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1-Claim Game/City/ Must be very first action of turn 7-Discard Discard any number of cards

Perm. Effect Card Most Influence = cubes + agents (agents=1.01) Only have to show top card
*must have at least 1 cube
**If city takeover, get card from player!
2-Place Influence Play card(s) with cubes 8-Reveal Identity Immediately score your points and check for game end
Cubes Place on 1 Card or City box only
*no overpay (1 exception)
3-Retrieve Influence Play card(s) with cubes 9-Reveal Double Agent Take control of agent on board and get card from player!
Cubes Retrieve cube(s) from Limbo and/or board Note: You may interrupt another player who is attempting
*no overpay (1 exception) to use an agent for an assassination by revealing one of
your double agents. You would do this on another player's
turn (free action for you on their turn).
4-Buy Influence Play card(s) with coins 10-Card Action Take action by playing card from hand
cubes Every 2 coins = cube from Pool to Stock (see rules for card details)
*no overpay (1 exception)
5-Move Agents Play card(s) with coins 11-Pass Do nothing
Move 1 or more agents; use cheapest route
*no overpay (1 exception)
6-Move Markers Play card(s) to move track
One track maximum per card played
VAMPIRES 1. Flip one of your agents (including your Main Agent) to its vampire side OR
2. Convert another players agent (but not Main Agent) to a vampire if you have vampire agent in same city and player controlling the targeted
agent is known to the authorities. Take control of agent on board and get card from player!
ZOMBIES Two stages which must be performed in sequence:
1. You may kill 1 agent in each city in which you have 1 or more zombies (the first time you play this card you wont be able to do this). You choose
the order in which you wish to kill agents. Note that you do not expend Bomb points to do this. You cannot target a Main Agent unless its player
has no other agents on the board. You can only target agents that belong to players who are known to the authorities.
2. You now place up to 3 zombies on the board (up to the number of pieces available). You can place a zombie in any city in which you already
have an agent or a zombie. You can also place a zombie in a city that is immediately connected to a city that contains one or more zombies. Once
placed a zombie cannot be moved. No zombies can be placed in a city that has had the Bismarck or Cthulhu card played on it.

Version 1.3
Sanity Counters 1) Draw from claiming certain cards or after Assassinate or Hide Royalty actions:
- If you draw Mad counter after using agent for an action, you lose agent. If using Hired Assassin card, the agent is
not lost
- *Exception: Sherlock Holmes, Professor Moriarty, and vampire agents not lost due to Mad (but keep counter as it
counts towards your total)
2) 3 Mad counters = you must reveal your identity:
- If Loyalist, game continues
- If Restorationist, game ends immediately
3) If no more Sanity counters left to draw, you must reveal yourself (gone Mad)
If your Agent is Killed Reveal identity:
- If Loyalist, you does not lose your agent; no effect
- If Restorationist, game ends immediately
Ending the Game 1. War or Revolution track reaches top
2. One player reaches VP target (see board)
3. Restorationist Main Agent is destroyed (assassinated, Shoggoth card, or 3 Mad counters)
4. A player plays Zombie card as 1st action & all 8 zombies are on board
Victory Points Restorationist player scores:
1. VPs for Royalty they assassinated
2. Position of Revolution track
3. Agents they control with VPs on them
4. Black Hand card (if applicable)
Loyalist player scores:
1. VPs for Royalty they hid
2. Position of War track
3. If you have Vampire card = 1 VP per vampire on board
4. If 8 zombies on board & you have Zombies card, then 8 VPs (otherwise 0)
5. Yog-Sothoth card (if applicable)
6. 1 VP for each Restorationist agent assassinated

Version 1.3

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