of each test the investigator makes. The more frost is added to the Chaos Bag, the more outdated its results become.
  • The result of the first [Frost] token revealed by the Chaos Bag during a skill test is: "-1 reveals another token". If another [Frost] token is revealed from the Chaos Bag during the same test, immediately end the "reveal a Chaos token" step of the skill test and resolve the test as an automatic failure. (Return all [Frost] tokens to the Chaos Bag after the test is completed.) Example: Bob is investigating a location and has two [Frost] tokens in the Chaos Bag. When Bob first attempts to investigate, he reveals a [Frost] token. This reduces his skill score by 1, forcing him to reveal another token. The next token he reveals gets +1, making the sum of the two tokens 0. Bob succeeds! Encouraged, Bob attempts a second investigation. Bob must immediately stop revealing tokens and resolve the investigation, resulting in an automatic failure.

Clues on Player Cards (added in FAQ, section 'Game Play', point 1.28)

You can never have more than 8 Frost chips in your Chaos Bag or in cards in play.

Collection

The [Frost] token, which was published outside of the skill test, has no effect as long as it is not specified by the result of the card.

The [Frost] token added to the chaos bag is in the chaos bag even if the scenario changes unless it is removed by the result of the card or game. To record which tokens are currently in the chaos bag, use the "chaos bag" section of the campaign log.

Concealed X (added in The Scarlet Keys )

If the investigator is instructed to "solve" multiple published Kao Street, the results of the games and cards described below the unique "published Kao Street" are published. It should be interpreted as applied to each of. For example, when applying the results of Kao Streok in in Step 4 of the skill test, or applying correction to the investigator's skill score in the step 5 of the technical test, the rule is described as "published Kao Street". However, the results and corrections of all the published Kao Street should be applied. Similarly, the card effects mentioned in the "published chaos token" refer to all the tokens that have been determined.

For example, an investigator plays in the early stages: "Play in advance, publish one random chaos token from chaos bags, and stamp the declaration. This researcher uses Olive Mcbride. He said, "Three chaos tokens are published instead of one, select two of them to solve them, and ignore the other." In this case, the resolved tokens are both sealed, but the pr e-order is only listed in the contract as a unique token. Similarly, if the preliminary instructions are instructed to "resolve the tokens engraved here as just revealed from the chaos bag," the investigator must solve both the engraved tokens.

Furthermore, when solving multiple chaos tokens, the effects of games and cards induced when a specific chaos token is released, for example, "when the chaos token specified during this skill test is released". The text must meet the specified conditions of the solved chaos options. Such results will not induce twice if two of the specified tokens are resolved.

Note that this item is applied only when multiple chaos chips are solved. This item is not applied if multiple Kao Street is released and one of them is canceled or ignored.

The scenario of the landing campaign is divided into several parts. Players can play these parts one by one (with a break between each part), and can play some parts as part of a long session. Each part is a game with its own settings and solutions.

  • After finishing one part of the scenario, the campaign guide guides the researcher to checkpoints and instructs you to move ahead. If a researcher wants to go directly to the next part of the scenario, the checkpoint is cleared on a way to clear the game and prepare for the next part of the scenario. If the researcher wants to take a break and continue playing in the next game session, the checkpoint instructs the campaign log to record information, and quickly and easier to prepare for the next session.
  • If the researcher is forced to choose and have several valid options, the chief researcher will decide from these options. With such a choice, Glowur does not play a role.
  • Example: The locked door is displayed as "connect a place where the most measured value is not connected". There are three most measured places, and none of them have any of them, and the chief investigator determines between these three places. Players are not forced to decide which of these three options is an objectively bad choice.

Concealed Mini-Cards (added in The Scarlet Keys )

The Rules Rules Rules Rules only works if the player cannot find the answer to the contradictions of the rules and timing and cannot continue the game. This is for continuing the game when it takes too long to find the right answer or bothered players. The melancholy rules are not a complete answer to the timing rules/ conflict.

  • When the investigator first enters a place, the location is published (ostensibly), and a series of clues (from the symbol pool), which are equal to the clues in the location, are placed there. Most indicated values ​​are carried as "for each investigator ([per_inVestigator])". This may occur at the time of installation.
    • You can succeed in a certain place to succeed in a survey of the location (see the "Action Survey" on page 13) or by card ability. If an investigator finds a clue, take the clues from the location and place it on the investigator's card under the control of the investigator.
    • If there is no "goal-" requirement to promote the current act, during the turn of the investigator, the investigator will be a group as a group (usually "per investigator". It is possible to consume (transmitted as a value) and proceed with the behavior of the deck. This is usually performed as a [freedom] player skill. In addition, all investigators can contribute to any number of clues to the total number of clues required to proceed with the act.
    • The card ability that refers to a clue in a certain place refers to an undiscovered clue in that location.

    Like Kate Winslop's abilities, depending on the effect of the card, there may be clues to the card controlled by the investigator. The clues placed on the player card are still controlled by the player, and can be consumed as usual. Depending on the effect of the game, if cards with clues leave the game or leave the investigator's control, the clues written on that card are placed there.

    When the ability brings the player's collection (for example, "search for a collection"), a card collection with the player's deck is used.

    1. Example Sean and Etienne use decks built from Sean's collection, respectively. He searched for Sean's collection, when Etienne was instructed to search for a collection.
    2. Hidden enemies (Concealed X) are keywords that appear in specific enemy cards of The Scarlet Keys campaign. Hidden enemies are a mystery, until the investigator finds out their identity.

    Constant Abilities

    Control

    Copy

    If one or more hidden enemies appear in the scenario, the investigator is instructed to secure several hidden mini cards. These mini cards are both sides. The hidden surface indicates the hidden enemy whereabouts. The ostensible surface reveals the identity of the mini card (the place of the actual enemy or just the decoy). < SPAN> If there is no "goal-" requirement to promote the current act, the investigator will be a group as a group (usually "Investigator 1) It is possible to consume the value of "permanent" and proceed with the deck. This is usually performed as a [freedom] player skill. In addition, all investigators can contribute to any number of clues to the total number of clues required to proceed with the act.

    Costs

    The card ability that refers to a clue in a certain place refers to an undiscovered clue in that location.

    Like Kate Winslop's abilities, depending on the effect of the card, there may be clues to the card controlled by the investigator. The clues placed on the player card are still controlled by the player, and can be consumed as usual. Depending on the effect of the game, if cards with clues leave the game or leave the investigator's control, the clues written on that card are placed there.

    When the ability brings the player's collection (for example, "search for a collection"), a card collection with the player's deck is used.

    • Example Sean and Etienne use decks built from Sean's collection, respectively. He searched for Sean's collection, when Etienne was instructed to search for a collection.
    • Hidden enemies (Concealed X) are keywords that appear in specific enemy cards of The Scarlet Keys campaign. Hidden enemies are a mystery, until the investigator finds out their identity.
    • If one or more hidden enemies appear in the scenario, the investigator is instructed to secure several hidden mini cards. These mini cards are both sides. The hidden surface indicates the hidden enemy whereabouts. The ostensible surface reveals the identity of the mini card (the place of the actual enemy or just the decoy). If there is no "goal-" requirement to promote the current act, during the turn of the investigator, the investigator will be a group as a group (usually "per investigator". It is possible to consume (transmitted as a value) and proceed with the behavior of the deck. This is usually performed as a [freedom] player skill. In addition, all investigators can contribute to any number of clues to the total number of clues required to proceed with the act.
    • The card ability that refers to a clue in a certain place refers to an undiscovered clue in that location.
    • Like Kate Winslop's abilities, depending on the effect of the card, there may be clues to the card controlled by the investigator. The clues placed on the player card are still controlled by the player, and can be consumed as usual. Depending on the effect of the game, if cards with clues leave the game or leave the investigator's control, the clues written on that card are placed there.
    • When the ability brings the player's collection (for example, "search for a collection"), a card collection with the player's deck is used.
    • Example Sean and Etienne use decks built from Sean's collection, respectively. He searched for Sean's collection, when Etienne was instructed to search for a collection.

    "Ignoring all costs" (added in FAQ, section 'Card Ability Interpretation', point 2.24)

    Hidden enemies (Concealed X) are keywords that appear in specific enemy cards of The Scarlet Keys campaign. Hidden enemies are a mystery, until the investigator finds out their identity.

    If one or more hidden enemies appear in the scenario, the investigator is instructed to secure several hidden mini cards. These mini cards are both sides. The hidden surface indicates the hidden enemy whereabouts. The ostensible surface reveals the identity of the mini card (the place of the actual enemy or just the decoy).

    Customizable (added in The Scarlet Keys )

    When the investigator pulls an enemy with a hidden keyword X (or when he is instructed to resolve the enemy's hidden keyword), he duplicate the enemy to the play area on the agenda deck, no matter where you are. This area is called "shadow" and shows enemies who know that the investigators are somewhere on the map, but do not know where they are. Next, the investigator takes a hidden mini card of the set aside that matches the enemy, and the X-o f-th e-X decoy (X is defined by the hidden values ​​of the enemy), shuffled, and between the locations in the game. In addition, spread and place as much as possible from the location close to you in order. Next, each of the places where one or more mini cards are hidden are also shuffled.

    Example: Amina draws a doujinshi investigator (A) with "Hidden 2". She first spawns the "doujin operative" in the shadow. Next, take two min i-cards and two decoys of Doujin intelligence (A), shuffle face down, and put one in three space closest to that card. After that, if one or more mini cards are already hidden in one of the space, shuffle the mini card hidden in the space.

    The following additional rules are applied to enemies in the shadow:

    The enemy in the shadow is considered to be playing, but not in a specific place. You cannot move until you leave the shadow.

    Enemy in the shadow can be specified as the "closest" enemy, which is limited to places where no other enemy is in any place.

    • Enemies in the shadow cannot be destroyed by the effect of the play card or leaving the game.
    • During the game, the hidden mini card represents a place where the enemy in the shadow is. In order to deal with such enemies, you must first disclose the min i-card to find the real place of the enemy. There are three ways to combat, avoid, and surveys.
    • Hidden mini cards are not enemies and cannot be engaged as enemies. However, investigators in the same position as hidden mini cards succeed in attacking and avoiding (like an enemy during engaging), or succeeded in investigating their positions, so they are hidden mini cards. You can try to reveal your identity. The difficulty of successful hidden mini card attacks or avoidance is equal to the numbers covering the position.
    • Investigators also use the card effects that automatically avoid enemies, damage enemies, or discover clues in places to publish instead of hidden mini cards. Can do.
    • If it is a decoy, put it aside and leave it out of the play, but it has no effect.
    • If it is an enemy mini card, the enemy will be disclosed. Place the enemy that matches the shadow in the mini card position, place the mini card aside, and remove it from the play. (This enemy is no longer a shadow and is in the position where the mini card was). Next, if there are no other enemies in the shadow, place all other hidden mini cards during play and remove them from the play.
    • Example: The shadow has a doujin intelligence and a doujin assassin. There is a mini card hidden at the location of the Kimani, and there is a mini card hidden in the connection location. (1) First, Kimani plays an event that discovers clues in his own position, but instead of discovering clues, chooses to turn the hidden mini card over and publish. This mini card is a decoy and has no effect. (2) After that, move to a connection position with another hidden mini card and try to publish it using the avoidance action. Success and turn the mini card over. Publish a mini card of Assassin's Assassin! (3) The min i-card of the doujin's "Assassin's Assassination" is at the end, and the assassin of the dotter in the shadow moves to the position of the kimani and makes a leap. Other hidden mini cards are not removed from play because there are other enemies in the shade.
    • (FAQ, added to a common question) It is a common hidden min i-card question: < SPAN> In addition, investigators will automatically avoid enemies, damage enemies, and release hidden mini cards. Instead, you can use a card effect that discovers clues in the place to be published.

    Day and Night (added in The Feast of Hemlock Vale )

    If it is a decoy, put it aside and leave it out of the play, but it has no effect.

    If it is an enemy mini card, the enemy will be disclosed. Place the enemy that matches the shadow in the mini card position, place the mini card aside, and remove it from the play. (This enemy is no longer a shadow and is in the position where the mini card was). Next, if there are no other enemies in the shadow, place all other hidden mini cards during play and remove them from the play.

    Example: The shadow has a doujin intelligence and a doujin assassin. There is a mini card hidden at the location of the Kimani, and there is a mini card hidden in the connection location. (1) First, Kimani plays an event that discovers clues in his own position, but instead of discovering clues, chooses to turn the hidden mini card over and publish. This mini card is a decoy and has no effect. (2) After that, move to a connection position with another hidden mini card and try to publish it using the avoidance action. Success and turn the mini card over. Publish a mini card of Assassin's Assassin! (3) The min i-card of the doujin's "Assassin's Assassination" is at the end, and the assassin of the dotter in the shadow moves to the position of the kimani and makes a leap. Other hidden mini cards are not removed from play because there are other enemies in the shade.

    Dealing Damage/Horror

    (FAQ, added to frequently asked questions) Frequently asked questions about hidden mini cards: Investigators will automatically avoid enemies, damage enemies, or publish hidden mini cards. It is possible to use a card effect that discovers clues in the place to be published.

    If it is a decoy, put it aside and leave it out of the play, but it has no effect.

    If it is an enemy mini card, the enemy will be disclosed. Place the enemy that matches the shadow in the mini card position, place the mini card aside, and remove it from the play. (This enemy is no longer a shadow and is in the position where the mini card was). Next, if there are no other enemies in the shadow, place all other hidden mini cards during play and remove them from the play.

    • Example: The shadow has a doujin intelligence and a doujin assassin. There is a mini card hidden at the location of the Kimani, and there is a mini card hidden in the connection location. (1) First, Kimani plays an event that discovers clues in his own position, but instead of discovering clues, chooses to turn the hidden mini card over and publish. This mini card is a decoy and has no effect. (2) After that, move to a connection position with another hidden mini card and try to publish it using the avoidance action. Success and turn the mini card over. Publish a mini card of Assassin's Assassin! (3) The min i-card of the doujin's "Assassin's Assassination" is at the end, and the assassin of the dotter in the shadow moves to the position of the kimani and makes a leap. Other hidden mini cards are not removed from play because there are other enemies in the shade.
    • (FAQ, added to frequently asked questions) It is a common hidden mini card question:
    • How many hidden mini cards can be revealed when solving a skill with multiple results, such as the power word of Tongewister, the command to speak three times, or break and enter? Abilities with multiple effects that can expose an enemy can only reveal one of the effects. A hidden mini card can be successfully revealed by a successful attack, a successful evasion/auto-evasion, a successful investigation of the location, automatically dealing damage, or automatically discovering a clue at the location. Any of these effects can be replaced with a mini card reveal, and only one mini card can be revealed by such an effect at a time. For example, trespass has two effects: to investigate and automatically avoiding an enemy if successful. Either one of these can be replaced by revealing a hidden mini card, but not both. Similarly, if you issue a betrayal or confess command by upgrading the power word Tongewister, only damage or discovering a clue can be replaced by revealing. Other results are resolved normally. This is the same if you give two orders to three enemies in Triple Verbal: you can only reveal one hidden mini-card when resolving the results for three enemies.

    For cards whose results depend on whether there is an enemy in your location, does the number on the hidden mini-card make it an enemy? No. Hidden mini-cards can be attacked or avoided "as if they were enemies," but for other results they are not considered enemies in that location. For example, if Trish Scarborough discovers a clue in a location where a mini-card is hidden and there are no enemies, she cannot activate a reaction ability because the clue was not discovered in an "enemy" location. Also, card effects that require the investigator to "select an enemy," such as Weakness Report, cannot target hidden mini-cards.

    • A copy of a card is defined by the title of that card. A copy of a card is any other card with the same title, regardless of differences in card type, text, artwork, or other characteristics.
    • There are two types of costs in this game: resource costs and ability costs.
    • A card's resource cost is the numerical price (in resources) that must be paid to play that card from your hand. To pay the resource cost, the researcher takes the specified number of resources from his or her resource pool and places them in the symbol pool.
    • Some of the ability to start with a card are indicated by the syntax: Cost: Results. In such a syntax, the aspect of the colon shows the ability to pay and the activation conditions that must be satisfied to launch the ability. The aspect following the colon is the result.

    Deck

    If you need multiple costs for one card or ability, you must pay those costs at the same time.

    • Only cards and abilities can pay the cost. You cannot use other players' controls to pay game element costs.

