android hunters solitaire game 2.0
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ndroid: Hunters
ndroid: Hunters
a solitairea solitaire AndroidAndroidvariant by Byron Campbell, a.k.a. kittenhoardervariant by Byron Campbell, a.k.a. kittenhoarderversion 2.0
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The mean streets of New Angeles just got a whole lot
meaner. In Android: Hunters, you are a detective for the NewAngeles PD whos attem!ting to solve a "rutal murder case,
!ut together the cons!iracy "ehind it, and not fall !rey to
your own !ersonal demons. #oure used to cases li$e this.
This time, however, theres also a vicious $iller on your trail, a
watchdog for the !owerful figures "ehind the cons!iracy.
This $iller, du""ed a %Hunter,& has "een ordered to ma$e sure
you dont solve the case''whatever it ta$es. (very street
corner could "e a deadly tra!, and every lead you arrive at
an hour too late nets the Hunter valua"le dirt)information
that can, and will, "e used to destroy you and everything you
hold dear.
introductory disclaimerThere are many reasons why this variant may or may not be for you. I invite
you to consider them before investing the time and effort to learn the many
minor rule changes Android:Huntersintroduces. First, you will probably notappreciate this variant if you do not already enjoy the Androidboard game,
or if you do not normally enjoy playing solitaire games. All changes I
introduced were made in the spirit of making Androidfunction as a single-
player game, not to fi!" the original. #econd, you should not go into this
variant e!pecting a perfect recreation of multiplayer Android, or a finely
tuned solo game. It is somewhere in between. $hat I have attempted to do, to
the best of my ability, is find an e!cuse to get more play out of a game that
I genuinely love but have a miserable time convincing others to try. It is
far from the perfect solitaire game, even by my own standards, but I think I
have managed to preserve some of Android%s strongest assets& its ability to
create an evocative narrative, the asymmetric play styles associated with its
' detectives, and the juggling act of its multiple paths to victory and(or
defeat.
Finally, I do not own the rights to Android, and although I have done my best
not to impinge on any intellectual property owned by Fantasy Flight )ames,
all material in this variant is used entirely without their e!press consent.
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GoalAndroid& *untersis played very much like the normal game ofAndroid+you willfollow leads, gain and spend favors to make sure your guilty hunch does time,
your personal plots turn rosy and your personal favors are worth a damn at
the end of two weeks. You won't have to actively compete against other
detectives this time however, you'll find each of the activities mentioned
a!ove "ust a little !it tougher to achieve with a Hunter on your tail.
#nstead of a race against the other players to place evidence and piece
together the conspiracy, punctuated !y !ack$and$forth !attles of light and
dark cards,Android& *untersis a tense game of cat and mouse across the
whole of %ew Angeles and !eyond. &pect plots you thought you had under
control to end !adly, crippling dark cards to hit you out of nowhere, and a
new conspiracy that will only get you so far. #t'll take careful planning and
luck in e(ual measures to come out of this with your life intact....
Android& *untersis defined !y its A# antagonist, who plays (uite differently
from a normal detective. )ust as each detective has their own uni(ue
strengths, weaknesses, and play style, each character inAndroid& *unters has
his or her own Hunter with uni(ue !ehavioral (uirks and weaknesses. However,
all games ofAndroid& *untersshare a certain set of !asic rules, which are
outlined !elow.
&nd$game scoring is accomplished *almost+ eactly the same as in the normal
game. &ach detectiveHunter pairing has its own uni(ue level of difficulty
and compleity, generally following the order it appears in this rule!ook, so
when recording your score, remem!er to keep track of which detective you were
using-
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The following rules describe changes to the standard setup and gameplay, no
matter which detective you are using. For additional changes that will be
applied depending on which detective character you have chosen, turn to the
Character-Specific Rules" section at the end of this document.
Setupet up Android: Hunters as you would a normal /$player game, ecept as
descri!ed !elow. lace leads, gain starting !onuses, and put %1s into play
as noted on your detective sheet. #n addition, place the leads for your
Hunter, !ut do not give them %1s, favors, or other !onuses unless
specifically noted in the Character-Specific Rules. lace suspects, the
scene of the crime marker, 3ily 3ockwell, and )immy the nitch according to
the directions on the murder sheet. 4o not place your hero marker at the
scene of the crime.
You will !e playing with four suspects. #n addition, draw an etra
investigator sheet at random and place the lead tokens as listed on that
sheet. et up pu55le pieces and favors as you normally would. There are two
additional setup steps in Android& *unters, referred to as Frame and ersonal
Affairs.6hese steps are descri!ed !elow.
777
Frame:#nAndroid& *unters, you're the only detective on the case$$the onlyone who matters, anyway. 8ecause of this, you won't !e competing with other
players to place evidence on the suspects. 4on't think your "o!'s going to !e
any easier !ecause of it, though. 8y the time the case hit your desk, there
was already a frame "o! in play, and it'll take all the evidence you can find
to swing the investigation !ack on track.
6o set up the frame, remove the following evidence tokens from play:
+4 (X2), +3 (X3), +2 (X6), +1 (X7), -1 (X4), -2 (X3), -3 (X2), surprise witness (X2), perjury (X3)
huffle the /2 tokens you've "ust removed and place them randomly face down
*without peeking-+ on the four suspects, divided evenly so that each suspect
has 9 facedown tokens. 6he !alance on each suspect sheet should !e as
follows: 2 tokens on the suspect's trong file, / tokens on %ormal, and / on
eak. 6hese tokens represent the evidence the conspiracy has planted against
each suspect !efore your investigation !egins.
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At this point, you should draw your ;uilty and #nnocent hunch cards. ithout
looking at the values on the tokens, move all of the facedown evidence from
the trong file to the eak file of your guilty hunch, and move all of the
evidence from the eak file to the trong file of your #nnocent hunch. henyou are done, your ;uilty hunch should have no trong evidence, / %ormal
evidence, and < eak evidence, while your #nnocent hunch should have < trong
evidence, / %ormal evidence, and no eak evidence. 6he other suspects should
retain the 2$/$/ distri!ution they started with.