    Deckbuilding

    If the player is consumed, sacrificed, or used a card in other ways, the player is playing and the player's control is being played unless the cock is set to be unable to play. You can use only the card below.

    • If you need a game element that is not used for cost, the player who pays the collo can only use the game elements in the game territory (hand, deck, etc.) to pay the cost.
    • If the researcher is instructed to pay as a group, each researcher (or the group researchers specified by the ability) can contribute to the cost.
    • If the result of the game does not change even if the result is resolved, you cannot start your skills, so you cannot pay the cost.
    • Even if the investigator receives damage or horror as a cost, and turns either of them to the assets, the cost is considered to have been paid.
    • Some cards such as "knowledge are powerful" and "words of sorrow" can make the investigators play cards and activate their abilities "ignoring all costs". do. These effects only ignore the startup cost of the ability. In other words, "before the colon" is ignored, but the additional cost of "after the colon" must be paid as usual.
    • For example, if an investigator uses "Knowledge is Power" and launches the "action] ability of the" Old Tradition ", plays" Knowledge is powerful ", and the book of" Old Tradition ". You can search for cards from your deck, ignoring action costs and exhaustion to launch your abilities, but no additional costs to consume secrets to play that card are not abandoned. Similarly, by playing "Disaster", the action cost to activate the capacity of the earth is abandoned, but the cost of consuming charge to recover the investigators in that place. Is not abandoned.
    • Customized is a keyword displayed on some player cards. Customized cards may look sober at first, but have great potential to improve during the campaign. By consuming experience points, you can customize each and make it a powerful tool for the investigator deck.
    • Each customizable card starts at level 0, and has an upgrade checklist that can be purchased with experience points on another sheet. Each upgrade has one or more checkboxes.
    • Unless it is specified by the effect of the card, the investigator can mark the upgrade sheet check box only before and after the scenario when purchasing a new card on the deck or purchasing a new deck. By consuming experience point 1, investigators can mark one check box on the card upgrade sheet.

    In order to purchase an upgrade, the investigator must check all the upgrade check box. When the upgrade is purchased, each copy of the card is treated only for the investigators (only as a card ability).

    • For example, "Hunter's armor" has the following upgrades. Hunter's armor gets +2. If you consume one experience point to check one of the two boxes next to the "Recovery", the upgrade has not yet been purchased. After checking both boxes (consuming a total of two experiences), the upgrade is purchased, and each copy of the hunter's armor on the investigator's deck is affected by the upgrade.

    Classes

    The customizable card level can be rounded up to half the total number of control frames described in the upggrade sheet. (For example, a customized card with three check boxes is level 2. This means that if the researcher is prohibited from putting the card into the deck in the deckioopshon after the upgrade, the adapteb card cannot be upgraded more than a specific point. It means.

    There are up to 10 upgrade card check boxes in total. (In other words, the upper limit of the experience points that can be consumed for a customized card is 10, and the upper limit is 5).

    The experience points spent on one or more upgrades of the customizable cards already in the investigator's deck are considered to be "upgraded" in the result of the card.

    Investigators may directly purchase one or more new customizable cards with one or more upgrades, spending only the experience points required to purchase these upgrades. (In this case, it counts as purchasing a new card without upgrading the existing card.)

    Customizable card upgrades are considered to be present on the card at all times (even if the card is in the investigator's hand, discard pile, or other non-playable areas).

    If one or more experience points are spent on an upgrade card for a customizable card, the experience points are permanent and cannot be refunded.

    During play, upgrade cards should be placed in a nearby location outside the game for quick reference. (Also, if playing with opaque card sleeves, investigators can sleeve the upgrade card behind the card it modifies, allowing quick access when needed).

    Easy-to-print upgrade cards can be downloaded and printed from Fantasy Flight games.

    Deckbuilding Options (added in FAQ, section 'Game Play', point 1.15)

    During preparation for the Hemlock Vale Campaign Festival, players may be instructed to set time marker cards. To do this, find the time marker cards for the 1st, 2nd, or 3rd meeting that correspond to the current day and place them next to the agenda deck. This will be the current date and time.

    • Some cards have different results depending on whether the scenario takes place during the day or night. Text written after the keywor d-keyword (day) or (night) is only active if the scenario or prelude being played is during the day or night, respectively. Other abilities not preceded by these keywords are active regardless of time of day.
    • Setup instructions may have specific instructions depending on the current date and time. (Example: "If it is day, play Hawthorne River at Cranberry" only applies if you are playing this scenario as the 2nd day scenario.)

    Defeat

    There are two types of sorrows that can confront an investigator in the game: Damage and Horror. Damage affects the investigator's health, while Horror affects the investigator's sanity.

    • When an investigator or enemy faces Damage or Horror, follow these steps in order:
    • 1. 1: Determine the amount of Damage and/or Horror. Place a Damage or Horror token equal to the amount of Damage or Horror dealt next to the card receiving the Damage or Horror.
    • When an investigator suffers damage or horror, he may assign it to eligible asset cards he controls. He must have health to assign damage to eligible asset cards, and sanity to assign horror.
    • No more damage may be assigned to an asset card than is necessary to defeat it, and no more horror may be assigned to it than is necessary to destroy it.

    Delayed Effects

    Any damage/horror not dealt to an asset must be dealt to the investigator.

    • 2. Apply Damage/Trouble: Any designated damage/horror that is not avoided is placed on each designated card simultaneously. If no damage/confusion is applied during this step, the damage/confusion is not dealt.
    • Abilities that prevent, reduce, or reallocate the damage or horror dealt are resolved between steps 1 and 2.

    "Different" (added in FAQ, section 'Card Ability Interpretation', point 2.17)

    If, after applying damage/horror, the investigator has damage equal to or greater than his health or horror equal to his sanity, he is defeated. If an investigator is defeated, he or she is eliminated from the scenario (see Elimination, page 10).

    If, after damage/horror has been applied, an enemy army has been dealt damage equal to or greater than its health, that enemy army is defeated and placed in the opponent's discard pile (or its owner's discard pile, if it is a weakness).

    • If, after damage/horror has been applied, an asset has damage equal to or greater than its health, or horror equal to or greater than its sanity, that asset is defeated and placed in its owner's discard pile.

    Difficulty (level)

    There are four main decks that appear in each game: the investigator deck, the encounter deck, the action deck, and the proceedings deck.

    • The order of cards in a deck cannot be changed unless a card ability directs the player to do so.

    Difficulty (skill tests)

    When building a custom deck, the following guidelines must be followed:

    • Players must choose exactly one investigator card.
    • A player's researcher deck must contain the number of player cards indicated on the back of the researcher card as the "number of cards in the deck." Weakness cards, investigator-only cards, and scenario cards do not count towards this limit.
    • A player's investigator deck may not contain more than two copies (of each title) of any one player card.
    • Each standard player card in a player's investigator deck must be selected from the "Deck-Building Options" on the back of that player's investigator card.

    Most investigators have 0 experience values ​​that can be used at the start of the campaign, and can only put a level 0 card on the deck. In some investigators and some campaigns, you can give additional experience to players at the start of the campaign, and your experience can be used to purchase a high Label card immediately (). See "Play Kayanpaa" on page 5).

    Direct Damage, Direct Horror

    In addition, it is necessary to pay attention to the "Deck's requirements" on the back of the player's investigator card.

    Discard Piles

    The required basic random weaknesses are added to the player's deck at the end of the deck construction.

    • The story asset cannot be put in the deck unless the player is allowed by the scenario settings and solutions. These assets do not have a card level and have a symbol of the encounter (see "Asset Card" on page 4).
    • During the campaign, the player builds a deck before playing the first scenario. Between the scenario and the scenario, the player can buy new cards or upgrade their deck cards according to the rules of the fiv e-page "camp play".
    • (Frequently asked questions 1. 18 of "Game Play") If one or more cards are forcibly removed from the researcher's deck and returned to the collection (when the card is expelled or the effect of the campaign, the researcher is due to the effect of the campaign. For example, when the card is removed from the deck, the researcher must purchase a card so that the regular deck size is maintained. When purchasing a card in this way, the investigator can purchase a level 0 card with an experience value of 0 until the appropriate deck size reaches the appropriate deck size.
    • This rule also applies when deck size, deck restrictions, deck options are changed, and as a result, one or more cards are removed from the deck or added to the deck.
    • Most player cards, including researchers, belong to one of the five classes. Each class has its own flavors and identity, as described below.
    • The Guardian ([Guardian]) feels that he has to protect humanity and goes out to fight the power of mythology. They have a sense of duty and selflessness, which is the driving force to protect others and hunt down monsters.
    • Mystic ([Mystic]) is attracted by the noisy power of myths and is affected. Many have spell abilities and can manipulate the power of the universe with magical talent.

    Doom

    Rogue ([Rogue]) acts for himself with sel f-sufficiency. The delicate and da y-t o-day, they are always seeking ways to make the current situation advantageous.

    • Seekers are primarily interested in learning more about the world and its myths. They wish to study forgotten folklore, map strange lands, and study strange creatures.
    • Survivors are everyday people who are in the wrong place at the wrong time, just trying to survive. Sick and ill-equipped, survivors are outsiders who rise up when their lives are threatened.
    • Some cards do not belong to any class. These cards are neutral. Investigators usually only have access to cards of their own class.

    Doubt and Conviction (added in The Path to Carcosa )

    Some investigators have access to cards of other classes. See the "Deck Options" on the back of the researcher card to see which cards the researcher has access to.

    The next section explains how some researcher deck options work.

    Draw Action

    If a category in the researcher deck options has the word "Other" in it, the card will only fall into that category if it does not fall into any other category. (For example, if an Investigator's deck options read: "Guardian cards level 0-5, up to 10 other weapon cards," then a Weapon-type Guardian card would be in the "Unlimited Guardian" category for the first time, and would not take up one of the limited 10 slots.)

    If one of the categories in the Investigator's deck options lists the text of the card, the card will fall into that category as long as the listed text appears on the card in any way, even if it's just inconspicuous. (For example, if the Investigator deck options say: (For example, if the Investigator deck options say "Cards that cure Horror levels "0-5"", then any card with an ability to cure Horror would be in this category, even if it only cures Horror under certain circumstances.)

    Drawing Cards

    A defeated researcher, enemy, or asset can be defeated by taking damage or Horror.

    Any damage equal to or greater than a Scout's health (or Horror equal to or greater than its sanity) causes the Scout to lose. Investigators can also be defeated by card abilities. If an investigator is defeated, he or she is eliminated from the scenario (see "Elimination" on page 10).

    • In a campaign game, an investigator who is defeated by taking damage equal to his or her health takes one physical trauma. An investigator who is defeated by taking fear equal to his or her sanity takes one mental trauma. An investigator can die or go insane by taking trauma (see "Playing a Campaign" on page 5 for more information).
    • If the enemy army is doing as much damage as possible with physical strength, the enemy army is defeated and placed in a mountain (if it is a weak point, it will be placed in the owner of the owner).
    • If your health value is the same or more damage as its health, the asset will be defeated. If the asset with a sophisticated value has the same or more fear as the pump, it will be defeated. The defeated asset will be placed in the owner of the owner.
    • Certain abilities delay the result. Such abilities determine the timing of the future, indicate a situation that may occur in the future, or determine the results that occur at that point.

    Effects

    Any delay effect will start automatically (as a forced ability) in the event of a future timing or future format.

    • The delay effect affects all the designated entities that are present in the specified player, when the delay effect is resolved.
    • Some card abilities refer to "different" cards. A different card is a card with a different title (excluding subtitles). (Example: If there are two protections, it is not considered different even if the level is different).
    • Some of the card abilities refer to "different" actions and "different" abilities. One ability or action is different from another ability or action, if the two are not the same ability, if they are separate abilities on the same card, or two different cards. (Example: The two separate combat abilities in the Slage Hammer are different for each other, but the same combat ability in the two Machete is not different, and the two basic combat actions are not different).
    • The exception of this rule is the location. Due to its nature, separate place cards are not the same place. Therefore, multiple locations with the same title are considered to be different locations.
    • Arkham Horror: Gamecards have four difficulties: Easy, Standard, Hard, and Expert. At the start of the campaign or standalone scenario, the player selects which difficulty is used. When playing at each difficulty level, which Kao Street to put in the chaos bag is described in the setup of this campaign and the scenario campaign guide.

    Elimination

    When playing in easy or standard mode, use the "Easy/ Standard" side of each scenario reference card. When playing in hard or expert mode, use the "Hard/ Expert" side of each scenario reference card.

    1. The DC of a Skill Test is the target number the investigator must try to equal or exceed with his modified skill score to pass the test.
    2. When attacking an opponent, the base DC of the Skill Test is the opponent's Combat Strength.
      • When investigating a location, the base DC of the Skill Test is the location's value.
    3. When trying to avoid an opponent, the base DC of the Skill Test is the opponent's Flee value.
    4. When solving a Skill Test created from a card skill, the base DC is shown as a parenthetical value after the skill being tested, e. g. Intelligence (3).
    5. See "Skill Test Times" on page 26 for complete rules on Skill Tests.
    6. If the skill inflicts direct damage or direct fear on a card, the damage or fear must be inflicted directly on the specified card and cannot be inflicted or redirected to other cards.
    7. When a card is discarded, it is placed face up in the owner's discard pile. Meeting cards belong to the meeting deck.

    Elusive (added in The Feast of Hemlock Vale )

    Each discard pile is outside the play area.

    Each investigator has his or her own discard pile, and the conference deck has its own discard pile.

    • Each discard pile is public information and may be examined by any player at any time.

    Empty Location

    The order of cards in a discard pile cannot be changed unless a card ability directs the player to do so.

    "Encounter Cards" vs "Scenario Cards" (added in FAQ, section 'Card Ability Interpretation', point 2.15)

    If multiple cards are discarded at the same time, the card owners may physically place them one at a time on top of their own discard pile in any order. If multiple encounter cards are discarded at the same time, they are placed on the encounter discard pile in any order (determined by the lead investigator).

    Encounter Deck

    An ability that shuffles a zero-card pile back into the deck does not shuffle the deck.

    • (Added to 1. in the "Gameplay" section of the Common Questions. 13) An empty player deck or a deck conference effect cannot shuffle a single card. If this shuffling occurs during play or while revealing a card that would normally be discarded after resolution, such as an event or treachery card, the card is discarded. Otherwise, the card remains in the current play area.

    Encounter Set

    Dooms represent the progress made by Mythic forces as they complete terrible rituals, summon cosmic entities, and advance the scenario's agenda.

    Enemy Cards

    During each Mythic phase, one Doom is placed on the current agenda (see "Phase I. Mythic" on page 24).

    • There is no requirement of "purpose-" to move the current agenda to advance the current agenda, and the necessary fate (fate between the agenda and all the cards played If) is played, the agenda moves forward during the mythology phase's "Check the Mysterious value of destiny" steps. It is only at this time that the agenda can move forward unless the card can advance the agenda forward.
    • The fate of a no n-agenda card (enemy, alliance, location, etc.) is counted as the amount of destiny during play.
    • Several story resolutions and ideas in the road campaign to Calcosa instructed the player to "mark allegations" or "mark beliefs" to the player. This can be performed by checking the box at the bottom of the campaign log or the box next to the belief.
    • In the latter half of the campaign, some scenarios may be changed or modified, depending on whether the researchers are "doubtful over beliefs" or "have a belief in doubts." Researchers have more "doubts" than "conviction" if there are more boxes in the "doubt" than the number of boxes inserted next to "conviction". It will be (the same is true). Suspicions and beliefs are common to all researchers and are not related to specific researchers. Suspicion and belief do not affect the game unless they are specified in the results of the campaign guide or card.

    Enemy Engagement

    "Drawing" is an action that researchers can take during the research phase turn.

    When a researcher takes this action, the researcher draws one card from his deck.

    If you are instructed to draw a card or more, the card will be pulled from the top of the investigator's hand and will be added to your hand.

    • If the player is instructed to draw more than one encounter card, these cards are drawn from the top of the encounter deck, and on page 24, "1. 4 researchers draw one encounter card" column. It is solved according to the rules of how to draw.
    • These cards are drawn at the same time if a player draws a card with two or more as a result of one skill or game step. If the deck becomes empty in the mi d-draw, reset the deck to complete the draw.
    • There is no limit on the number of cards that can be drawn in each round.

    If the researcher deck has to draw a card, the researcher shuffles the discarded bill and returns to the deck.

    • (Added to the FAQ "Interpretation of Card Ability", 2. 14 "Add to" Add to your hand ") If you explicitly add the card to the investigator without using the word" draw ", other cards. The effect does not mean that the card is "draw" (some of the abilities, such as drawing to weaknesses and dilemma cards, are activated regardless of whether they are "draw" or "add to your hand". Please). (Note that some abilities, such as dungeon drawing and dilemma cards, are activated regardless of whether they are "pulled" or "added to their hand").

    Enemy Phase

    Engage Action

    The card effect is all effects that occur as a result of analyzing the ability texts that are printed on the card or acquired from the card. The frame effect is the result of the solution of the frame event (see "Details of Frame Event" on page 24).

    Before the effect of the card, it may be accompanied by cost, inducing conditions, game restrictions, or/ or games permission, but such items are not considered (two page "ability" (page 2). See).

    • Such items are not considered to be effective (see "Ability" on page 2). After the start, the player must solve the effects of each effect as much as possible unless the word "can" is used in the effect.
    • When the no n-target effects try to interact with the number of substances that exceed the number of substances currently existed in the specified play area ("draw three cards" or "5 cards from your deck) (Sirches, etc., etc., the effect is interacted with as many entities as possible.

    The expiration of the permanent effect (or the interruption of permanent abilities) is not considered to cause a change in the game status due to the effect of the card.

    Enters Play

    All aspects of the effects have more time priority over all "after" start conditions that can occur as a result of its effects. (For example, if a certain effect states that "increase the resource by 3 and draw three cards", both the effects are both "after drawing one card". Solve the side (increase the resource and draw the card).

    • The player drops out of the scenario if the player's investigator is defeated or resigned. The only way for a disqualified investigator to be involved in the game is when the value of "for each investigator" is set (see "for each investigator" on page 16). Every time the player drops off

    Evade, Evade Action

    The disqualified investigator game ended to resolve weak card cards. Activates the "at the end of gaming" of the weak point cards played by the disqualified investigator. After that, they remove those weaknesses from the game.

    The cards played by the player and all cards in the unpreited areas (hand, deck, and dashing) are removed from the play.

    Any cards the player owns but does not control play remain in play, but if the card is removed from play, it is removed from the game.

    All tokens the player owns are placed where the Investigator was when the player was eliminated, and all of the player's resource tokens are returned to the token pool.

    • All enemy forces that were engaged with the player are placed where the Investigator was when the player was eliminated.
    • All other cards in the eliminated Investigator's threat area are placed in the appropriate discard pile.
    • If the Head Investigator is eliminated, the remaining players (if any) choose a new Head Investigator.

    Event Cards

    If there are no remaining players, the scenario ends. See the "Unresolved" entry for this scenario in the Campaign Guide.

    • Elusive is a keyword ability that appears on certain enemies in this expansion. Elusive is a keyword ability that appears on certain enemies in this expansion that try to avoid the Investigator in order to survive or achieve their objectives.
    • If a ready enemy with the elusive keyword is attacked or attacked, after the attack is resolved, it is immediately disengaged from all investigators, moved to a logged-in location (without investigators, if possible) and exhausted.
    • This effect occurs whether or not the enemy is engaged with the attacking investigator.
    • An empty site is a site with no enemies or investigators.
    • The two terms are used interchangeably to mean all non-player cards used in a scenario, including the contents of the encounter deck, locations, actions, agendas, and scenario reference cards.
    • The encounter deck contains encounter cards (enemy cards, treachery cards, and story asset cards) that investigators may encounter during a scenario.

    Exceptional

    When the encounter deck is empty, shuffle the encounter discard pile back into the encounter deck.

    • The encounter set is a collection of encounter cards, indicated by a common encounter set symbol near each card's card type.
    • Enemies represent villains, artists, unexplored wells, terrifying monsters, and mysterious beings from other dimensions and beyond. When an enemy card is drawn by an investigator, that investigator must spawn according to the spawn direction on that card (see "Spawning" on page 19). If the enemy card has no spawn direction, it spawns when it comes into contact with an investigator who encounters it, and is placed in that investigator's threat area.

    Exhaust, Exhausted

    An enemy army that is ready to battle and does not fight is always a engagement state if the enemy army is in the same position as the investigator (see the 1 0-page "engagement army").

    • If the survey player engages in an enemy who is ready to fight, fights, avoids, or gathers, and activate the ability to remove, the enemy will take opportunity attacks (5 pages of "opportunity attack". See).

    Exile (added in The Dunwich Legacy )

    HUNTER's-Keyword enemies move to the enemy phase (see the 25 page "III. Enemy Army Phase").

    Experience

    The enemy is attacking the enemy phase (see the 25 page "Ⅲ."

    Explore (added in The Forgotten Age )

    • While the enemy card is progressing, the enemy card is being engaged with the investigator (placed in the surveyor's slet area) or in that place (placed in that location It is done). The enemy troops in the threat of the investigators are considered to be in the same location as the investigators, and if the investigators are moved, the enemy army moves to a new place with the investigators at the same time. 。
    • If the prepared enemy and investigators are not in the same position, the enemy troops will detain the investigator and will be placed in the investigator's threat. If there are multiple investigators in the same position as the ready enemies, it will follow the enemy's instructions to see which investigator. There are no restrictions on the number of enemies that can engage with one investigator.
    • For example, an enemy army who is ready not to engage immediately will engage in the following cases:
    • I'm in the same place as the investigator,

    "Farthest from all investigators" (added in FAQ, section 'Card Ability Interpretation', point 2.16)

    Move to the same place as the investigator,

    Fast

    • The investigator moved to the same place.
    • Exhausted enemies will not engage, but if you are ready to prepare an exhausted enemy in the same position as the investigators, you will be prepared as soon as you are ready.
    • Note:-Enemies with keywords do not engage in the above method.

    Fight Action

    "Kai" is an action that investigators can do during the turn in the survey phase.

    When fighting enemies in the same place (for example, when engaging with a tired enemy, enemy, or other investigators), the investigator places the selected enemy in his threat area. The investigator and his enemy army will be in battle.

    Investigators can engage in engaging actions to engage with enemies engaged with another investigator in the same place. The enemy army at the same time leaves the previous investigator and engages in the investigators who take the action.

    A Scout cannot use a bind action to engage an enemy that has already been dealt with.

    • (Added in FAQ section "Interpretation of Card Abilities", 2. 3) When an investigator engages an enemy, the enemy also engages the investigator, and vice versa. There is no difference between engaging an enemy and being engaged by an enemy. Effects that activate "after engaging an enemy" activate at the same time as effects that activate "after engaging an enemy".

    Flavor Text

    "Enters play" means that a card goes into play from a zone that is not in play (see "In Play and Out of Play" on page 13).

    Flood Tokens (added in The Innsmouth Conspiracy )

    If an ability (either its own or another card's) causes the card to enter the game in a state other than the one specified by the rules, it does not move into that state. It simply enters play in that state.

    • "Evade" is an action that an investigator can take during his turn in the investigation phase.
    • To avoid an enemy that is engaged with the scout, the scout makes an Agility Test against the enemy's value (see "Skill Tests" on page 18).
    • If the test is successful, the scout successfully evades the enemy (see below). (This occurs in step 7 of the Skill Test in "St. 7, Applying Skill Test Results" on page 26).
    • If the test is unsuccessful, the scout does not evade the enemy and remains engaged with the enemy.
    • If a skill "automatically" evades one or more enemies, the evasion attempt does not make a Skill Test.
    • Whenever an enemy is evaded (by an evasion action or card skill), it is exhausted (if it was ready) and the engagement is abandoned. Move the enemy from the scout player's threat area to the scout player's position, indicating that the engagement with the scout player has ended.

    Unlike combat and action engagements, a scout can only evade actions against enemy forces that are engaged.

    1. EVENT CARDS EVENT CARDS EVENT CARDS Event cards represent tactical actions, strategies, spells, tricks, or other effects that a player can use immediately.

    "For each" or "for every" (added in FAQ, section 'Card Ability Interpretation', point 2.23)

    If an Event card does not have the quick keyword, it may only be played by taking a "play" action during a player's turn. All play permissions/restrictions the card has must be obeyed.

    Haste Event cards may be played from a player's hand at any time if play instructions (see "Haste" on page 11) are specified.

    Whenever a player plays an Event card, the cost of playing it is paid, its result is resolved (or canceled), and after its result is resolved (or canceled), the card is placed in the owner's discard pile.

    Forced Abilities

    Gains

    If an Event card's effect is canceled, the card is still considered played and its cost remains paid. Only the effect is canceled.

    • Playing (or not playing) an Event card from your hand is always optional for a player, unless the play instructions for the event include the word "must".
    • An Event card cannot be played unless resolving its result could change the game state.
    • Excellent is a deck-building ability of the word key.
    • A card with excellent word key can be purchased for twice its printing experience point cost.

    Game

    A player's investigator deck can only have one copy (including rights) of an exceptional card.

    Hand Size

    Heal

    Occasionally, a card ability or game step can consume a card, indicating that the card was used in an operation. When a card is exhausted, it rotates 90 degrees. A card in this state is said to be exhausted.

    • An exhausted card cannot be exhausted again until it is ready (usually by a step or game card ability).

    Haunted (added in The Circle Undone )

    Some player cards in the Legacy Dunwich cycle must be exiled before they can be used. When a card is exiled, it is removed from play and returned to your collection. While playing the campaign, if you want to put an exiled card back into your deck, you must spend experience points to purchase it (between scenarios). If removing one or more cards would bring your deck below the size of an investigator's deck, when purchasing cards between scenarios, you must purchase cards to maintain the correct deck size (if you purchase cards in this way, you can purchase level 0 cards at an experience cost of 0 until you reach the correct deck size).

    Health and Damage

    • See "Playing the Campaign" on page 5.
    • Each "Explore" ability indicates a particular type of location you are planning to design. If a location of that type is drawn, it is put into action and you travel to that location. This is considered a "successful exploration."
    • If another location is drawn, place it next to the exploration deck and draw the next card from the exploration deck. Repeat this action until a location of the specified type is drawn or a betrayal is drawn. When this action is complete, shuffle each of the locations adjacent to the exploration deck back into the exploration deck.
    • If a betrayal card is drawn, it will be solved as usual. If the betrayal card becomes a discarded bill, throw the betrayal card as usual and put it in the mountain of bills. There is no mountain in the exploration deck. This is considered a "failed" exploration.
    • When the table is operated by the exploring deck, place an indicated card equivalent to the indicated value at that location.
    • Depending on the effect of the card, all searchers instruct them to place the card in the farthest place. This is determined by searching for a place with the largest distance from each explorer (where there is no investigator in it). In the case of tying, as usual, the first investigator is determined. Example: Location A is 5 links from investigator A and 1 link from investigator B. Location B is 3 connections from investigator A, 4 connections from investigator B. The distance for each investigator to reach location B is higher than location A (this is the same even if location A is far from the investigator A).
    • Quick event cards can always be played from your hand if you have the instructions for play. If the timing point is specified in the play instructions, you can play that card as if the timing point was a starting provision for playing the card. If the continuation time or period is specified for the play instructions, you can play cards in any player's window within that period. If the instruction specifies both the timing point and the continuation time or the period, the card can be played in connection with the specified activated state in that period.

    Hidden (added in The Path to Carcosa , updated in The Dream-Eaters )

    The haste asset can be played in order in any player window.

    • Haste cards do not consume actions to play, so they do not trigger opportunities (see the "opportunity attack" on page 5).
    • "Match game game" is an action that investigators can do during the turn in the survey phase.
    • In order to fight the enemy in the spot, the investigator will solve the attack on the enemy by performing battle tests on the enemy's fighting power (see the "Skill Test" on page 18). < SPAN> If a betrayal card is drawn, it will be solved as usual. If the betrayal card becomes a discarded bill, throw the betrayal card as usual and put it in the mountain of bills. There is no mountain in the exploration deck. This is considered a "failed" exploration.

    When the table is operated by the exploring deck, place an indicated card equivalent to the indicated value at that location.

    Hidden Cards in Hand When Eliminated (added in FAQ, section 'Game Play', point 1.22)

    Depending on the effect of the card, all searchers instruct them to place the card in the farthest place. This is determined by searching for a place with the largest distance from each explorer (where there is no investigator in it). In the case of tying, as usual, the first investigator is determined. Example: Location A is 5 links from investigator A and 1 link from investigator B. Location B is 3 connections from investigator A, 4 connections from investigator B. The distance for each investigator to reach location B is higher than location A (this is the same even if location A is far from the investigator A).

    Hunter

    Quick event cards can always be played from your hand if you have the instructions for play. If the timing point is specified in the play instructions, you can play that card as if the timing point was a starting provision for playing the card. If the continuation time or period is specified for the play instructions, you can play cards in any player's window within that period. If the instruction specifies both the timing point and the continuation time or the period, the card can be played in connection with the specified activated state in that period.

    The haste asset can be played in order in any player window.

    • Haste cards do not consume actions to play, so they do not trigger opportunities (see the "opportunity attack" on page 5).
    • "Match game game" is an action that investigators can do during the turn in the survey phase.

    In order to fight the enemy in the spot, the investigator will solve the attack on the enemy by performing battle tests on the enemy's fighting power (see the "Skill Test" on page 18). If a betrayal card is drawn, it will be solved as usual. If the betrayal card becomes a discarded bill, throw the betrayal card as usual and put it in the mountain of bills. There is no mountain in the exploration deck. This is considered a "failed" exploration.

    If (added in FAQ, section 'Card Ability Interpretation', point 2.2)

    Some of the elements have a meeting set icon, and there is no level indicator. Such an asset is called a history asset. History assets are part of the meeting set, and cannot be included in the player's deck unless the player is allowed by analyzing or setup of a scenario.

    Immune

    Depending on the effect of the card, all searchers instruct them to place the card in the farthest place. This is determined by searching for a place with the largest distance from each explorer (where there is no investigator in it). In the case of tying, as usual, the first investigator is determined. Example: Location A is 5 links from investigator A and 1 link from investigator B. Location B is 3 connections from investigator A, 4 connections from investigator B. The distance for each investigator to reach location B is higher than location A (this is the same even if location A is far from the investigator A).

    • Quick event cards can always be played from your hand if you have the instructions for play. If the timing point is specified in the play instructions, you can play that card as if the timing point was a starting provision for playing the card. If the continuation time or period is specified for the play instructions, you can play cards in any player's window within that period. If the instruction specifies both the timing point and the continuation time or the period, the card can be played in connection with the specified activated state in that period.
    • The haste asset can be played in order in any player window.

    In Play and Out of Play

    Haste cards do not consume actions to play, so they do not trigger opportunities (see the "opportunity attack" on page 5).

    "Match game game" is an action that investigators can do during the turn in the survey phase.

    In order to fight the enemy in the spot, the investigator will solve the attack on the enemy by performing battle tests on the enemy's fighting power (see the "Skill Test" on page 18).

    • If the test succeeds, the attack will be successful and the attacking enemies will be damaged. Specific weapons, spells, and other special attacks can correct this damage. (This occurs in the step 7 of the skill test on page 26 "ST. 7, applies the results of the skill test").
    • If the test fails, it will not be damaged to the attacked enemy. However, if the investigator fails this test against an enemy army engaged with another investigator, the damage of the attack will be given to the investigators who are engaged in the enemy army.
    • The investigators fight against all enemies in their position, including enemy troops during war, enemy troops who are not engaged in the same position, or enemy troops that other investigators are engaged in the same position. Can be done.

    In Player Order

    Flavor text flavor text flavor text flavor text flavor text is an additional text that gives a theme background to cards and/ or their abilities. Flavored text has nothing to do with the game.

    Instead

    Through this campaign, the place may be flooded by the effect of the scenario card. Each location has one of the thre e-stage flooding level, which is not flooded, partially inundated, completely inundated. The flooding level of each location can be monitored using the flooded mojules contained in this deluxe box. The flooding level in that place does not originally affect the game. However, when the place where the flood is flooded, especially the place, the effect of a specific card may change or become stronger.

    • Places without flooded tokens are not restricted.
    • If the place is partially flooded, the inundated surface is placed on the surface and the inundated water token is placed on it.
    • When the place is completely inundated, a flooded token with a completely flooded surface (if it is already partially flooded, the flooded token is facing a fac e-t o-face) is placed at that location.