#f you are =!sessed, follow the procedure listed a!ove for your ;uilty hunch.
6hen, move > random piece of evidence from each other suspect's weak file to
their strong file.
huffle the remaining 29 tokens and place them in a facedown draw pile, as in
the normal setup.
Personal Affairs:?or this step, you should refer to the @Character-SpecificRules for details. et up your detective's 3ight deck as normal. However,
your 4ark deck will !e divided into several distinct piles depending on the
detective !eing used. 8e sure to follow the instructions carefully so that
you can distinguish !etween these piles without confusion. ?inally, remove
the specified cards from the 4ark deck of the detective who is representing
your Hunter to create your ;rudge deck for the game. Arrange your 4ark 1ards
into up to four separate piles, starting in the space on the !oard where the&vent deck is normally placed. %et, place your 3ight deck and finally,
place your ;rudge deck on the sith space. eep the &vent deck near the !oard
instead of its usual spot. ut the remaining 4ark cards and all of your
opponent's 3ight cards !ack in the !o you won't !e needing them.
777
You will !e needing / etra tokens during the game: 4irt, ;rudge, and 6raps.
# have used 8aggage tokens to represent all / of these, and since there is
only one plot in play at any time, you should have enough etras to cover
them in most cases. #f you run out, first see if you can remove any tokensfrom your own plot card *for instance, if you have B light and / dark
!aggage, you can usually remove / of each color, leaving only 2 light
!aggage+. #f you still re(uire etras, the Hunter will discard / 4irt tokens
to give you > !ad !aggage *usually only done on plot resolution days+ until
enough tokens are freed up.
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Throughout the game, irt tokens and )rudge tokens are used interchangeably
with ark cards in any cases where the latter could be gained, lost, spent or
sacrificed. 6he Hunter !egins the game with / 4irt tokens. You !egin the game
with 2 3ight cards and > ;rudge token.
You will need the Hunter's lead tokens, player figure, and the cards
specified in their ;rudge deck. Cnless specifically noted, you may return all
other materials !elonging to the Hunter's character to the !o. Hunters
cannot gain or lose favors, draw 3ight cards, or have personal plots, and
their %1's status does not affect the outcome of the game.
?inally, place initial 6rap tokens as descri!ed in the @Character-Specific
Rules. 6he Hunter acts first each day.
General otes#n case of conflict !etween the general rules and character$specific rules,
character$specific rules will always take precedent. A crucial rule change is
that unless specifically noted in the @Character-Specific Rules, the lay
this card when..." portion of ark ards is always ignored. 8oth you and the
Hunter have a specific method for putting 4ark 1ards into play, and once in
play, the cards will take effect at the earliest possi!le moment. 6he main
eception is cards that re(uire an %1 to !e alive or dead, which are
descri!ed in more detail in the @Character-Specific Rules.
6he Hunter is always considered the first player, and acts first on each day.
#n this variant, the cene of the 1rime location offers a uni(ue alternative
!enefit for those who spend time there.
Cnless specified in the @Character-Specific Rules, there is a >0$token
maimum limit to !oth the 4irt and ;rudge tokens used !y the Hunter and the
player, respectively. %o tokens can !e gained !eyond this limit.
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#n general, for the purposes of determining the cost of the Hunter's 4ark
cards, the Hunter's plot is considered to !e identical in color to the
player's. &ceptions are noted in the @Character-Specific Rules.
4uring the game, the Hunter may attempt to @tag you, causing you to draw a
4ark card from your 6ag deck. 6here are other game effects, such as the
Hunter having >0 4irt tokens at the start of your turn, that will also cause
you to draw a card from your 6ag 4eck. ome negative effects *e.g. gaining a
!ad !aggage+ are only applied in the former case in these situations, the
rule will specify that the Hunter has physically tagged you. You may only !e
physically tagged once per day, though other circumstances may cause you to
draw 2 or more cards from your 6ag deck.
All plots enter play with > !ad !aggage on them *2 if you are playing as
Daymond+.
#n general, murder$specific rules do not change the Hunter's !ehavior.
However, they might still affect the Hunter if the changes are mandatory, not
optional. ?or eample, a rule that states that leads must !e moved !etween
%ew Angeles and Heinlein will affect how the Hunter moves leads, !ut a rule
that states that players @may gain a !enefit for entering certain locations
will !e ignored !y the Hunter.
ome 4ark cards or &vents result in the Hunter discarding the @highest$value
or @lowest$value faceup evidence from certain suspects. #n these cases, as
when removing evidence from the strong and weak files at the end of the game,
refer only to evidence with printed num!ers on it, ignoring per"ury, surprise
witnesses and ali!is.
8ecause ;rudge tokens take the place of 4ark cards, the normal hand si/e is
reduced to ' cards normally. 6his corresponds to the maimum of >0 ;rudge
tokens. #f a detective's hand si5e is increased or reduced, use B cards as a
!ase. 6he ;rudge token maimum is always dou!le the player's hand si5e. ?or
instance, Daymond has a maimum hand si5e of < cards and >2 ;rudge tokens,
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while ?loyd's plot that reduces his hand si5e gives him a maimum of E cards
and 9 ;rudge tokens.
henever the Hunter has the opportunity to place hit tokens, they will target
your guilty hunch or your innocent hunch, in that order. The *unter always
places 0 hits tokens at a time*ecept if the murder is 3ast 1all at Doie's,
in which case the Hunter only places > hit at a time+.
!our "urn6he Hunter always acts first. After the @Hunter's Turn *descri!ed after this
section, for the sake of clarity+, you play your turn eactly as you would in
a normal game ofAndroid, with the following eceptions:
"a##in# and $ark Cards:#f you were tagged during the previous Hunter 6urn*see @Hunter's Turn for more details+, and if the Hunter had sufficient 4irt
to pay the cost of the dark card triggered, it takes effect at the start of
your turn. After resolving all effects listed on the card and paying the cost
in 4irt tokens, you may discard it and continue with your turn. Important&
you may not, under any circumstances, enter the *unter%s location during your
turn unless moved there by a dark card.