    Investigate Action

    When the flood level of the site "rises", the site changes from an inundated state to a partially inundated state, or partially inundated to a completely flooded state. The completely flooded point cannot increase the flood level.

    When the flooding level of the location is "decreased", the location is partially inundated from the completely inundated state, or is not inundated due to partially flooded. If the location is not restricted, delete the flooded token.

    In the result of the map, both partially inundated places and completely inundated places are regarded as "flooded".

    (Frequently Asked questions, added to the "Frequently Asked" sections) Frequently inundated questions:

    If the investigator starts a turn at a completely flooded point, enters a point that is not flooded, and is flooded after discovery, as follows. Are the investigators still in aerial battle? Or is it a no n-recycled fabric? Strictly speaking, the investigator entered the undeveloped land, and the land was flooded after his discovery.

    Investigation Phase

    Investigator Deck

    Each time a specific situation (for example, "one horror on you" or "per card in your hand") occurs in the card effect, the effects are executed multiple times. Some investigators instruct them to do. If such effects can be calculated and solved at the same time, it should be solved as one cumulative effect (can be canceled, ignored, or prevented). If you can't solve it at the same time (for example, if you have multiple steps or other dependencies), each case should be solved by individual results (and cancel, ignore each result, cancel, ignore, Or it should be prevented).

    Joe's "Hunch Deck" (added in The Circle Undone )

    For example, a betrayal card instructed that "you will receive a horror once for one failure." It should be solved as one horror instance, as the failed score can be calculated and the horror can be solved at the same time.

    Keys (token) (added in The Innsmouth Conspiracy )

    Another betrayal card is "One failure, you have to lose one action or get a horror. This betrayal must be resolved as another effect. Each failed point loses the action. You have to choose a horror.

    The word "acquisition" is used in multiple contexts.

    If the player has acquired one or more resources, the player will take out the specified number of resources from the talk plump and add it to their resource pulle.

    • If a researcher gets an action, the researcher can consume additional actions during the specified period.
    • If the card gets an attribute (icon, attributes, keywords, capacity texts, etc.), the card will act as the obtained attribute.
    • It is not regarded as "the acquired features are printed on the card". If the ability is printed on the card, it does not point to the characteristics of acquired acquired.

    "Games" are composed of one scenario, not composed of the entire canpane. In the campaign, the start of a new scenario means the start of a new game.

    "Heal" is an instruction to remove the indicated amount of damage or the indicated amount of horror from the card.

    Keys (cardtype) (added in The Scarlet Keys )

    If more damage or horror is healed than the card currently has, remove as much as possible of the indicated amount.

    • Haunts are new abilities that appear at specific locations. Whenever an investigator fails a skill test while investigating the location, after applying all of the skill test results, the investigator must resolve all of the "haunted" abilities of the location. If the location has at least one "haunted" skill (printed or not), the location is "haunted" for the purposes of other card effects.
    • Whenever a card takes damage, place a number of damage tokens on the card equal to the amount of damage now dealt (see "How to Send Damage/Trouble" on page 7).
      • If damage is dealt that is equal to or greater than the investigator's health, the investigator is defeated. If the investigator is defeated, he is eliminated from the scenario (see "Exit" on page 10).
      • In the campaign game, an investigator who is killed by tapping for damage equal to his health takes 1 physical wound. Investigators can die from physical wounds (see Campaign Replay on page 5 for more information).
      • If he deals damage equal to or greater than his health to an enemy army, the enemy army is defeated and placed in the encounter discard pile.
      • If an asset with a health value takes damage equal to or greater than its health value, the asset is defeated and placed in its owner's discard pile.
      • An asset card with no health value is not considered to have a status of 0, and it cannot gain health or assign damage to it.
      • A card's "remaining health" is its base state minus the amount of damage it has been dealt, not plus or minus any active health modifiers.

      Keywords

      Encounter and weakness cards with the hidden keyword have a reveal ability that allows you to secretly add the card to your hand. This must be done without revealing the card or its text to other investigators.

      • While Secret Betrayal is in your hand, it is treated as being in your threat area. Its ongoing abilities are active, and abilities within it can be activated, but only by you.
      • While a hidden opponent is in your hand, it is not considered to be engaged with you or within your threat area, and it does not attack unless otherwise specified. However, its ongoing abilities are active, and abilities within it can be activated, but only by you.
      • Hidden cards help measure the size of your hand, but cannot be removed from your hand in any way other than as stated on the card.

      Killed/Insane Investigators

      For the best experience, players are encouraged to stay "in character" by not sharing information about the hidden cards in their hands.

      • If an investigator player is eliminated, any encounter cards with the hidden keyword in his hand must be placed in the encounter pile along with any encounter cards in his threat zone.
      • Hunter is a keyword ability.
      • During the enemy phase (frame step 3. 2), move any enemy troops with the Hunter keyword that are not ready to engage to a link point along the shortest path to the nearest scout. Enemy troops in a location with one or more scouts do not move.
      • If there are multiple investigators designated as "nearest investigators" at equal distances, the enemy moves to the investigator that best matches the prey instructions. If there are no investigators or the enemy does not have a prey instruction, the lead investigator may choose which investigator the enemy moves to.

      Lasting Effects

      If a Hunter's enemy is forced into a location where movement is prevented by a card ability, the enemy does not move.

      • See also "Prey" on page 17.
      • Some abilities have trigger conditions that use the words "at" or "if" instead of "when" or "after," such as "at the end of the round" or "if the Ghoul Priest is defeated." These abilities trigger between the "when" ability and the "after" ability. They have the same activation state.
      • If a card is immune to a particular effect set (such as "Immunity from Treachery Card Effects" or "Immunity from Player Card Effects"), the card cannot be affected by or choose to be affected by effects from that effect set. Only the card itself is protected; peripheral entities associated with the immunity card (such as those attached to assets, tokens placed on it, or abilities from immunity cards) are not themselves immune.
      • When a card gains immunity to an effect, existing permanent effects applied to the card are not removed. If a card loses immunity to an effect, any effects from existing permanents that applied to it don't apply.

      Lead Investigator

      Immunity protects only one card from an effect; it can't protect cards from costs.

      • Cards that a player controls in that player's play area are considered in play.
      • If the skill inflicts direct damage or direct fear on a card, the damage or fear must be inflicted directly on the specified card and cannot be inflicted or redirected to other cards.

      Leaves Play

      Out of play is a player's hand, deck, dumpy mountain, cards on the victory screen, cards removed from play, and cards excluded from play.

      Cards will participate in the play when they shift from out of play to player.

      • The card leaves the play when you move from the game area to a place other than play.
      • Chips on the game card are considered to be played. Resources in resources groups in each researcher are also considered to be playing.
      • If the player is instructed to execute the "player order" sequence, the first researcher will first execute a part of the sequence, followed by other players in the clockwise order. In this context, the expression "The Next Player" (the next player) is used to refer to the next player (clockwise) to act in the order of players.

      Limbo (added in FAQ, section 'Game Play', point 1.23)

      The word "instead" indicates a replacement effect. Replacement results are the result of replacing the trigger status analysis by alternative solutions.

      If multiple substituents are started for the same trigger state and there is a contradiction in the trigger state solution, the latest substitution results are used to resolve the trigger state.

      Limits and Maximums

      will "The word is used to define the activation state of a specific ability, and establish a higher priority for those abilities rather than the ability to refer to the same activated state without the word" will ". (For example, when X occurs ".

      When the substitution result using the word "will" changes the properties of the activated state, the original activation state is replaced by a new activation state. The ability to refer to the original activation status cannot be used anymore.

      • "Survey" is an action that an investigator can do during that turn in the survey phase.
      • Every time the investigator is performed, the mental disposal test for the location cap price (see the Skill Test on page 18).

      If the test is successful, the investigator succeeds in searching for the location and finds clues in that place. (This occurs in the step 7 of the skill test on page 26 "ST. 7, applies the results of the skill test").

      Every time a survey player discovers clues from a place, the player picks up clues from that location and puts on the card of a survey player under the control of the survey player.

      Limits Pertaining to Play Areas (added in FAQ, section 'Card Ability Interpretation', point 2.3)

      If the test failed, the investigator failed to investigate the location. No clues are found in step 7 of the skill test.

      The deck of the player is a deck that contains its assets, events, abilities, and weakness cards of players. "Your deck" refers to the deck of an investigator under your control.

      Location Cards

      Private detectives, Joe Diamond, are learning to follow the intuition, so they have an individual deck built in step 4 of each scenario. This deck card is selected from Joe's 40 decks, so it is counted to the total size of the deck. Except for this setup procedure, Joe's "deck" refers to Joe's standard deck, not Joe's deck. Joe's intuition deck does not have a pile of discarded bills. The deck card is thrown away in the standard mountain at the time of play.

      • This extension introduces key tokens that indicate important objects and fragments of information that can be used in the scenario.
      • Keat tokens have two aspects. When ostensibly, all seven keys have the same universal key token, so they can be randomized without knowing which of the investigators. In the case of ostensibly, each key is colo r-coded in unique colors (red, blue, green, yellow, purple, black, white).
      • If the script uses one or more keys, the settings of the script indicate the number to be assigned and whether to be ostensible or random. The key can be entered into the game with several different card effects, and is usually placed in enemies, places, or story assets. The key can be obtained in three ways:
      • If there is no clue in the place where the key is located, the investigator can dominate each key in that place as [freedom] ability.
      • If a surveyor asks the key enemy army to leave the game, the investigator must dominate each key in that enemy army (the enemy army has left the game by other means. If the enemy's key is placed there). (If the enemy leaves the game by another means, put the key to that enemy on the spot).

      Being at No Location (added in FAQ, section 'Game Play', point 1.21)

      Depending on the effect of the card, some investigators can control the key in other ways.

      Lola and "Roles" (added in The Path to Carcosa )

      If the investigator controls the key, the key is ostensible (if it is ostensible) and put it on your own survey card. If an investigator controlling the more key is removed, each key is placed there. As an action, investigators can give other investigators in the same location.

      Massive

      The key has no unique game effect. However, the effects of several cards may change depending on the key to the investigator's control. You may also need a key to advance the scenario.

      • In the scarlet key campaign, a new card type will appear as a "key". The key is a powerful object, and it is possible to "shift" to assist or disturb the investigators depending on who is attached to who is attached to the stable or unstable side. can.
      • While the scenario is resolved, the key can be associated with one owner, and its name is recorded in the campaign log. The key can be binded to any of the investigators, story assets, or enemies.
      • The key always participates in the game in connection with the owner (as described in the campaign log). At the start of each scenario, each researcher, who is one or more key, puts their key to their own research card. Every time a force or enemy army participates in the play, if those players have one or more keys, they will also participate in the play in connection with the owner.
      • If the key holder is an investigator or story asset, the key will be on the play with a table that can be set.
      • If the key owner is an enemy army, the key will be on Play Unstable Side Faceup.
      • While the key is related to the historical asset, any investigator who controls the asset can move in the same way.

      May

      The key (with a title) associated with an investigator or story asset can be shifted only once per turn.

      Modifiers

      The key related to the enemy cannot be turned over the fixed side.

      There are no restrictions on the number of times associated with the enemy.

      • A keyword is the ability of a card with a specific rule on the card. Each keyword has its own rules, which is described in the keywords of the glossary. The keywords in this game are as follows: Far, speed, pursuit, mass, dangers, retaliation, wave, and use.
      • In addition, there are two exceptional and permanent deck construction keywords. The dec k-building keyword affects the deck adjustment at the time of deck construction and/ or leveling. It does not affect the game. There are no exceptional cards or permanent cards in the core se t-these keywords will be introduced in future expansion.
      • The cards that have the same keywords or acquired from multiple sources behave as if they had one instance of that keyword.

      Move

      The start of the keyword that uses the word "may be done" in the keyword explanation is optional. All other keywords are required.

      • During the campaign, surveyors who have died or mentally ill must be recorded in the kidnapega diary and cannot be used for the remaining campaign.
      • Investigators who have the same or more physical injury as the printed physical strength will die.
      • Investigators who have suffered the same or more mental trauma to the printed sane are crazy.
      • In addition, the investigator may die or go crazy during the ability of the card or during the scenario judgment.
      • There is no actual difference in playing a single scenario, being killed, led, or winning.
      • Some of the card abilities affect a specific period (for example, until the phase ends "or" between this skill test "). Such effects are called permanent effects.
      • The permanent results remain after the period determined by the results and the resolution of the ability to create it. The effect continues to affect the specified period game status, regardless of whether the permanent effect card is playing or not.

      Move Action

      When the permanent effect affects the card of the i n-play (or a card in the specified area), it is applied only to the cards in the i n-play (or the specified area) when the permanent effect is generated. Cards that are played (or specified areas) after permanent effects are not affected by permanent effects.

      The permanent effect ends when the time is determined by the effect time. In other words, the permanent effect of the "phase end" ends before the ability and delay effect of "end of phase" begins.

      Mulligan

      The permanent effects that expire at the end of a specific period can only start during that period.

      • Research managers sometimes require important scenario decisions. At the beginning of the scenario, the researcher selects the researcher. If the researchers do not match, the research representatives will be randomly selected.

      Multi-class Cards (added in FAQ, section 'Game Play', point 1.16, updated in FAQ v.1.9, June 2019)

      If there are many valid options for a certain option or decision (for example, if the enemies of hunters may move in two different directions), the chief researchers will eventually end up with these options. Decide.

      If the chief investigator drops out, the remaining player (if any) will select a new chief investigator.

      "Leaving the play" refers to the card from the i n-game to the outside of the game (see "i n-game and outside the game" on page 13).

      • When the card leaves the play, the following results occur at the same time:
      • All the tokens on the card are returned to the talk plump.
      • All attachments of the card are destroyed.
      • While the card is played, all permanent and/ or delay effects that affected the card are exposed to the card.

      Must

      While solving the effects of event cards and betrayal cards, or while the skills are tied up in the skill test, the card is not in the case of the investigator's hand while playing, in the mountains. In order to clarify the rules, this boundary condition is called "Limbo".

      • In the Step 3 of the Start Servment, the event card will be blank after paying a coxt and an opportunity (see the "Start Seeking"). The betrayal card becomes blank while it is drawn and its public ability is resolved. The skill card becomes blank while participating in the skill test. While in the blank, the card is usually placed on the table to show that the result has been resolved. The card is no longer in the survey player, but has not yet been placed in the mountain. Strictly speaking, this card has not been played, and it is not played in the effects of other cards, but the effect of this card may change the state of the game. After the effect of the card was completely resolved, the card was placed in the relevant mountain and no longer floated in the air. If it enters the play (such as putting it in other game elements or putting it in the threat areas of the survey player or in the play area), it will leave the blanks and enter the play.

      Myriad (added in The Dream-Eaters )

      "Limited X for" period] "is a restriction that appears on the cards that remain in the play by analyzing the effects of the ability. Each instance with such restrictions can be launched X times during the specified period. If a card leaves the game and appears again in the game during the same period, the card is considered to bring a new instance of abilities.

      "Card/ Game Element] Restriction X is a restriction shown in the attachment card, and the number of cards (each title) that can be attached to the specified card or game element is limited.

      Mythos Phase

      Nearest

      Unless otherwise specified, the restrictions are unique to players.

      Nested Sequences (added in FAQ, section 'Game Play', point 1.4)

      However, "group limit" applies to the entire researcher group. (For example, if a researcher activates a skill with "Team Limit Once Per Game", no other researcher can activate that skill during that game.)

      "Maximum x per [period]" imposes a maximum on all copies (titles) of a card for all players. In general, this wording imposes the maximum number of times copies of that card can be played during a specified period. If the maximum contains the word "commit" (e. g. "Maximum of 1 Temptation per Skill Trial"), it imposes the maximum number of copies of that card that can be used for Skill Trials during a specified period. If a skill has "Maximum" as part of it, it imposes the maximum number of times that skill can be attempted from all copies (titles) of the card with that skill (including itself) during a specified period.

      Even if the result of a card or ability with a limit or maximum is canceled, the ability has started, so it counts against the limit or maximum.

      Some restrictions are limited to certain areas of the game, such as "Limit 1 per deck," "Limit 1 on win screen," or "Limit 1 in game." This restriction limits how many copies of that card (with title) can be in the designated game area. If this limit has already been reached, another copy of this card cannot enter the designated play area. Remember that limits are player specific unless otherwise noted. For example, a card that says "Limit 1 per deck" can be in two different investigator decks.