Also, if the *unter has 12 irt tokens at the start of your turn, you always
draw and resolve a card from the Tag deck, regardless of whether the Hunter
physically tagged you the previous turn.
"%ili#ht "rack:=nly 3ight cards affect your position on the 6wilight 6rack.6o play a 3ight card, you still pay the twilight cost in full, "ust as in the
multiplayer game ofAndroid. However, in order to shift !ack from dark to
light,you may spend 1 time to discard 1 light card from your hand. Any card
you discard in this way light shifts you by a factor e3ual to the card%s cost
*which can !e increased or decreased as though you were playing a 6wilight
1ard normally: !y matching your current plot, !eing 3ouis, etc.+. #t's okay
if the card's cost eceeds the amount you're a!le to light shift in this
case, simply light shift fully. 4ou may only discard 1 card per 1 time spent,
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and you may not gain any other benefit by doing this 5such as a benefit for
sacrificing a light card6.
6he twilight track is unaffected !y playing cards from your ;rudge deck *see
!elow+. Any game effect that allows you to dark shift, such as pu55le pieces
and ?ights, instead allows you to gain > ;rudge token. The e!ception is dark
cards that force you to dark shift fully& these move your token on the
Twilight Track, and no )rudge tokens are gained. 3ight shifting as a result
of either of these effects is handled as per usual.
$ra%in# $ark Cards:Any game effect that would allow you to draw anopponent's 4ark card, including entering a seedy location, spending > time at
any location, or the secondary effect of certain 4ark or 3ight cards, insteadcauses you to gain > ;rudge token. eep your ;rudge tokens net to the ;rudge
deck descri!ed in @Setup.$hen you have gained a minimum of ' )rudge tokens,
you may spend 2 time at any location to draw a card from the )rudge deck and
put it into play.You must spend its entire twilight cost in ;rudge tokens,
modified !y any game effects that allow you to alter the cost of 4ark cards.
7nless specifically noted, treat the *unter%s plot as though it were a color
matching your own for the purposes of adjusting cost. Any leftover ;rudge
tokens remain in your possession, and can !e used toward your net draw from
the ;rudge deck. 4ou may never draw a card from the )rudge deck unless you
have at least ' )rudge tokens, and this action counts as playing a ark card
for the purpose of any game effect.
1ards from the ;rudge deck take effect at the !eginning of the Hunter's net
turn unless specifically noted. You may perform this action again as many
times as you like, !ut it costs 1 time for each additional )rudge card you
draw and resolve in the same turn. Additionally, all ;rudge cards must !e
applied during the Hunter's net turn, even if the effect would !e redundant,
unless specifically noted. =nce you have drawn a ;rudge card, you may not
escape paying its cost unless you cannot afford it this is the reason for
the B$token minimum.
;rudge tokens can !e spent or sacrificed as though they were 4ark cards to
reduce the cost of 3ight cards played or to gain good !aggage. ;rudge tokens
may not !e sacrificed to activate a Fa"or 3ocation. 4ou may have a ma!imum of
12 )rudge tokens at any time.
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Follo%in# &eads:hen following a lead, the player has three options: studythe evidence, discover new evidence, or uncover the conspiracy. iscovering
new evidenceis identical to placing evidence in the normal game. All tokens
for this action are drawn from the 2E$token evidence pool you created in theSetupstep.All evidence placed in this way is played face-up.#tudying the
evidenceallows the detective to determine which pieces of evidence are
genuine and which are part of the frame "o! planted !y the conspirators. hen
you choose to study the evidence, you can look at a single face-down evidence
token 5in the appropriate file6 on any suspect and flip that token face-up.
7ncovering the conspiracyis descri!ed in a later section.
#t's possi!le that, in studying the evidence, you'll discover that the frame
"o! is so strong that there's nothing you can legally do to change the
outcome of the trial. #f this happens, the !est you can do is look out for
your personal plot and the overarching conspiracy. =f course, you could also
place a warrant on Humanity 3a!or....
'ovin# &eads:Cnless a game effect specifically allows you to move a lead*for eample, uncovering a lead icon on a pu55le piece, or certain lots+,
leads are always moved by the *unter, regardless of whose turn it is. 6o move
a lead, do the following:
Doll a si$sided die to determine which district the lead is moved to. >
refers to the upper$left district on Heinlein, < is the lower$right district
on &arth, and / is the 8eanstalk. )ust like in the normal game, leads must
remain on the same type *color+ of location they were moved from, and they
cannot !e moved to locations that already contain a lead. 6hey may !e moved
to the Hunter's district, !ut can't !e moved to another location in the same
district the lead started on *so the Hunter can't follow a lead and move it
to another location in the same district+. #f one of the a!ove rules prevents
you from moving the lead to the district indicated !y the die roll, roll
again.
The *unter will not move a lead to any location that already contains 0 Trap
tokens unless it is the only viable location in the district indicated.
#f there is more than one location of the appropriate color in the indicated
district, consult the @Character-Specific Rules.
hen a game effect allows the player to move a lead, do so according to the
guidelines in the original rule!ook.
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&ily &ock%ell and (immy the Snitch:4ue to the changes in following leads and
placing evidence, 3ily 3ockwell's original a!ility is redundant and )immy'sis rendered too powerful *peeking at evidence is tantamount to revealing it
in the solitaire game+. 6heir new, re!alanced a!ilities are descri!ed !elow.
Jimmy the Snitch:pending 2 time at )immy the nitch's location lets the
player turn all the evidence in one file on any suspect sheet face up. This
can only be done once per turn. Afterward, move )immy the nitch to a new
location of your choice in a non$ad"acent district *the 8eanstalk is
considered to separate %ew Angeles and Heinlein, so it is okay to move )immy
!etween the &arth and an @ad"acent district on the moon+.
Lily Lockwell:pending 2 time at 3ily 3ockwell's location *this is stillmandatory if you move to her location+ allows the player to swap the
positions of any 2 face$up evidence tokens. 6his represents 3ily's !roadcast
Gsetting the record straightG on the case. 6his a!ility can !e used to swap
evidence !etween a suspect's strong, normal and weak files or to swap
evidence !etween suspects. If swapping evidence between suspects, the
evidence must remain in the strong, weak, or normal evidence file--the
strength of the file matters, not the evidence type. 3ike )immy's a!ility,
this can only be done once per turn. Afterward, move 3ily 3ockwell to a new
location of your choice in a non$ad"acent district *the 8eanstalk counts as a
district !etween %ew Angeles and Heinlein, so it is okay to move 3ily !etween
the &arth and an ad"acent district on the moon+. #f you are moved to 3ily's
location and can't afford to spend 2 time, you end your turn immediately and
don't get to use her a!ility or move her token. #f you start your turn on
3ily's location, you may voluntarily spend 2 time to activate her a!ility
!efore moving.
Scene of the Crime:6he Hunter is always considered the first @player inAndroid& *unters this can't !e changed !y visiting the scene of the crime.
isiting the scene of the crime has another important !enefit, however: 8y
spending 1 time there, the player can force the *unter to discard up to 0
irt tokens*see @Hunter's Turn for an eplanation of 4irt tokens+. 6his
action can !e performed multiple times per turn, and represents the detective
finding evidence that forces the Hunter to act a little more cautiously.
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)ncoverin# the Conspiracy:#nAndroid& *unters, you are the only detectiveworking on uncovering the conspiracy. However, that doesn't mean you can
afford to stick your nose in too deep. Demem!er, the conspirators already
have a Hunter on your tail, which means you'll have to conduct yourinvestigations with etra discretion. 8ecause of this, over the course of the
game,you can form a ma!imum of 9 links to separate groups in the conspiracy
over the course of the game. 6he moment you link to the third group, the %A4
clamps down on your investigation, and you no longer have the option to draw
or place pu55le pieces when following a lead. You may, of course, create
multiple links from different sides of the conspiracy toward one or more of
your / groups, !ut these links must already !e esta!lished !y the time you
link to your third group. Haas$8ioroid and )inteki count toward this total
*although as with any other group, multiple Haas or )inteki links are
allowed+.
You no longer receive a IE conspiracy token for completing rows and
columns. 4ou do receive a single conspiracy token when you link to your third
and final group, just before the conspiracy shuts down.
ince you pro!a!ly won't have a chance to deplete multiple conspiracy draw
piles, 4igging 4eeper !ecomes more valua!le in this game if you want access
to the more powerful !onuses or the Haas)inteki links. However, this will
reduce your chances of eposing multiple links and earning your IE !onus. #n
addition, you'll have to think carefully a!out which / groups you'd !enefit
the most !y linking to, and how many turns you can afford to spend doing so.
If a pu//le piece%s bonus allows you to draw another pu//le piece, but you
cannot do so because the third link was completed by the previous piece,
simply draw and discard the e!tra piece, gaining any bonuses printed on it.
All links to the conspiracy !ehave as printed on the game !oard, ecept that
ardinal :eese should read& ;#ad per link.;#n other words,
this reduces the negative point value of ad &ndings, making them slightly
less damaging. ince Hunters don't have personal plots, the player would
never !enefit from increasing the damage of ad &ndings.
Broadcast S*uare:8roadcast (uare's a!ility is slightly modified in thisvariant. #nstead of drawing and placing a pu55le piece from any pile, the
piece you draw must !e from the pile currently a!ove your hero marker.
However, you unlike following a lead,your hero marker doesn%t move following
this action.
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Additionally, when using 8roadcast (uare, after drawing and looking at !oth
sides of the piece, you must make a choice: You may discard it, gaining the
!onuses printed on !oth sides, or you may add the piece to the conspiracy
pu55le, gaining none of the printed !onuses. You may continue to use thisa!ility, taking the discard option, even after the conspiracy pu55le is shut
down. Demem!er, though, that you may only use each Fa"or 3ocation's a!ility
once per turn.
Plots:lots play out "ust like in the normal game. You still gain good and!ad !aggage toward your plots as listed on the cards, with a few eceptions
listed in the @Character-Specific Rules. #n addition, you may gain !ad
!aggage as a result of specific Hunter actions, as descri!ed in @Hunter's
Turn. 6his is always in addition to !ad !aggage gained when your plot'snegative !aggage condition is fulfilled, so you can potentially gain !ad
!aggage at dou!le the normal rate. Happy endings are hard to come !y when
there's a Hunter on your tail.
"ri##erin# "raps and +ther $ark Cards:As the Hunter moves across the !oard,he or she will leave 6rap tokens !ehind at every location visited. #f your
movement forces you to land on one of these locations, and if your Hunter has
at least > 4irt token, reveal a dark card from your 6rap deck *descri!ed in
the @Character-Specific Rules+. If your *unter has enough irt tokens to
afford its cost, the ark card takes effect, whether or not the location that
triggered the reveal matches the type listed on the card.#f your Hunter
can't afford the card's cost, it is discarded and nothing happens *no 4irt
tokens are lost and no !ad !aggage is gained+. #n either case, remove > trap
token from the location and continue your turn if you are a!le.
#n addition to 6rap cards, there are other actions you can take on your turn
to trigger a reveal from one of your 4ark card decks, descri!ed in detail in
the @Character-Specific Rules.
Ba##a#e "okens:ince you'll !e using !aggage tokens for a lot of differentthings in this game, you might consider only tracking the net balanceof your
!aggage on your personal plot. #f you had accumulated E !ad !aggage, and you
then gained > good !aggage, you would track this !y removinga !ad !aggage
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rather than addinga good one. 6he only eception is 1aprice's G4escent #nto
FadnessG plot.