      Nested Skill Tests (added in FAQ, section 'Game Play', point 1.17)

      Note: The "Limit X per Revealer" restriction is a restriction specific to the investigator play area.

      Location cards represent the locations investigators can explore during the scenario.

      Ownership and Control

      Use each investigator's mini-card to indicate which location they are in.

      While an investigator is in a location, that investigator, that investigator's assets, and each card in that investigator's threat area are in the same location.

      You enter the game with the site "unrevealed," so the worthless side and/or indicator value is face up. The "revealed" side must not be read at this time.

      • The first time a researcher enters a site, the site is revealed by turning it face down and placing a number of hints on it equal to its hint value (this can happen during setup). Most indicator values ​​are carried as "per investigator" values ​​([per_investigator]).
      • A site with a face-up cap/indicator is in an "revealed" state.

      Parley

      Unless it is specified in the game text, the enemy and investigators must always be in one place during the game. If a certain effect (such as the "notable" effect, etc.) will leave the investigator or enemy, the effect will be ignored.

      Partner (added in Edge of the Earth )

      Lola Hayes, a famous actress, can play various roles. At the start of each scenario, Lola Hayes must select roles (neutral, guardian, deceptive, infiltrated, survivors) after investigators draw open hands. Laura plays cards, binding cards in skill tests, and activates [Action], [Quick], and [Reaction] abilities in neutral cards and cards that match their roles. You can. This limit is applied only to player cards and does not apply to cards or weaknesses. Note that constant abilities and compulsory abilities remain effective for cards that do not match the role of Laura.

      • "Mass" is a keyword ability. Ready enemies with a huge keyword will engage with investigators in the same place.
      • An exhausted enemy with a huge keyword does not engage with any investigators.
      • An enemy army with a huge keyword cannot be placed in the threat area of ​​the research player.
      • If an enemy with a huge keyword attacks the enemy phase, the (full) attack will be solved for one investigator in fighting. The order to solve these attacks is selected by the leader who leads. The huge enemy army is not exhausted until the last attack is resolved.
      • If an enemy with a huge keyword makes an opportunity attack, the attack will be solved only for the investigators who performed the attack.

      Patrol (added in Murder at the Excelsior Hotel )

      • A huge enemy does not move if the aggressive investigator is far from the place where the huge enemy is.
      • If the investigator fails to test a huge enemy, the investigators involved will not be damaged.

      Per Investigator ([per_investigator])

      The word "can do" indicates that the specified player can do the following: If you do not have a specified player, you will be given the option to the cartorer of the card with that ability.

      • Some abilities change the value and amount of attributes. Always check the game state and update the values ​​and numbers of the modified variables.
      • Each time a new modifier is applied (or deleted), the whole amount is recalculated from the beginning, taking into account the unpleasant basic values ​​and all active modifiers.
      • When calculating values, all modifiers are treated as being applied simultaneously. However, when performing calculations, all additive and subtractive modifiers are calculated before modifiers are doubled and/or halved.

      Peril

      Fractional values ​​are rounded up after all modifiers have been applied.

      Quantities on cards (stats, icons, number of instances of an attribute, keywords, etc.) cannot be reduced to operate at a value below 0. Negative modifiers can be applied beyond the current amount of that value, but after all active modifiers have been applied, any resulting value below 0 is treated as 0. (Example: Dany tests Dexterity and shows a discontinuous chaos o f-8. Applying this to a Dexterity of 4 gives him a skill score o f-4. However, he cannot operate below 0 with Dexterity. When applied with all active modifiers, Dany's Dexterity is calculated as follows: base skill 4, -8 from chaos token, +2 from "luck", tota l-2).

      Permanent

      Whenever an entity (scout or enemy) is moved, move its enemy card or scout minicard from its current location to another location.

      • Unless otherwise specified by the move effect or ability, a moving entity must move to a docking location. The docking location is identified on the location card representing the entity's current location, as shown below.
      • Whenever an entity moves, it is considered to have left its previous location and entered the new location at the same time.
      • When an entity "move to" When "moving" to a specific location, the entity moves directly to that location, passing through no other locations on the way.
      • When an investigator moves to an unknown location, the location is revealed by turning the location to the other side and placing a number of clues there equal to the indicator value. Most indicator values ​​are carried as a "per_investigator" value ([per_investigator]).
      • When an enemy moves to an unknown location, the location remains unknown.

      Play

      Also, game items (tokens and cards) can be moved from one card to another, or from one game area to another, by card abilities.

      When moving entities and game elements, they cannot move to the same (present) arrangement. If there is no valid destination, you cannot try to move.

      "Moving" is an action that investigators can do during the turn in the survey phase.

      If a survey player takes this action (using a mini card), the survey player is moved to any other location specified as the login location in the current arrangement ("15". ).).

      After the player pulls the start during the setup, the pr e-year has only one opportunity to declare a Marigan for cards that you do not want to put in your hand. These cards are destroyed, the same number of cards are drawn, and the player's start is added. After that, the hand is shuffled and returned to the player's deck.

      Play Action

      The player gets or abandoned Maligan's opportunities in the order of the player.

      A mult i-class card is a card that has multiple class icons, not one class, and is a card of each class. For example, a card with a rogue ([rogue]) and a guardian ([Guardian]) icon is a Rogue Card and a Guardian card for all purposes. Generally, multiple class cards can be included in the investigator's deck if the investigator can access any of the classes of the card.

      • If the investigator can access one of the mult i-class card classes with limited access to one of the other classes, the deck option does not include the word "Other". Cards account for one of the researcher's restrictions (see the deck construction option).
      • After the player pulls the start during the setup, the pr e-year has only one opportunity to declare a Marigan for cards that you do not want to put in your hand. These cards are destroyed, the same number of cards are drawn, and the player's start is added. After that, the hand is shuffled and returned to the player's deck.

      Play Restrictions, Permissions, and Instructions

      Researchers who can access multiple classes (eg, all core researchers, min. Is listed If it falls under any of the categories, it can be included in these researchers' decks.

      Researchers of Danwitch Legacy Extension (eg, Zoe Samaras, Lex Murphy, Jenny Berns, Jim Calver, "Ashkan" Pete): Multifrav's cards are unlimited access If it is a class that can be done, it does not occupy one of these five "no n-class" researchers. Regardless of the number of class icons that the card has, one card cannot occupy multiple "outside class" frames.

      Researchers with unlimited access to one class and limited access to one or more "other" classes (e. g. Marie Rambeau, Finn Edwards, Carolyn Fearn, Researcher from the Ends of the Earth): Multiclass cards qualify as unlimited classes and therefore do not take up one of the researcher's limited slot areas (see deck-building options).

      Prey

      Laura Hayes: Multiclass cards count as cards from each of her courses toward deck-building requirements.

      • When a researcher is instructed to "must choose" from among multiple options, the researcher must choose an option that may change the game state.
      • When there is no "must" wording when choosing from multiple options, the researcher may choose any option when resolving the outcome - even if it is an option that does not change the game state.
      • Researchers may include up to three player cards with the Myriad keyword in their deck (title), instead of the usual limit of two. In addition, when purchasing an "Myriad Card" for their deck, they may purchase up to two additional copies of that card (of the same level) at no cost.
      • (Added to FAQ "Game" items 1, 20) When counting the total experience points of your deck, the number of cards after the first one do not count towards the total experience points.

      Printed

      Some card abilities refer to the "nearest" entity. "Nearest" refers to the entity of a specified type that is located in a place that can be reached with the fewest number of connections. The path to the nearest entity is the "shortest" path to that entity.

      Priority of Simultaneous Resolution

      Each time a trigger condition occurs, the following order is followed: (1) execute any "when." effects that interrupt this trigger condition, (2) resolve the trigger condition, and (3) execute any "after." effects that correspond to this trigger condition. "Execute effects.

      • If a new trigger condition occurs during this sequence, due to a Reaction or the use of a forced ability, the game pauses and begins a new sequence of (1) executing any "when." effects that interrupt the new trigger condition, (2) resolving the new trigger condition, and (3) executing any "after." effects that correspond to the new trigger condition. ". This is called a nested sequence. Once this nested sequence is complete, the game will return to its original state and continue with the sequence it was originally launched in.
      • There is a possibility that the insertion sequence will generate further activation conditions (thus further insertion sequences). There is no limit on the number of nested sequences, but each nested sequence must be completed before returning to the generated sequence. In fact, these sequences are solved (LIFO) in order from the end.

      Prologue Investigators (added in The Circle Undone )

      Example: Roland and Agnes are involved in a fierce battle. There is a guard dog in the Roland play area, dealing with two damage goats. Agnes deals with minion ghouls. Roland wants to play . 45 automatic, which causes GOAT SPAWN's opportunity to do one damage to Roland. Roland gives this damage to his own dog with his ability: "When an enemy attacks the guard dog, it deals one damage to the attacking enemy. Before solving the auto auto game, Roland GOAT SPAWN has the following forced abilities: "When the Goat Spawn is defeated: each investigator gets one horror." Before resolving the damage given to Guard Dog, reaction ability: "After one or more fears in Agnes Baker, one damage to one enemy in you", it One fear to one investigator in the field. "Before resolving the defeat of Goat Spawn, Agnes does one damage to the minion of the ghouls to handle himself. Reaction] or the ability to forcibly activate it has gone, so the player returned to the previously activated state. Solve the defeat, "After." "Solve. After that, the player experiences:

      Put into Play

      Skill tests cannot be started during other skill tests. If another skill test starts during the decision of the skill test, the second skill test will not start until the first skill test is completed. If the first skill test is part of the action, the second skill test will not start until the action is completed. There is a possibility that the < SPAN> insertion sequence will generate further activation conditions (thus further insertion sequences). There is no limit on the number of nested sequences, but each nested sequence must be completed before returning to the generated sequence. In fact, these sequences are solved (LIFO) in order from the end.

      • Example: Roland and Agnes are involved in a fierce battle. There is a guard dog in the Roland play area, dealing with two damage goats. Agnes deals with minion ghouls. Roland wants to play . 45 automatic, which causes GOAT SPAWN's opportunity to do one damage to Roland. Roland gives this damage to his own dog with his ability: "When an enemy attacks the guard dog, it deals one damage to the attacking enemy. Before solving the auto auto game, Roland GOAT SPAWN has the following forced abilities: "When the Goat Spawn is defeated: each investigator gets one horror." Before resolving the damage given to Guard Dog, reaction ability: "After one or more fears in Agnes Baker, one damage to one enemy in you", it One fear to one investigator in the field. "Before resolving the defeat of Goat Spawn, Agnes does one damage to the minion of the ghouls to handle himself. Reaction] or the ability to forcibly activate it has gone, so the player returned to the previously activated state. Solve the defeat, "After." "Solve. After that, the player experiences:
      • Skill tests cannot be started during other skill tests. If another skill test starts during the decision of the skill test, the second skill test will not start until the first skill test is completed. If the first skill test is part of the action, the second skill test will not start until the action is completed. There is a possibility that the insertion sequence will generate further activation conditions (thus further insertion sequences). There is no limit on the number of nested sequences, but each nested sequence must be completed before returning to the generated sequence. In fact, these sequences are solved (LIFO) in order from the end.
      • Example: Roland and Agnes are involved in a fierce battle. There is a guard dog in the Roland play area, dealing with two damage goats. Agnes deals with minion ghouls. Roland wants to play . 45 automatic, which causes GOAT SPAWN's opportunity to do one damage to Roland. Roland gives this damage to his own dog with his ability: "When the enemy's attack damages the guard dog, it deals one damage to the attacking enemy. Before solving the auto auto game, Roland GOAT SPAWN has the following forced abilities: "When the Goat Spawn is defeated: each investigator gets one horror." Before resolving the damage given to Guard Dog, reaction ability: "After one or more fears in Agnes Baker, one damage to one enemy in you", it One fear to one investigator in the field. "Before resolving the defeat of Goat Spawn, Agnes does one damage to the minion of the ghouls to handle himself. Reaction] or the ability to forcibly activate it has gone, so the player returned to the previously activated state. Solve the defeat, "After." "Solve. After that, the player experiences:

      Qualifiers

      Skill tests cannot be started during other skill tests. If another skill test starts during the decision of the skill test, the second skill test will not start until the first skill test is completed. If the first skill test is part of the action, the second skill test will not start until the action is completed.

      Reaction Opportunities (added in FAQ, section 'Game Play', point 1.3)

      For example, Ursula performs an investigation. As part of this search action, she must perform the Intelligence test. While solving this skill test, she plays a quick event, which is a quick event to start another [Intelligence] test. Instead of solving the [Intelligence] test while solving the [Intelligence] test of the sheet, the first skill test of the second [intelligence] test (therefore search action) Late until the end.

      The card holder is the player whose card was placed in the deck (or play area) at the start of the game.

      The player controls the cards in the no n-play area of ​​the game (hand, deck, and mountains).

      Ready

      The scenario is a card in the game no n-play area (such as meeting, action, gender decks and meetings, etc.).

      • By default, the card starts playing under the owner's control. Card control may change during the game depending on a specific ability.
      • If the card enters the no n-playing area that does not belong to the card holder, the card is physically placed in the corresponding no n-playing area of ​​the card holder. The card is deemed to have entered the controller pla y-prohibited area, and only the physical arrangement of the card is adjusted.
      • Certain abilities are identified by parley action judgment. Such abilities are induced using "activation" action (see "Activation" on page 4).

      “Record in your Campaign Log. ”

      The partner is the keyword ability that appears in the nine story assets in the expedition team encounter set. Each of these assets represents a powerful ally in which the investigators can take them to increase the possibility of success in this campaign scenario. However, carrying an asset with a keyword of a partner is at risk of losing the asset forever.

      At the start of each scenario in this campaign, each investigator can select a partner element and move it to play. The partner set cannot be added to the investigator deck. The investigator can choose a different partner (no partner) every time this option is given.

      “Remember that. ”

      If you are not defeated, your partner items cannot be removed from the play (for example, unless you are clearly defeated, you can not destroy it due to card effects). If a surveyor loses, the investigator's partner assembly will also be defeated.

      Removed from Game

      If the partner set is defeated, the asset is removed from the play. After that, delete the name of the character in the "expedition team" session in the campaign log.

      Damage and horror to a healthy partner will be recorded in the team mission column of the campaign log at the end of each game. (When to do this is described in the campaign guide).

      Replacing an Opening Hand (added in FAQ, section 'Card Ability Interpretation', point 2.6)

      If the investigator ends the scenario, his partner's strength will leave the game, but he will not win. Record all damage and horror to be recorded in the campaign log after the game is over.

      If there are multiple places marked as a place, the chief investigator can choose where the enemy moves.

      The enemy does not move if the enemy during the patrol has to move to a blocked location by card ability.

      Researched (added in Edge of the Earth )

      If the [Per_inVestigator] symbol is displayed after the value, the value is the value of the number of investigators who have started the scenario.

      • "Investigator" is performed before all other modifications, and this multiplication is treated as a printed card value.
      • The text, which uses the word "one investigator", is applied before all other fixes, counting the number of investigators who have started the scenario.
      • Even if a researcher is excluded from the scenario, the value of "one researcher" is counted.

      Risk is keyword ability.

      Resign

      When solving the plan of a conference card with a keyword, the investigator cannot give any attributes to other players. These players cannot play cards, launch their abilities, or commit cards for their investigator's skill tests while the Hazard encounter is resolved.

      • Permanent is a deck construction skill that is a word key.

      Resource Action

      Cards with permanent keywords are not counted on your decks.

      Cards with permanent keywords are still counted as part of your deck, so you have to follow all other deck restrictions.

      Resources

      Cards with permanent keywords will play each game and start, so you will not be shuffled by your investigator deck during the setup.

      • Cards with permanent keywords cannot leave the game (excluding exclusion).
      • Once a permanent card added to the deck, it cannot be removed from the deck or transferred from the deck unless it is clearly indicated.
      • In order to play a card, researchers must pay the resource cost of the card and meet the applied restrictions and play conditions. Most cards can only be played by performing play actions (see "Play Action" on page 16).

      Cards with quick keywords are not played during the game action. Such a card can be played between the appropriate play window (see Quick on page 11) when the specified trigger condition is satisfied or does not have a trigger state.