Suspects-unches: You still receive one innocent and one guilty hunch, as inthe normal game. However, since no other player has received these cards,
there will !e three unused hunch cards of each kind rather than one. If any
game effect would allow you to look at the unused hunch cards, you may
instead choose to discard either your guilty or innocent hunch and randomly
draw a new one to replace it. #n addition, your innocent hunch only pays off
if that character is themost innocentsurviving suspect at the end of the
game. %o!ody said that !eing a detective in %ew Angeles was easy-
-unters "urnGrud#e Cards:Any ;rudge cards you played on your previous turn take effectat the !eginning of the Hunter's turn *with certain eceptions listed the
@Character-Specific Rules+. #f there are multiple ;rudge cards in play, the
player chooses the order in which they take effect. After resolving its
effects, discard the card. #f you played a ?ight card on the Hunter, you
choose the outcome *although sometimes there is only one outcome that would
have an effect+. 6he Hunter never light or dark shifts.
-unter 'ovement:6he Hunter is (uick and agile. hen the Hunter moves, his or
her ruler is not used. #nstead, the Hunter moves either directly to locations
within the Hunter's district, or moves from district to district when moving
to a new district. $hen moving from district to district, the *unter spends 1
time to move to the center of any adjacent district, repeating this as
necessary until the target district is reached.6he center of a district is
not considered a location, and no 6rap token is left !ehind *see !elow+. 6he
Hunter is merely @in town.
6he 8eanstalk is an eception. 6he Hunter moves through the 8eanstalk
normally, ecept the *unter may move up to 0 spaces in the 8eanstalk for 1
time.6his is the same as the Hunter @skipping a space per movement, and the
Hunter should not leave 6rap tokens !ehind in skipped spaces.
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hen moving directly to locations, the Hunter spends > time, regardless of
whether it is a Destricted location, although the time re(uired to travel may
!e modified !y the murder and event cards in play. 6he distance within the
district is not important. %ote that the Hunter never moves directly to alocation in another he or she always moves to the district first, then
directly to the location. 6hus, it will always take a minimum of 0 time to
move to a location in another district.
hen moving and spending time, the Hunter always applies the priorities
listed !elow. 6he Hunter will only pursue a lower$priority action if a
higher$priority action is unavaila!le.
1) #f there is an active &vent at a location in the Hunter's current
district, the Hunter will move directly to that location and then
attempt to resolve the &vent. ome &vents are resolved differently, andsome are ignored completely !y the Hunter see @Event Card
Modifications. ;enerally, *unters do not actually gain the effect
described in the time remaining after moving
to the &vent location, the Hunter will resolve the &vent anyway,
spending all remaining time to do so. #f there are two or more &vents
in the Hunter's district, the Hunter prioriti5es the most recent &vent.
time *if a!le+ to
follow the lead. $hen following leads, the *unter gains 0 irt tokens,
then moves the lead as described in the Moving Leads" section above.
#f there are multiple leads in the Hunter's district, the Hunter willprioriti5e the leads closest to the player's current location,
resolving any ties !y moving clockwise from the top center location of
the district *>2 on an imaginary analog clock+.
*unter already has the ma!imum possible irt 5usually 126, ignore any
behavior involving leads.
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4) #f the player is in the Hunter's district and the Hunter has at least B
4irt tokens, the Hunter will move directly to the player's location and
then spend > time to @tag the player's detective. #f the player is in
another district, !ut the Hunter has already accrued the maimum 4irttokens *usually >0+, the Hunter will first move from district to
district toward the player, then follow the !ehavior a!ove. G6aggingG
allows the Hunter to draw a powerful dark card to play against the
player, which will !e resolved at the start of the player's net turn.
The player may only be physically tagged once per turn.#f the player
is physically tagged,first gain 1 bad baggageto your active plot
then, draw the top card from the 6ag deck and set it on the !oard near
your investigator figure, placing the appropriate cost of 4irt tokens
on it. At the start of your turn, resolve the card and discard the 4irt
tokens. 6his is the same procedure you should follow whenever you areinstructed to draw from one of your dark decks out of turn, such as in
response to a plot card resolving.
Also note that if the *unter has 12 irt tokens at the start of your turn,
you must draw and resolve a card from the Tag deck, regardless of whether you
were tagged on the previous turn. 6his is not considered !eing physically
tagged, and no !ad !aggage is gained as a result.
B+ #f the player is in the Hunter's district !ut the Hunter has fewer than
B 4irt tokens, the Hunter will spend > time from anywhere on the !oard
*including the center of a district+ to gain > 4irt token, repeatingthis action as necessary until the Hunter's turn ends or the Hunter has
at least B 4irt tokens.
6) #f there are any leads in an ad"acent district, the Hunter will move
from district to district toward those leads. #f there are multiple
ad"acent districts containing leads, the Hunter prioriti5es the
district closest to the player's current location.
J+ #f none of the a!ove apply, the Hunter's turn immediately ends. #f the
Hunter had / or more time remaining, the player gains > !ad !aggage.
=therwise, the Hunter gains 2 4irt tokens, if a!le.
A summary of the *unter%s priorities& 16 resolve events in same district? 06
move to other districts containing events? 96 follow leads in same district?
@6 tag player in same district, first gaining dirt if necessary? '6 move to
adjacent district containing leads? 6 end turn 51 bad baggage or 0 irt
depending on time remaining6.
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'a/or &ocations, 0arrants, etc.:&cept as descri!ed a!ove, Hunters don't
activate Fa"or 3ocations. 6hey also don't gain or lose favors or trigger3ight or 4ark cards in the usual way. 3ocations that re(uire warrants do not
cause Hunters to spend etra time, !ut leads will seldom !e moved there.
eedy and rit5y locations have no effect for Hunters.
&ily &ock%ell and (immy the Snitch:#n general,Hunters will ignore )immy thenitch ecept to resolve an active &vent card. If a *unter moves onto Bily
Bockwell%s space, it automatically spends 0 time 5if possible6 to remove the
highest-value faceup guilty evidence from your )uilty *unch. #f there is no
faceup evidence on your ;uilty Hunch, the Hunter removes a random facedownevidence from your ;uilty Hunch's strongest file. #f the Hunter has only >
time remaining after moving onto 3ily's location, it spends > time instead.