      Retaliate

      Every time an event card is played, the results are resolved and are placed in the owner of the owner.

      Each time the asset is played, the asset is placed in the survey player's play area and is played until he is away from the play and game play. Most acetations get one or more slots during play (see Slots on page 19).

      • The skill card is not "played". These cards are binded for the skill of the player's hand to use the skills.

      Revelation

      "Play" is an action that investigators can perform during the turn in the survey phase.

      • If the investigator takes this action, the investigator selects one asset card or event card in his hand, pays for the resource cost (see Play on page 16).
      • Cards with keywords "fast" are not played in this action (see "fast" on page 11).

      Dilemmas and Revelation Abilities (added in The Scarlet Keys )

      Skill cards are not "played". These cards are promised to use skills for the player's hand skills.

      • Many cards and abilities include specific instructions on specific conditions that can be used, or not, or applied to use. In order to use such abilities and play such cards, you must follow the restrictions on the game.
      • By license, players can play cards and use their abilities other than specifying the timing specified in the game rules.
      • A play order indicates the timing and time of the event card.

      Revelation Ability Priority (added in FAQ, section 'Card Ability Interpretation', point 2.25)

      If the opportunity is given, a specific enemy will follow the specified investigator. Such enemies are bold in the text box as "prey", and then instructed which enemies to engage with.

      Sanity and Horror

      • If the enemy who will automatically engage with the investigator in that place has multiple options to engage, the enemy will engage with an investigator who meets the "hunting" guidelines (multiple). If the investigator is tied to satisfying this guideline, the leading investigator may be able to decide either of them) (see the 1 0-page "enemy fight").
      • If an enemy moving toward the closest investigators can choose from multiple similar investigators, the enemy is the best investigator who responds to the instructions of "hunting". I have to choose. (If multiple investigators meet the conditions of the prey, the first investigator will be determined from the investigators. See the "hunter" on page 12).
      • If the word "only" is included in the instructions of the enemy's prey, the enemy moves only to the survey player and fights with the survey player (as if the survey player in that game is the only survey player. As if it were), ignore all other investigative players while moving and engaging. Other investigators can use the activation ability and card ability to engage with enemies.
      • "Predation" does not directly affect the enemy's spawn (see "Sponn" on page 19).
      • "Printed" refers to text, attributes, icons, or numbers that are physically printed on the card.
      • If a certain effect affects multiple players at the same time, but if the player must make individual choices to solve the effect, the choice is made in the order of the player. After all the necessary choices are made, the effects are solved simultaneously to all the affected entities.

      Seal (added in The Forgotten Age )

      If two or more forced abilities (including delay results) are solved at the same time, the researcher shall determine the order of solving that ability.

      If two or more fixing abilities and/ or/ or the consequences cannot be applied at the same time, the person in charge of the survey decides the order of applying them.

      The four investigator cards shown here (Gavriella Mizrah, Jerome Davids, Penny White, Valentino Rivas) have disappeared and marked in the dusk land encounter icon, only in the cycle prologue. Can be used. It cannot be used in other scenarios. To disappear with Twilight Estate, keep it with other scenario cards and do not incorporate it into a player card collection.

      Search

      Some of the card abilities "come into effect" the card. Such abilities play cards directly from outside the game.

      • No resource costs for activated cards are paid.
      • Unless it is specified by the play ability, cards that participate in the play on this method must play in the gameria area that meets the standard game rules related to the games or plans (in the case of encounter cards).
      • The card in the play is not considered to have been played or drawn.

      "Looking at," "Searching," and "Finding" (added in FAQ, section 'Card Ability Interpretation', point 2.13)

      If multiple terms continue after modifiers in the card text, the modifier is applied to each term of the list. (For example, in the phrase "Each Unique Ally and Element", "Unique" is a modification that applies to both "Ally" and "Element").

      Searching During Setup (added in FAQ, section 'Game Play', point 1.26)

      When trigger conditions are resolved, researchers have the opportunity to solve the [reaction] ability in response to the trigger conditions. The game can proceed only after all investigators have passed the reaction opportunity.

      Self-Referential Text

      Even if you use the [reaction] ability in response to the trigger situation, it is not hindered to use other [reaction] abilities in response to the same trigger situation.

      Example: Roland has just defeated the enemy and wants to activate the reaction ability: finds one clue in where he is. " He finds one clue in his location. After that, you can play "clues!" Both cards are in the same start (after defeating the enemy), so even if one of the rear control abilities is launched, the other reaction ability cannot be launched.

      Set Aside

      The card is ready (Ready) that the card is upright and the controller can read the text from left to right (Ready).

      The initial state of the card to participate in the play is ready.

      Signature Cards

      When an exhausted card is prepared, it is returned to an upright state. At that time, the card is in a lady state.

      Lady state cards cannot be ready again (usually need to be exhausted by steps and playing cards).

      • In many cases, players are instructed to record keywords in the campaign log. This should be written according to "Campaign Note" unless specified. The player may be instructed to check the campaign in the second half of the campaign, so the reported phrase should be recorded without changing.
      • For example, the exact number of hours can be important in the later scenarios. If multiple terms continue after modifier in the < SPAN> card text, the modifier is applied to each term of the list. (For example, in the phrase "Each Unique Ally and Element", "Unique" is a modification that applies to both "Ally" and "Element").
      • When trigger conditions are resolved, researchers have the opportunity to solve the [reaction] ability in response to the trigger conditions. The game can proceed only after all investigators have passed the reaction opportunity.

      Skill Cards

      Even if you use the [reaction] ability in response to the trigger situation, it is not hindered to use other [reaction] abilities in response to the same trigger situation.

      Example: Roland has just defeated the enemy and wants to activate the reaction ability: finds one clue in where he is. " He finds one clue in his location. After that, you can play "clues!" Both cards are in the same start (after defeating the enemy), so even if one of the rear control abilities is launched, the other reaction ability cannot be launched.

      The card is ready (Ready) that the card is upright and the controller can read the text from left to right (Ready).

      Skill Test Results and Advanced Timing (added in FAQ, section 'Game Play', point 1.7)

      The initial state of the card to participate in the play is ready.

      When an exhausted card is prepared, it is returned to an upright state. At that time, the card is in a lady state.

      Skill Tests

      Lady state cards cannot be ready again (usually need to be exhausted by steps and playing cards).

      In many cases, players are instructed to record keywords in the campaign log. This should be written according to "Campaign Note" unless specified. The player may be instructed to check the campaign in the second half of the campaign, so the reported phrase should be recorded without changing.

      Slots

      For example, the exact number of hours can be important in the later scenarios. If multiple terms continue after modifiers in the card text, the modifier is applied to each term of the list. (For example, in the phrase "Each Unique Ally and Element", "Unique" is a modification that applies to both "Ally" and "Element").

      When trigger conditions are resolved, researchers have the opportunity to solve the [reaction] ability in response to the trigger conditions. The game can proceed only after all investigators have passed the reaction opportunity.

      Even if you use the [reaction] ability in response to the trigger situation, it is not hindered to use other [reaction] abilities in response to the same trigger situation.

      Example: Roland has just defeated the enemy and wants to activate the reaction ability: finds one clue in where he is. " He finds one clue in his location. After that, you can play "clues!" Both cards are in the same start (after defeating the enemy), so even if one of the rear control abilities is launched, the other reaction ability cannot be launched.

      Shifting Slots (added in FAQ, section 'Game Play', point 1.24)

      The card is ready (Ready) that the card is upright and the controller can read the text from left to right (Ready).

      The initial state of the card to participate in the play is ready.

      Spawn

      When an exhausted card is prepared, it is returned to an upright state. At that time, the card is in a lady state.

      • Lady state cards cannot be ready again (usually need to be exhausted by steps and playing cards).
      • In many cases, players are instructed to record keywords in the campaign log. This should be written according to "Campaign Note" unless specified. The player may be instructed to check the campaign in the second half of the campaign, so the reported phrase should be recorded without changing.
      • For example, the exact number of hours can be important in the later scenarios.
      • Scenario cards may instruct researchers to "remember" the keywords based on the actions and decisions taken by the researchers in their scenario. This phrase may later appear in the scenario and cause additional or different results. This phrase is only related to the resolution of this scenario or this scenario, so it is not necessary to record it in the campaign log. Players do not need to "remember" such instructions since the end of the scenario where such instructions appeared.
      • The card removed from the play is located away from the game area and has nothing to do with the game while it is removed.

      Spawning an Enemy (added in FAQ, section 'Quick Reference')

      If there is no specified period, the card removed from the play is treated as removed until the game ends.

      • If the survey player's hand is replaced with a card in another set, the set card is new to the survey player in order to obtain a fruit that changes the number of cards in the original hand. It is considered a hand of time.
      • When the skill is replaced with a researcher's hand from a large card set to a set of cards that "keep", the effect of changing the number of researchers' hands is a card originally drawn to replace the hand. , Change both the number of cards that are "keep" from the larger card set.

      For example, the skill of Sephina Rousseau is: "Draw 13 cards: Draw 13 cards, but instead select up to 5 events under this card and keep 8 cards as hand. If the number of cards in Sephina changes depending on the effect of the card and the result of the game, it changes both the number of cards and the number held as hand.

      Standalone Mode

      Research is a keyword ability that appears in several hig h-level cards (mainly sequers and cards).

        By upgrading from the lowe r-class card, you can put only one on the deck.

      You can include one research card in the deck only if you record the completion of the task described at the lower level of that card in the campaign log.

      Story Cards (added in The Path to Carcosa )

      After the researcher has completed this task, recorded it in the campaign log, the researchers who participate in the campaign can upgrade the related cards according to the rules of regular player cards.

      Supplies (added in The Forgotten Age )

      For example, a pipeline file (Gateway to Tindalos) has a keyword "surveyed". Therefore, the investigator cannot purchase a pipeline file (Gateway to Tindalos) directly. They have to upgrade from the pipeline file (unknown) and can only upgrade when they "discover a gateway".

      Some abilities are identified by abandoned action identifiers. Such abilities are started using "Activate Action" (see Activate Action on page 4).

      If a surveyor resigns, the investigator will be excluded by resignation (see "exclusion" on page 10). The resigned investigator is not considered to have won.

      Surge

      "Resources and resources and resources" is an action in which an investigator can do it during the turn in the survey phase.

      When the investigator takes this action, the investigator gets resources from the symbol pool and adds it to his resource pool.

      • Resources represent various means for investigators to acquire new cards (consumables, money, tools, knowledge, spell components, etc.).

      Swarming X (added in The Dream-Eaters )

      • In order to play a card that requires resources and use the ability, researchers take out the specified number of resources from their resource pool and return them to the symbol pool to provide their resource costs for their cards and abilities. You must pay (see "Cost" on page 7).
      • Resources can be obtained by executing "Resources Action" (see "Resource Accept on page 17)).
      • Researchers acquire resources in each maintenance phase (see). See "4. 4 investigators draw one card and get one resource") on page 25.
      • (Added to the Frequently Asked Card Abilities ", the item 2. 8) If the ability mentions" resources you have "," your resources ", or the above variations, it is a survey. Only the number of resources in the government resource group. The resources on other cards controlled by the investigators are not counted in this sum unless they are explicitly stated.
      • Retalysis is keyword ability.
      • Each time a researcher fails the skill test when attacking the enemy prepared by the keyword reaction, the enemy attacks the researchers who are attacking. Do. The enemy does not exhaust even if he rises.

      Taking Damage/Horror

      This attack occurs regardless of whether the enemy is engaged with the investigators who are attacking.

      Target

      Exposure capabilities may appear on encounters and weak points.

      • If a survey player draws an encounter card, the survey player must solve all the "exposure" abilities written on the card. This is performed before the card is moved to play, or if you betrayed it before it is placed on the abandoned mountain.
      • If the weak card is in the hand of a survey player, the survey player must immediately solve all the "exposure" abilities listed on that card as if the card was drawn. Don't be a trap.
      • Some player cards (eg, cards with dilemma abilities) have a manifestation ability. Like the public ability of other types of cards, these abilities are not when the card is played, but when the card is drawn or if it is not added to the hand.
      • These cards do not have costs ("-"). These cards cannot be played. The effects of these cards disappear only when they are pulled or joined.

      Tarot Slot (added in The Circle Undone )

      After solving the public ability of the player card, put it in the owner of the owner.

      The revelation ability is not solved during the setup. If one or more players with revelation abilities are drawn during the setup, wait until the game is started, and then solve all of your revelation abilities in the order you like (in order of players).

      If the investigator has both a dilemma card, a weak point card and/ or an encounter card in his hand, the weakness card and/ or encounter cards must be solved first. If a dilemma card is drawn while solving the skill test, the skill test is completely solved and then the dilution capacity of the dilemma is solved.

      If the card pulls a telephone, place a number of teleller tokens equal to the amount of the telephone you are now (see "Damage/ Terror projection" on page 7).

      Tekeli-li! (added in Edge of the Earth )

      If the investigators have the same or more tremor as the level, the investigator will be defeated. If the investigator is defeated, the investigator will drop out of the scenario (see "Defeat" on page 10).

      In a campaign game, investigators who have been defeated with fear of sophisms receive one mental trauma. In the case of mental trauma, investigators may go crazy (see Play Campaign on page 5 for details).

      If the value of the "reason" is the same or more tremor as the "reason", the assets will be defeated and will be placed in the owner of the owner.

      Then

      The "remaining logic" of the card is the value that subtracts the amount of the tremore of the card from the basic logic of the card, and the value has been added if there is valid Wellbe e-modification.

      • A force card without a logical value is not considered a logic of 0, and it cannot be logic or assigned horror.
      • As an additional cost for a card with a seal (SEAL) keyword to participate in the game, the controller must search for the chaotic token specified from the chaotic bag, put it on the card, and seal it. If you can choose which token you want to seal, the card controller is selected. If the specified token is not in the chaos bag, the card cannot participate in the play. The sealed chaos token is unlikely to be published in chaos bags because it is unlikely to be in chaos bags.
      • If the discretion chaos is "liberated", it will be returned to a chaos bag and is no longer considered sealed. If a card with more Kao Street is sealed, all Kao Street on that card will be released immediately.

      Threat Area

      Depending on the card (regardless of the SEAL keyword), it may have the ability to seal one or more Kao Street as part of the effect. This is performed in the same procedure as above: Search for the token specified from the chaos bag, remove it from the chaos bag and place it on the card. If the specified token is not in the chaos bag, the effect will fail.

      • If you are instructed to look for a card, the player can check all the cards in the searched area to other players.

      Tokens, Running out of

      As a result, if the entire deck is searched, the deck must be shuffled after the search is completed.

      Traits

      If one or more qualified options are found in the explorable area when solving the effect of the search, the player needs to find the search.

      • While the card is in the process of searching, the card is not considered to have left the game.

      Trauma

      Treachery Cards

      These three conditions include sifting cards (usually the investigator or deck of the meeting), but the results of other cards are not counted with each other. For example, if a surveyor "reviews" the top three of his deck, this is not a search result. Furthermore, "searching", which usually includes searching for areas outside the normal play, are not counted in search results.

      If you are instructed to search for one or more decks during the setup, the game has not yet started, so it will solve the ability to induce when the deck is searched (Mandy Tompson's reaction ability and ability, etc.). I can't.

      Treachery Subtitles (added in FAQ, section 'Card Ability Interpretation', point 2.21)

      If the card capabilities text points to your title, it refers to the card itself, not the other copy (has a title).

      Triggered Abilities

      Sel f-reference ability (for example, "this card") using the word "this" refers only to the card with that ability and does not refer to the copy of that card.

      • There is also a script that instructs you to throw away a specific card. The se t-side card has no interaction with the game until it is referenced by instructions in the scenario or card ability.
      • (Added to the FAQ "Interpretation of Card Ability", added to the item 2. 7) If the effect is instructed to control the currently played card, the effect is the investigator's play area. put.
      • Researcher "Signi Card" is a card that can only be used by the researcher and cannot be included in other researchers' decks. This includes a play yakard with the text "deck (investigator name)" and a card other than the basic weakness listed in the "deck requirements", so it can only be included in the investigator's deck. Can do.

      The name card follows the following additional rules:

      • (Added to the item 1 of the common questions "Game Play") The survey player can use the startup type ([Quick] ability, [Rear Control] ability, [Reaction] ability) from the following source:
      • The card is played and under the control of the player. This includes an investigator card.
      • A scenario card in the same location as the investigator. This includes the place itself, the encounter card placed in that place, and all the encounter cards in the threat areas of the investigators.
      • Current transaction or current agenda card.