#f the Hunter has 0 time remaining after moving onto 3ily's location, it
spends 2 time and removes the evidence at the start of its net turn. 6he
removed token is shuffled into the pool of unused evidence. 3ily is then
moved !y the Hunter as though she were a lead.
"raps: &very time the Hunter moves to a new location, place a 6rap token
*negative !aggage token+ on that location. There can be a ma!imum of 0 Traptokens in a single location at any time. 6his does not apply when the Hunter
is moving from district to district. #f the player later enters this location
*after the Hunter has moved on+, there's a chance a dark card will !e
triggered. lacing a Trap token is part of a *unter%s movement? it does not
cost e!tra time to do so.#f you run out of !aggage tokens and can't remove
any as descri!ed in @General Notes, from your character's lot remove 6rap
tokens that are already on the !oard, !eginning with the one farthest from
the player's current location.
$irt "okens:eedy or rit5y locations, as previously stated, have no effecton Hunters. Any other game effect that would allow the Hunter to draw one of
your 4ark cards allows the Hunter to gain a 4irt token instead. 6he Hunter
will spend these 4irt tokens to pay the twilight cost for your 4ark cards
after they are triggered *!y various game effect descri!ed in the @Character-
Specific Rules+.
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The *unter may have a ma!imum of 12 irt tokens at any time. #f a 4ark card
triggers and the Hunter doesn't have enough 4irt tokens to pay the cost, the
card is discarded with no effect *no 4irt tokens are lost+. A cunning
detective will look for opportunities to move safely through 6raps andperform other risky actions when the Hunter's supply of 4irt tokens is low.
Follo%in# &eads:Hunters are pawns of the conspirators. 6heir goal is too!struct your investigation and make sure the frame "o! sticks. ?or this
reason, *unters don%t place evidence or uncover the conspiracy when they
follow a lead. #nstead, they use the opportunity to dig up more dirt on the
player.
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Ba##a#e:At the end of every third day, !efore the player's plot resolves,the Hunter will discard unspent 4irt tokens to place addition !ad !aggage on
the player's plot. ?or every / tokens discarded this way, the player gains >
!ad !aggage. Any leftover tokens remain in the Hunter's possession. As # said!efore, happy endings are hard to come !y these days. You can use the Scene
of the Cri#eaction or intentionally trigger traps to avoid this effect.
"rauma:Hunters do not gain trauma.Any effect that would cause a *unter togain trauma causes the *unter to discard up to 0 irt tokens instead.
1vent Card 'odificationsCse the following general rules when dealing with &vents:
Any &vent or murder$specific rule that creates a !lanket positivenegative
effect for all investigators *etra time to enter locations, etc.+: 6his
applies to the Hunter unless it references something the Hunter can't do
*play light cards, gain favors, etc.+.
Any &vent that re(uires the investigator to spend time, etc. topreventa
negative result *e.g. @%oise is cooking up something nasty+ is ignored !ythe Hunter. Additionally, if resolving the &vent would neither help nor
hinder the player to any degree *e.g. an &vent that removes a warrant when
there are none in play+, it is ignored !y the Hunter.
Apply the following modifications to these specific &vent cards:
@)immy the nitch is willing to talk. 6his event costs you 2 time in
addition to a society favor. #t costs the Hunter 2 time.
@1hairman Hiro4irector Haas is touring the facilities. 6he Hunter will
attempt to move toward this event and spend 2 time to remove the 1hairman
Hiro4irector Haas token from the location.
@)inteki is involved in some form of cover$up- 6he Hunter will spend 2 time
there in order to force you to discard one of the listed tokens.
@You can't "ust !arge in wherever you please- 6his event is ignored !y the
Hunter unless the player has at least one warrant in play, in which case it
is resolved as written.
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@6anaka's testimony is vital to the case. After spending 2 time, the Hunter
will attempt to remove a surprise witness or ali!i token, if there is no
matching face$up per"ury token, from the player's innocent hunch. #f this is
not possi!le, the %1 is merely removed.
@Fr. 3i doesn't like !loodshed on his turf. 6his event is ignored if there
are no hits in play. =therwise, the Hunter will always attempt to remove a
hit from any suspect.
@ate says she wants to testify. 6he Hunter places an ali!i on your guilty
hunch, if there is no face$up per"ury token present.
@# stum!led onto something !ig, yeah- #f the Hunter resolves this event,
)immy the nitch is eliminated *!ut there is no other effect+.
@=liver, # need you to hide this for me. 6his may only !e used to discard
facedown evidence. #f the Hunter resolves it, there is no effect.
@4irector Haas said to take you for a ride. 6he Hunter moves you as noted in
the @Character-Specific Rules. 6his movementmaytrigger traps, even if it
is not your turn. 6he traps then take effect at the start of your net turn.
@)immy says he's got some real "uicy info for you. #f the player does not
have at least > of each favor type, the Hunter ignores this event. #f the
player activates this event, flip face up all the evidence in > file of any 2
suspects not shown on your hunch cards *you may choose a different file for
each suspect+.
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Character-
haracter-
Specific u!es
pecific u!es
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"ouis #!aine
ouis #!aine
*inte$i has heard that your investigations gotten a little too close to their
assets, and theyve sent a cra+y !sychic assassin clone to ta$e you out
-unter:1aprice
$ark $ecks:eparate your dark cards into the following E decks. huffle each
deck separately !efore play !egins.
name Trap $ec% *< cards+ Evidence $ec% *B cards+ Sara $ec%*B
cards+
Ta $ec% *B
cards+
trigger Fove to a locationwith a 6rap token.
hen you follow a lead,before deciding what to
do with it, roll a die.
4raw from this deck on
a roll of 0 4irt
tokens at
the start of
your turn.
contents 6he rausey 1ase K
@#'m going to take my
time and en"oy this.
@6anaka says hello.
6hat's it, id.chool's in session-
=n 6he 6ake K @You're
in the wrong part of
town, 1opper. @# want
you in my office now,
8laine- @You've !een
leaning on us too
hard, 8laine.
ara K @ara was always
the smart one. 6he
rausey 1ase K @eep
your priorities
straight, 8laine. =n6he 6ake K @3ook, #'m
not a !ig picture kind
of guy. @8e more
careful, 8laine.