      Triggering Condition

      Skill cards are never played from a player's hand. To resolve their abilities, a skill card must be inserted into a skill test.

      • When a skill card is inserted into a skill test, its abilities can be used to resolve the skill test as specified on the card.
      • In step 7 of the skill test timer ("Apply Skill Test Results"), review all successful skill test results and resolve them one by one. This includes the results of the test itself (such as clues discovered during investigation or damage caused during an attack), as well as the results of "if this test is successful."

      Reaction abilities and compulsion abilities whose activation conditions change depending on the success or failure of a skill test (such as "after successful investigation" or "after 2 or more failed skill tests") do not activate at this point. These abilities are activated during step 6, "Determine the success or failure of the skill test."

      Unique ([unique])

      Depending on the game situation, the investigator must take a skill test using one of four skills: willpower, intellect, combat, or agility. A skill test compares the investigator's value of the specified skill against a difficulty value determined by the skill or game step in which the test was initiated. The investigator attempts to match or exceed this difficulty value to succeed in the test.

      • Skill tests are often called tests of a defined ability. (e. g. "Dexterity Test", "Combat Test", "Willpower Test", "Intelligence Test").
      • Each investigator has a number of specific slots that can be filled at any time. All assets with a slot symbol in the investigator's play area or threat area are in that type of slot. Slots limit the number of assets an investigator can play at once.

      ". Unless all of (location's) clues have been discovered." (added in FAQ, section 'Card Ability Interpretation', point 2.11)

      Typically, the slots available to an investigator are:

      Upkeep Phase

      Uses (X "type")

      If the item does not have a slot symbol, the item does not occupy the above slot. There is no limit on the number of no n-slot assets that the investigators can play. The following (on the asset) symbol indicates which slot the asset is satisfied:

      If you play an asset or control the asset, if you exceed the limit of the asset type position, the investigator is under your control at the same time as a new asset enters the slot. You have to select another asset and throw it away.

      • Depending on the effect of the card, the surveyor can put a slot type item in one of the other slots, and one of the slot type of the investigator can have different slo t-type items. Some items do not occupy slots. In such a case, the investigator must decide which slot to put in which slot when played. Unless the content and quantity of the investigator slot is changed, it cannot be adjusted later.
      • For example, this: For example, when Yellow White plays "Blessed Blade", play "Occult Relique". He chooses to give Occult Relique to give a slot that puts Blessed Blade. After that, if you play another blessed card such as "Hallowed Mirror", you can specify the type of slot while moving "BLESSED BLADE" to the defaulted hand slot. Can be selected.
      • When some enemies come out of the encounter deck, they will spawn to a specific place, indicating the bold "Spawn" command in the text box.
      • The enemy's spawn order is resolved when the enemy enters the game, regardless of how the enemy entered the game.

      Vengeance X (added in The Forgotten Age )

      If the enemy does not have a spawn order, spawn by engaging with the researcher who designed the enemy.

      If the enemy does not have a legal play place (for example, if the play instructions are instructing a specific place that is not in the game, or if there is no place in the game to meet the "spon" order). The enemy is not spawned and is destroyed instead.

      If there are multiple places in the enemy's spawn instruction, researchers representing the enemy will decide between those places.

      • If your card ability instructs the player to spawn the enemy at a specific place (for example, search for the encounter deck with an acolite, spawn in the southern part: Example: "Find an acolite from the encounter deck and spawn in the southern part. ) Treat the card ability that caused the card to be played as an enemy spawn instruction, and overwrite other spawn instructions.
      • 1. If an enemy spawns without an investigator planning it, the enemy pushing effect usually indicates where that enemy should spawn. After the enemy spawns in that location, it will automatically attract investigators to that location using the "Engage Enemy" rules, unless the enemy is too far away.
      • If the enemy has a "Spawning -" doctrine, it will spawn where it is directed. If the enemy army does not have a "Spawning -" doctrine, it will spawn at the designated spot, unless the enemy is too far away.
      • If the enemy does not have a "spawning -" instruction, the investigator who attracted the enemy will engage it, unless the enemy is too far away.

      Victory Display, Victory Points

      The "Prey -" instruction has no direct effect on where the enemy is created. The only time instructions affect this process is when an enemy is placed uncommitted in a location with multiple investigators, and it uses the "Engage Enemy" rules to determine which investigator to automatically engage.

      If playing a standalone game (i. e. playing one scenario as a one-off adventure and subtracting it from the campaign), the following rules apply:

      • When building a deck for a standalone game, investigators may use advanced cards in their deck (as long as they adhere to the investigator's deck restrictions). In that case, they count the total experience points of all advanced cards used in the deck and take additional random key weaknesses based on the following table:
      • Experience points 0-9: 0 additional random key weakness experience points 10-19: 1 additional random key weakness experience points 20-29: 2 additional random key weakness experience points 30-39: 3 additional random key weakness experience points 40-49: 4 additional random key weakness experience points
      • Story cards are vehicles for additional storytelling and usually appear as the back of another scenario card. When instructed to resolve a story card, simply read the story text and resolve any game text.

      Weakness

      At certain points in the Forgotten Ages campaign, researchers have the opportunity to select supplies to bring on their wilderness expeditions. These supplies are recorded in the "Supplies" section for each researcher in the campaign log.

      • Supplies are purchased with Supply Points. Supply Points are issued to researchers each time they are given the opportunity to purchase supplies. Remaining Supply Points are not recorded and are lost.
      • Researchers' commissions determine available options during the game and through the history of this campaign. Each offer has no effect by itself. Specific card effects, story options, and analytics may change or use it depending on the consumables carried by researchers.
      • The rush is a keyword ability.
      • Investigators have to deduct another card from the encounter deck after the encounter with the "rapid increase" keyword.
      • The base value is the value of the item before any modifiers are applied. Unless otherwise specified, the base value of a card's derived element is the value printed on the card.
      • If it is not clear which investigators should add a group card, the conductor will add to the conductor.
      • Each group card under the host enemy army is treated as an independent instance of the enemy army for most purposes. Each group card has the same value and text as the host card. (For example, if an investigator engages with an enemy host with two flocks under the enemy, the investigator will engage in a total of three enemies.)
      • If the enemy attacks the enemy phase, each group card will be attacked separately. In this step, when all the enemy forces and all the flock cards are attacked, all the flock cards are exhausted.
      • Each group card can be attacked and damaged individually, but the host's enemy cannot be defeated as long as there is still a group card under it. When the large card is defeated, the surplus damage can be given to another large card or the enemy itself under the same host. (For example, Tony Morgan attacks two groups cards on Stealthy Zoog using 0. 41 Derringer. This attack deals two points. The first damage breaks one of the two flock cards. , Additional damage can be given to another flock card and can be destroyed in the same way).

      Weakness Events and "changing the game state" (added in FAQ, section 'Game Play', point 1.27)

      Every time a horde leaves the play, put it at the bottom of the large owner deck. If the owner of the large card is unknown, you can identify the owner by looking at the card.

      When

      The host of the host and all of the flocks, all leaves, move together, engage, and exhale. (For example, if any of the host of the host or any of its flock cards is avoided, everything is exhausted and released).

      Wild Skill Icons (added in FAQ, section 'Game Play', point 1.9)

      "Receiving X damage" is an abbreviation of "giving your investigator X damage". "Receive the horror X times" is an abbreviation of "giving your investigator X times X".

      The term "selection" means that one or more objects must be selected to solve the ability. Players who solve their abilities must choose a game element (usually a card) that meets the requirements of their ability.

      Winning and Losing

      The capability requires the goal and has no valid goals (or lack of valid goals), and that capability cannot be started.

      If you have to select multiple goals by the same player, they are selected at the same time.

      Even if the goal of "as many" can be selected, it will not succeed in the solution if 0 of them is selected (the game status cannot be changed).

      If the target status cannot be changed by resolving the results of the ability, the card will not be subject to the ability. (For example, an exhausted enemy says, "Choose an enemy and exhale:" "Select an enemy and get tired.)

      • Tarot slot is a new type of asset slot introduced in this expansion. The following symbol indicates that the asset is filling the tarot slot:
      • As with other slots, tarot slots limit the number of slo t-type asset cards that the investigators can play at once.

      The letter "X"

      By default, investigators only have one tarot slot.

      • All other slots are applied to tarot slots as usual.

      You/Your

      This campaign contains 16 weak cards. These cards are shuffled when each scenario of this campaign is set up, making it a special weakness deck.

      • Like a normal weak card, if these cards are added to the investigator's deck, the card will be part of the deck, and the scenario will remain in the investigator. However, in the analysis of each Tekeri, the weakness is instructed by the investigator! But each Tekeri Ri! In analysis of the weaknesses, the investigator turns that card! You will be instructed to return to the deck (remove from your deck). As a result, the number of decks of "Tekeri Ri!" Verses depending on the number of "weaknesses" in each investigator's deck.
      • Note: The same title iron power! The title of the card is the same, but the result may be different.
      • If the effect of the skill contains the word "afterwards", the text described before "after" is resolved before the remaining part of the effect described after "later" is resolved. Must be done.
      • If the side of the front of a certain effect is completely resolved, the aspect after its effect must be solved. < SPAN> If the capability requires the goal, and if there are no valid goals (or lack of valid goals), the capability cannot be started.

      If you have to select multiple goals by the same player, they are selected at the same time.

      Even if the goal of "as many" can be selected, it will not succeed in the solution if 0 of them is selected (the game status cannot be changed).

      If the target status cannot be changed by resolving the results of the ability, the card will not be subject to the ability. (For example, an exhausted enemy says, "Choose an enemy and exhale:" "Select an enemy and get tired.)

      Tarot slot is a new type of asset slot introduced in this expansion. The following symbol indicates that the asset is filling the tarot slot:

      Interpreting "You" When Taking or Being Dealt Damage (added in FAQ, section 'Card Ability Interpretation', point 2.12)

      As with other slots, tarot slots limit the number of slo t-type asset cards that the investigators can play at once.

      By default, investigators only have one tarot slot.

      Appendix I: Initiation Sequence

      All other slots are applied to tarot slots as usual.

      • This campaign contains 16 weak cards. These cards are shuffled when each scenario of this campaign is set up, making it a special weakness deck.
      • Like a normal weak card, if these cards are added to the investigator's deck, the card will be part of the deck, and the scenario will remain in the investigator. However, in the analysis of each Tekeri, the weakness is instructed by the investigator! But each Tekeri Ri! In analysis of the weaknesses, the investigator turns that card! You will be instructed to return to the deck (remove from your deck). As a result, the number of decks of "Tekeri Ri!" Verses depending on the number of "weaknesses" in each investigator's deck.

      Note: The same title iron power! The title of the card is the same, but the result may be different.

      1. If the effect of the skill contains the word "afterwards", the text described before "after" is resolved before the remaining part of the effect described after "later" is resolved. Must be done.
      2. If the side of the front of a certain effect is completely resolved, the aspect after its effect must be solved. The capability requires the goal and has no valid goals (or lack of valid goals), and that capability cannot be started.
        • If you have to select multiple goals by the same player, they are selected at the same time.
      3. Even if the goal of "as many" can be selected, it will not succeed in the solution if 0 of them is selected (the game status cannot be changed).
      4. If the target status cannot be changed by resolving the results of the ability, the card will not be subject to the ability. (For example, an exhausted enemy says, "Choose an enemy and exhale:" "Select an enemy and get tired.)
        • Tarot slot is a new type of asset slot introduced in this expansion. The following symbol indicates that the asset is filling the tarot slot:

      Appendix II: Timing and Gameplay

      As with other slots, tarot slots limit the number of slo t-type asset cards that the investigators can play at once.

      By default, investigators only have one tarot slot.

      All other slots are applied to tarot slots as usual.

      This campaign contains 16 weak cards. These cards are shuffled when each scenario of this campaign is set up, making it a special weakness deck.

      Phase Sequence timing chart

      Like a normal weak card, if these cards are added to the investigator's deck, the card will be part of the deck, and the scenario will remain in the investigator. However, in the analysis of each Tekeri, the weakness is instructed by the investigator! But each Tekeri Ri! In analysis of the weaknesses, the investigator turns that card! You will be instructed to return to the deck (remove from your deck). As a result, the number of decks of "Tekeri Ri!" Verses depending on the number of "weaknesses" in each investigator's deck.
      Note: The same title iron power! The title of the card is the same, but the result may be different.
      If the effect of the skill contains the word "afterwards", the text described before "after" is resolved before the remaining part of the effect described after "later" is resolved. Must be done.
      If the side of the front of a certain effect is completely resolved, the aspect after its effect must be solved.
      The result post-the aspect is more time in time over all other indirect results that resolve PRE-THEN aspect. (For example, a certain effect states, "Draw one conference card, then tremble once." If you are there, the aspect of "trembling once" after the end will appear before the ability of "after drawing a conference card" begins).
      If the side before the end of the effect has not been completely resolved, the end of the end is not solved.
      The threat area of ​​the survey player is a game space where the encounter cards are currently associated with the survey player and that affect the survey player.
      The card in the threat area of ​​the survey player is located in the same location as the survey player.
      There is no limit on the number of tokens (regardless of the type) that can be placed in the game area at any time. If the player runs out of the offered tokens, you can monitor the current game using other tokens, counters, or coins.
      Most cards have one or more features on the top of the text box, printed in bold slope.
      If the side before the end of the effect has not been completely resolved, the end of the end is not solved.
      The betrayal card represents a curse, suffering, foolish, disability, disaster, and other unexpected events that investigators may encounter in the scenario.
      If the side before the end of the effect has not been completely resolved, the end of the end is not solved.
      The betrayal card has no subtitle header. If the title of the betrayal card contains one or more words in parentheses, the word is considered a subtitle. Other cards with different subtitles in the same title are also considered a copy of each other. Examples of restless journey (corrupt) and "restless journey (hardship)" are both copies of "restless journey".
      The activation ability is the ability that the player can start arbitrarily. The activation capacity can be identified by one of the following icons.
      Action icon indicates a start with energy cost.
      The Freedom icon does not consume energy and indicates free startup capacity that can be used in any player wind.
      The Response icon does not consume energy and indicates a reactio n-induced ability that can be used at any time when the startup condition is satisfied.
      The Investigator player can use activated abilities ([free] [reaction] [action] abilities) from the following sources:
      Cards that are in play and under the player's control. This includes Investigator cards.
      If the side before the end of the effect has not been completely resolved, the end of the end is not solved.
      Current Operation or Current Agenda cards
      If the side before the end of the effect has not been completely resolved, the end of the end is not solved.
      Activation states indicate when an ability can be activated. Most activation states use the words "when" or "after" to specify their relationship to a specified timing point.
      Each eligible capability that triggers relative to a specified timing point can only be used once each time that timing point occurs.
      If multiple instances of the same capability are eligible to be triggered, each instance can only be used once.
      See also "Capacity" on page 2, "After" on page 4, and "When" on page 21.
      If the side before the end of the effect has not been completely resolved, the end of the end is not solved.
      A player may not bring in a unique card if a copy of that card (including the title) has already been played.
      When a unique encounter card with the same title as a unique player card enters play, discard the player card as the encounter card enters play.
      Some locations have abilities that require all clues to be discovered by a particular location before the location can be entered or certain abilities can be used. For example, when interpreting such abilities, if the location has not been discovered (i. e. there are no clues), the ability is not fulfilled. It must have been discovered at some point.
      Use is keyword-keyword ability.
      When a card with this keyword enters play, place a number of resource tokens from the token pool equal to the value (x) on the card. The word following this value determines and identifies the type of use this card has. Resource tokens placed on this card are considered standard type uses and are not considered resource tokens.
      Each card with this keyword also has an ability that indicates the type of use specified by the keyword as part of its cost. When such a capability consumes a use, you must remove a token of that type from the card with the capability.

      Framework Event Details

      Other cards can report or interact with the use by adding a specific type of use to the card or by using that type of use for other purposes.

      I. Mythos phase

      (For example, a card with "uses (4 ammo)" cannot gain charges).

      1.1 Mythos phase begins.

      Some cards with this keyword have text that causes the card to be discarded if it has no use. Cards without such text remain in play even if they are no longer used.