@You're a loose cannon,
8laine-
ara K @Happy
anniversary,
ara. @8ack
off...or else.
@You weresupposed to call
last night,
3ouis. @1ome
on, pretty lady.
;ive us a kiss.
@hat are you
doing stalking
my wifeL
ara K @#
heard a!out
ara. 6ake
the day
off. 6herausey 1ase
K @%o, #'m
afraid )im
isn't
coming.
@6he %A4
isn't your
personal
goon s(uad.
@# had that
dream
again. =n
6he 6ake&
@# have an
errand for
you, Fr.
8laine.
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Special -unter 2ules:ut 1aprice's anity card in play at the start of the game.
1ards from 1aprice's ;rudge deck can affect her sanity, giving her more or
less time during each day.
#f 1aprice tags you, in addition to drawing from your 6ag 4eck, she will try
to use her psychic a!ilities to scram!le your !rain. 6argeting the suspect
file with the most faceup evidence, she will turn all evidence in that file
face down, rearranging the tokens so that their positions are as random as
possi!le.
lace 1aprice's warrant on )inteki at the start of the game. 6his can !e
removed !y certain events.
#f a dark card re(uires an %1 to !e alive and that %1 has !een killed or
silenced, after drawing the card, remove it from the game instead ofdiscarding it. 6he Hunter does not pay for the card's effects, !ut a
replacement card is not drawn *until that deck is triggered again+.
Grud#e deck:1aprice's ;rudge deck contains the following >/ cards: roperty of
)inteki K @6hey were screaming as they dissolved. @Hey there, weetness.
@6he techs want to run some tests on you. @hy are you doing thisL #'m your
sister- omeone to 3ove K @6here's one- ;et her- @e shall suffer no golem
to live. @here were you, 4anielL @hy weren't you at the depositionL
4escent into Fadness K @# dreamt that everyone turned to ashes. @%o way #'m
letting a golem !oss me around. @He was sent to kill me. @#'m still
learning to control my powers. @6he voices are too loud.
3nitial "rap setup:lace a 6rap token in each of the >E seedy locations on the
!oard, plus the %A4. Demem!er that 6raps are only triggered when you enter a
location.
Preferred &ead &ocations:#f there is more than one availa!le destination when
moving leads, Hunter 1aprice applies the following priorities: >+ %A4 2+
eedy 3ocations /+ %ormal 3ocations E+ Dit5y 3ocations B+ Fa"or 3ocations
, or he may increase the value of 3ight cards he is
discarding !y >. 6his is in addition to any effects gained !y matching his
current plot. hen 3ouis is in a !ad mood, he can reduce the cost of a ;rudge
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card !y one. ?lip the card to G!ad moodG every time 3ouis spends ;rudge
tokens, and flip it !ack to Ggood moodG any time 3ouis plays a light card.
Specific Card 1ffects:4uring the first week of the game, none of 1aprice's plots
are considered to !e in effect for the purpose of playing 4ark 1ards. 4uring
the second week, all of her plots are considered to !e in effect for the
purpose of playing 4ark 1ards.
6anaka can never !e killedsilenced !y 1aprice.
#f a game effect allows you to look at 1aprice's hand, you may peek at E
cards from the top of any of your dark decks. 6hese can !e the top E cards
from a single deck, or the top card*s+ from 2 or more decks, so long as the
total of cards seen is no greater than E. Deplace the cards in the same order
after you have looked at them.
Cnless he has !een killed during an event, 4aniel is always considered to !e
alive and 1aprice is always considered to have no 4aniel tokens.
@hy weren't you at the deposition 6his card remains in play until 1aprice
follows a lead, then apply its effects.
@6he techs want to run some tests on you. #f 1aprice's warrant is no longer
on )inteki, she discards all her 4irt tokens.
@he's why # keep doing this crummy "o! #f you choose dark tactics, gain
;rudge tokens until you have B.
@6he voices are too loud. Hunter 1aprice ignores any events andor leads on
ma"or locations for the net turn, and can't use the 8eanstalk.
@6hat all you gotL hile this card is in front of you, it costs one fewer
4irt to play your 4ark 1ards.
@4on't worry. # know the "udge. ?lip up all evidence on one suspect instead
of looking in secret. #f played during the first week, gain one additional
negative !aggage.
@3ook, #'m not a !ig picture kind of guy. Degardless of what you planned to
do with the lead, the action is canceled.
Deminder: cards that allow another player to draw your dark cards instead
allow 1aprice to gain a 4irt token, and cards that allow you to draw another
player's dark cards allow you to gain a ;rudge token. #f a card allows all
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other players to draw one of your dark cards, give 1aprice B 4irt tokens
instead.
#f a light card allows 3ouis to look at !oth unused hunch cards and switch
one out for his active hunch, you may only draw one of each type of hunch
card to look at *draw randomly+. You may, however, play this card multiple
times over the course of the game, potentially drawing a new suspect each
time.
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Caprice $isei
aprice $isei
Human -irst has found out that the NAPD has contracted with *inte$i to hire
a !sychic clone to investigate this latest murder, so theyve hired a !awn of
their own)a tric$ed'out "ounty hunter who will do anything for a uic$
"uc$. /esides, its not as though youre reallyhuman.
-unter:Dachel
$ark $ecks:eparate your dark cards into the following E decks. huffle each
deck separately !efore play !egins.
name Trap $ec% *M cards+ Maor !ocation $ec% *0 4irt tokens at the
start of your turn.
contents roperty of )inteki K
@Hey there, weetness.
@hy are you doing thisL
#'m your sister-
@Deport, 1aprice. @6he
techs want to run some
tests on you. omeone
to 3ove K @)ust like
anyone else, # have
hopes and dreams. @e
shall suffer no golem to
live. @6here's one- ;et
her- 4escent into
Fadness K @He was sent
to kill me. @%o way #'m
letting a golem !oss me
around.
roperty of )inteki K
@6he psych said some
distur!ing things.