      Some encounter cards are worthy of revenge points. The text "Vengeance X" indicates that the card is worthy of X revenges.

      1.2 Place 1 doom on the current agenda.

      Similar to victory points X, if an encounter card with Vengeance X is subjugated by an investigator, the card is saved on the victory screen until the end of the scenario. However, unlike victory points, Vengeance represents the consciousness and hostility of the Serpent Father, and it is generally a good idea to avoid accumulating Vengeance points whenever possible.

      1.3 Check doom threshold.

      Unless specifically mentioned by other encounter cards, Vengeance points on the victory screen have no effect on the game.

      If an enemy with Vengeance X is defeated, place the card on the victory screen instead of the discard pile.

      At the end of the scenario, choose a location for any Vengeance Xs that are in play, revealed, and unclue, and place them on the victory square.

      1.4 Each investigator draws 1 encounter card.

      When a Betrayal card with Vengeance X has been resolved, it is placed in the winning player's hand instead of in the discard pile.

      Cards that are worthy of Vengeance points also do not contribute to victory points unless they are cards with both Victory X and Vengeance X.

      1. Some encounter cards are worthy of victory points. The Victory X text indicates that the card is worthy of Victory X.
      2. Encounter cards that are worthy of victory points and that outperform the investigator are kept on the victory screen until the end of the scenario. The victory screen is an area outside the game shared by all players. After the scenario ends, cards in the victory display earn experience points that can be used to upgrade the investigator's deck (see "Campaign Play" on page 5).
      3. As a Victory Enemy, place the card on the victory screen instead of in the discard pile.
      4. At the end of the scenario, place any unnamed victory positions that were discovered and revealed during the game on the victory screen.

      1.5 Mythos phase ends.

      Victory Points When you have completed resolving a Betrayal card, place the Betrayal card on your Victory Screen in place of your DispArn pile.

      Weakness is a card subtype. These cards represent character flaws, curses, insanity, injuries, missions, enemies, or story elements that are part of the investigator's history or that he has acquired during the campaign. How Weakness cards are resolved varies by card.

      II. Investigation phase

      2.1 Investigation phase begins.

      If an investigator draws a Weakness card of an Encounter card type (e. g., an Enemy or Treachery Weakness), the card is resolved as if it had simply been played from the Encounter deck.

      2.2 Next investigator's turn begins.

      (Added to FAQ, Gameplay section, item 1. 12) Weaknesses with an Encounter card type (e. g., an Enemy or Problem Weakness) are considered Player cards while in their owner's deck, and are considered cards until resolved and after they have entered play. Even before a Weakness is resolved in a card type encounter, it is considered a Player card.

      If an Investigator draws a Weakness of a Player card type (e. g., an Asset, Event, or Skill Weakness), resolve the revealed effect of the card and add it to the Investigator's hand. The card can then be used as any other Player card of that type.

      2.2.1 Investigator takes an action, if able.

      If a weakness is placed in an investigator's hand in a way that does not involve drawing a card, the investigator must resolve the card (including the public skill) as if it had been drawn.

      • The owner of a weakness is the investigator who began the game with that weakness in his or her deck or play area.
      • If a weakness is added to a deck, hand, or threat area during the play of a scenario, it remains part of the investigator's deck for the rest of the campaign (unless it is removed from the campaign by a card ability or by resolving a scenario).
      • A player cannot choose to discard a weakness card from his or her hand unless specifically specified by the card.
      • Weaknesses with encounter card types, like other encounter cards, cannot be controlled by any player. Weaknesses with player card types are controlled by their owner.
      • Some cards and game text refer to "elementary weaknesses". An elemental weakness can be identified by the words "elementary weakness" and the symbol shown below.
      • Some Weakness Events, such as Quantum Paradox, don't change the game state in the traditional sense when played, but they still have negative effects when in hand. Playing such a Weakness Event allows you to avoid those negative effects.
      • "When" refers to the moment before a specific timing point or trigger state has begun and the impact on the game state is resolved. Depending on when the ability is solved, the resolution of timing points and trigger status is interrupted. (For example, the ability to write "when you draw an enemy card" starts immediately after the enemy's card is drawn, but it starts before the public ability and its play are resolved. ).
      • The wild ([wild] skill icon) on the player card can be used to match other skill icons for both the card ability and the count of the icons in the skill test. If you use wild icons to solve your card skills, the player must declare what icon matches when using the card.
      • Wild icons related to skill tests are regarded as "matching" icons in the purpose of card skills.

      Each scenario has several possibilities.

      The ACT deck represents the progress of the researcher's scenario. Some Act decks contain analysis points in the form of "(→ R#)" (like other card type meetings). The main goal of the player is to progress through the Act deck and reach the solution point (preferably advantageous points). If the ACT deck calls a solution, the player has completed the scenario (it may be "winning!"). The determined method is described in the campaign manual "Please do not read until the end of the game".

      The agenda deck indicates the purpose and progress of the malicious powers placed in investigators in the scenario. The agenda deck instructions include an analysis point called "(→ R#)" (as in the case of encounters with other card types). If the Agenda deck activates a (darker) solution, the player will lose to the scenario. The solution of the solution set is described in the section "Please do not read until the end of the game" in the campaign guide.

      2.2.2 Investigator's turn ends.

      If the scenario ends without a resolution (for example, if all investigators drop or give up), the solution of the scenario is the section of the campaign guide "Please do not read until the gaming ends". It is written in.

      2.3 Investigation phase ends.

      If you are playing in the campaign, the player goes to the next scenario of the campaign, regardless of the scenario results. Even if the scenario is "defeated", the player will continue the campaign (although with some disadvantaged results).

      III. Enemy phase

      3.1 Enemy phase begins.

      When playing a standalone scenario, the player chooses either win or lose the scenario. If you complete the action card resolution, you will win. Other solutions are deemed to be defeated (see "Automatic Mode" on page 19).

      3.2 Hunter enemies move.

      The value of X is determined by the card ability or player option. If X is not defined, the value is 0.

      3.3 Next investigator resolves engaged enemy attacks.

      For the cost containing the text of X, the value of the X is defined by the card ability or the player's options.

      (In terms of the "interpretation of card abilities" in common questions, 2. 1) Use the following guidelines to interpret which researchers the word "you" and "you" point.

      The disclosure skills mentioned in "you/ your" refers to the investigators who have pulled the card and solved the skill.

      3.4 Enemy phase ends.

      When solving the activated skills (Fast], [Reaction], and Action Skills), "You/ You" refers to the investigators who have activated their skills.

      IV. Upkeep phase

      4.1 Upkeep phase begins.

      If the abilities include a clause that specifies who to be targeted, the abilities "you / you" refers to those investigators. For example, "Stubborn Detective" is written: "While stubborn detectives are in your location." According to this clause, "you" refers to the investigator in that place. Young Deep One reads: "After Young Deep One has committed you, this phrase is an investigator involved in Young Deep One.

      4.2 Reset actions.

      Other than the above, "You/Your" refers to the investigators controlling the card, the investigators who have the card in the threat, and the investigators who are currently interacting with the card.

      4.3 Ready exhausted cards.

      Cards can have various abilities, in which case "you/ you" may be interpreted different. In each of these abilities, "you/ you" may refer to a different survey player.

      4.4 Each investigator draws 1 card and gains 1 resource.

      For example, R'LYEH's dream is read:

      4.5 Each investigator checks hand size.

      "Apocalypse-Place Reirai's dream in your threat area. You ge t-1 [will] an d-1 [logic]. Test [Action]: willing to do it (3). If you succeed, throw away R'LYEH.

      4.6 Upkeep phase ends.

      Each of these three abilities refers to "you" in a different way. In the revelation ability, "you" refers to the investigator who designed Lily's Dream and resolved the revelation. In its fixed ability, "you" refers to the investigator with Lily's Dream in his or her threat zone. In its [action] ability, "you" refers to the investigator player performing the [action] ability.

      When an ability refers to "you" as a response to dealing or dealing damage, it includes assets you control.

      For example, the [reaction] ability of Survival Knife is activated "after an enemy attack deals damage to you during the enemy phase." This ability triggers even if the damage from that attack is assigned to one or more of your assets instead of your researcher card. However, if all of the damage from this attack is assigned to other investigators or their assets (using the effect of a card that allows this), no damage is dealt to you.

      Skill Test Timing

      If a player wishes to activate an activated ability or play a card, that player first declares their intention. There are two preliminary checks that must be made before activating an ability or playing a card. They are:
      Check play restrictions: Determine if the card can be played or the ability can be activated at this point. (This includes checking if there are any game state-changing abilities involved in resolving the effect.) If the play restrictions are not met, stop the process.
      If the side before the end of the effect has not been completely resolved, the end of the end is not solved.
      After each of the above checks is made, follow the steps below in order:
      If the side before the end of the effect has not been completely resolved, the end of the end is not solved.
      Pay the cost. If you are unable to pay the cost after completing this step, stop the process without paying the cost.
      When this step is completed, any attacks of opportunity are resolved.
      A card is started to be played or an ability result is about to be initiated.
      Ability results (if not canceled in step 3) are completed and resolved. Upon completing this step, the card is played (and put into play or into its owner's discard pile if it's an Event) and the ability is considered to have resolved.
      If the ability at the start is on the i n-play card, the sequence will not stop until it is completed, even if the card is away from the play in the sequence.
      The Phase Timing Timing Table shows the phase and steps of the game turn. Every time the survey player performs a skill test, use the timing interval of the skill test detailed in the "Skill Test Timing Table".

      ST.1 Determine skill type of test. Skill test of that type begins.

      An object with a number shown in the gray frame is called a context event. Content event is an event that always occurs due to the structure of the game.

      ST.2 Commit cards from hand to skill test.

      The red frame is a player window. Players can use the [Free] activation function in these windows.

      Each specific procedure is explained from page 24.

      I. mythology phase (fly in the first round of the game)

      Start the first round 1. Start mythology phase.

      ST.3 Reveal chaos token.

      1. 2 Place one doom in the current agenda.

      ST.4 Apply chaos symbol effect(s).

      1. 3 Check the restriction of the doom.

      1. 4 Each investigator draws one encounter card.

      [Free] Player frame

      ST.5 Determine investigator's modified skill value.

      1, 5 Duem Phase is over.

      ST.6 Determine success/failure of skill test.

      Proceed to the survey phase.

      Survey phase

      • 2. 1 Start the survey phase.

      [Free] Player window

      • 2. The turn of the second investigator begins.

      ST.7 Apply skill test results.

      [Free] Player window

      2. 2. 1 The active survey player can take action if possible. If you take the action, return to the previous player window. If you do not take action, proceed to 2. 2. 2. 2.

      ST.8 Skill test ends.

      2. The investigator's turn ends. Return to 2, 2 if there is a surveyor in this phase that has not yet done a turn. If each investigator performs this phase, he will proceed to a few.

      Appendix III: Setting Up The Game

      2. 3 End the survey phase.

      1. Proceed to the enemy phase.
      2. Enemy phase
      3. 3. 1 Start the enemy phase.
      4. 3. 2 Hunter enemies are moving.
      5. [Free] Player window
      6. 3. The third investigator solves the enemy's attack. If this phase has not yet solved the enemy's attack, return to the previous player window. After the last survey player solves the enemy's attack, he moves to the next player window.
        • [Free] Player window
      7. 3. 4 Enemy phase end.
      8. Proceed to the maintenance phase.
        • IV. Maintenance phase
      9. 4. 1 Start the maintenance phase.
      10. [Free] Player window
      11. 4. 2 Reset the action.
      12. 4. 3 Prepare each exhausted card.
      13. 4. 4 Each investigator draws one card and gets one resource.

      4. 5 Each investigator checks the size of the hand.

      Appendix IV: Card Anatomy

      4. 6 Maintenance phase ends. End of round.

      Proceed to the next game round mythology phase.

      In this section, the processing method of each frame event step shown on the game flow chart is described in detail in the order in which a frame event occurs through the round.

      Scenario Card Anatomy Key

      1. In the first round of the game, skip the legendary phase.
      2. This step starts a mythology phase. This is the first event of the round, which means the start of a new game round.
      3. The start of the phase is an important game milestone, and in card text, it may be mentioned at the point where the skills can be solved or solved, or at the end of the second half of the effect and the end of the permanent effect.
      4. Take one DOOM from the talk pool and place it on a current card on the agenda.
      5. Compare the total of the fate during the play (on the current agenda and the other cards in play) with the upper limit of the current Agenda fate. If the fate value during play is above the current agenda threshold, the deck advances the agenda.
      6. As the agenda deck progresses, all destruction will be returned to the pool and removed from the game. Turn around the current agenda, read the story of the story, and follow it if you have any instructions to progress. Unless there is any other instructions by the progress instruction, the front side of the next advanced agenda card becomes a new current agenda, and the advanced Agenda is removed from the play at the same time.
      7. Note: It is only at this time that the agenda can proceed unless a card that can proceed with the agenda is specified separately.
      8. In the player's turn, each investigator draws the top card of the encounter deck, solves the public ability written on that card, and follows the following instructions according to the type of card.
      9. Every time a survey player draws an encounter card, perform the following steps in order:
      10. Pull the card from the encounter deck.
      11. Confirm the keyword "Big" on the drawn card (if the keyword "Big" is written, the investigator who draws the card cannot pass the card to another player. While the danger is resolved, other players cannot play cards, activate their abilities, or put their cards in the skills test of the survey.
      12. Solve the public ability of the card.
      13. If the card is an enemy army, it will attract the card in accordance with the spawn teaching of the card. (Sponge teaching refers to text, including a sign "spawn"). If the encountered enemy does not have a spawn teaching, the enemy will create a researcher encountering the card and will be placed in the threat area of ​​the researcher.
      14. This step ends the legendary phase.
      15. The end of the phase is an important milestone in the game, and may be mentioned in card text when the skill is solved or resolved, or when the delay and sustainable effects are terminated.
      16. This step starts a survey phase.
      17. Researchers may go around in any order. Researchers (among the researchers) select who will make this turn, and this choice begins this turn. The investigator who started his turn is called "active investigator."
      18. When a researcher starts a turn, the researcher must complete the turn before another researcher starts a turn. Each investigator performs turn once in each round.

      Player Card Anatomy Key

      1. In the turn, the investigator can take three actions. The action can be used to perform one of the following:
      2. Investigate the current location.
      3. This step starts a mythology phase. This is the first event of the round, which means the start of a new game round.
      4. Draw (draw one card).
      5. The start of the phase is an important game milestone, and in card text, it may be mentioned at the point where the skills can be solved or solved, or at the end of the second half of the effect and the end of the permanent effect.
      6. Play your asset card or event card from your hand.
      7. Activate the i n-play cards you control, the i n-game encounter cards in your place, the cards in your threat area, the current ACT card, or the current agenda card [Action].
      8. Take one DOOM from the talk pool and place it on a current card on the agenda.
      9. Compare the total of the fate during the play (on the current agenda and the other cards in play) with the upper limit of the current Agenda fate. If the fate value during play is above the current agenda threshold, the deck advances the agenda.
      10. Try to avoid enemies during battle.
      11. The three actions that the survey player performed during the turn may be in any of the above and the order.
      12. Important: If the investigator engages in an action other than the battle, avoidance, or abandoned abilities, each enemy is an investigator in the turn selected by the investigator. Make an opportunity to attack.
      13. After the investigation player takes action, return to the previous player window. If the investigator does not have any more desired actions, the turn can be finished quickly. If the survey player cannot take action, proceed to 2. 2. 2.
      14. Researchers may go around in any order. Researchers (among the researchers) select who will make this turn, and this choice begins this turn. The investigator who started his turn is called "active investigator."

      This step has the end of the survey phase.

      This step formulates the start of the enemy phase.

      For each ready, uncommitted enemy that has the Hunter keyword (see Hunter on page 12), resolve the Hunter keyword.

      Resolve the attacks of the involved enemy forces in player order.

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      Elim Poon - Journalist, Creative Writer

      Last modified: 27.08.2024

      @msbeck please in future email rulings to drawntotheflamepodcast[at]lcusoccer.org so that I can add them to FAQ entries on arkhamdb. Thanks! Simply continue resolving as normal, following the rules for bless and curse tokens, until you draw a token that does not require you to reveal. 1. How many cards are in a player's deck? 30 plus any unique cards, right? What's confusing me slightly is that some (all?) characters have.

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