@#nform us if the
nightmares continue.
omeone to 3ove K @hy
weren't you at the
depositionL @# can't
seem to shield my
thoughts. 4escent into
Fadness K @#t's
difficult to control my
emotions. @#'m !eing
watched !y someone.
roperty of )inteki K
@6hey were screaming as
they dissolved.
omeone to 3ove K
@lease, 4aniel. # don't
like crowds. @here
were you, 4anielL
4escent into Fadness K
@4ose her with more
somastatin. @6he voices
are too loud. @# dreamt
that everyone turned to
ashes. @#'m still
learning to control my
powers.
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Special -unter 2ules:Dachel's purple @A ?riend in %eed plot is always considered
to !e in play during the second week. 4uring the first week, if 1aprice's
purple @roperty of )inteki plot is in play, consider Dachel's green
@?ather's 4ay plot to !e in play.
Demove Dachel's Foney card and B 1y!erware cards from her light deck, and
place them near the !oard. ut one of Dachel's hero markers on the Dachel's
Foney card, pointing at N/,000. huffle the 1y!erware cards and keep them in
a facedown pile.
&very time a new event card is !rought into play *including the pecific
&vent+, Dachel gains N>,000. #f Dachel has more than N>,000 left over at the
end of the game, su!tract the corresponding from your total. You can force
Dachel to lose money !y playing cards from her ;rudge deck.
#n addition, at the end of Dachel's turn on the third day of !oth weeks and
the sith day of the first week, Dachel automatically moves to Armitage
oftware or =livaw's Do!otics *whichever location is closer+ and you must
draw the top 1y!erware card. Dachel will attempt to !uy it. #f she does, keep
it face up near the !oard its a!ility remains in effect until the card is
discarded. 6here is no limit to the amount of 1y!erware cards Dachel can have
in play. hen a face$up 1y!erware card is discarded, it is shuffled !ack into
the 1y!erware deck.
6he specific effect of the 1y!erware cards are:
@ell, you'll never need coffee again. As printed, Dachel gains > etra time
each day while this card is in play.
@;ive me the 8erserker A# unit. henever you play a ;rudge card against
Dachel *unless that card forces her to discard this 1y!erware+, she gains 2
4irt tokens.
@#'ll take the retinal HC4. At the start of each turn, Dachel gains > 4irt
token.
@How much for the painkiller glandL Dachel will discard this card at the
start of her net turn to gain E 4irt tokens. #f this cause her to eceed her
>0$token limit, you gain a !ad !aggage.
@ut the poison gland under my fingertip. 6he net time Dachel follows a
testimony lead that matches your guilty hunch, discard this card and place a
hit on that suspect. #f your guilty hunch has already !een eliminated, Dachel
goes after your innocent hunch.
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Dachel !egins the game with a random 1y!erware card that costs N2,000 or less
already in play. #f you draw a card that costs more than N2,000, shuffle it
!ack into the deck and draw again. Dachel does not pay for this first card or
move from her starting location.
Grud#e deck:Dachel's ;rudge deck contains the following >2 cards: A ?riend
#ndeed K @6his is a disaster. @6his was a really !ad idea. # can feel it.
@1areful- atch the !ystanders- ?ather's 4ay K @;reat. 6his guy thinks he's
a stunt pilot. @# really don't need this right now. @low down and tell me
what happened. A ?riend in %eed K @6his doesn't look good. @# forgot a!out
this !ill. @You stupid hunk of "unk- @6hat cy!erware seems to !e on the
frit5. @6he mark is &ste!an =choa, a gun runner. @# hate to ask for it,
Dachel, !ut...
3nitial "rap setup:lace a 6rap token in each of the >< Fa"or 3ocations on the!oard.
Preferred &ead &ocations:#f there is more than one availa!le destination when
moving leads, Hunter Dachel applies the following priorities: >+ Fa"or
3ocations 2+ eedy 3ocations /+ %ormal 3ocations E+ Dit5y 3ocations B+
Destricted 3ocations.
Go For a 2ide:#f given the chance to move you, Dachel will move you to ydlsyde
*if in %ew Angeles or the 8eanstalk+ or the &astside 6enements *if on the
moon+.
Caprices Sanity:6his enters play and !ehaves eactly like it does in the normal
game.
Specific Card 1ffects:#f a game effect allows you to look at your opponent's hand,
you may peek at E cards from the top of any of your dark decks. 6hese can !e
the top E cards from a single deck, or the top card*s+ from 2 or more decks,
so long as the total of cards seen is no greater than E. Deplace the cards in
the same order after you have looked at them.
#f a dark card is drawn that re(uires 4aniel to !e alive, and he has !een
eliminated, it is discarded with no effect.
Any time you are re(uired to show one or more cards from your hand to another
player, place the card*s+ faceup on the !oard to the right of the 8eanstalk.
6hese cards are still considered @in your hand and can !e played or
discarded normally.
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&ach time the Hunter is re(uired to name a plot and draw / cards at random
from your hand, take up the revealed cards with the rest of your hand. eep
the revealed cards face up and unrevealed cards face down. huffle the cards
under the ta!le and, without looking at them, draw / at random withoutchanging their faceupfacedown status. #f any of the drawn cards is a faceup
card, the Hunter is considered to have named the plot correctly.
Hunter Dachel is always considered to have the fewest possi!le cards in her
hand.
@You stupid hunk of "unk- ?or the turn after this is played, Dachel spends 2
time each time she moves. 6hen, at the end of that turn, she spends N2,000
*or as much as she is a!le+ and the card is discarded.
@6hat cy!erware seems to !e on the frit5. Dachel loses N>,000. #f shecannot, you may choose a 1y!erware card for her to discard.
@Deport, 1aprice. You only lose the time if you have a warrant on )inteki
*!ut the other effects of the card take place either way+.
@hy weren't you at the depositionL 4iscard the highest$value faceup
evidence from your guilty hunch.
@You can't hide your secrets from me. You have a choice. You may flip up >
piece of evidence from each file of each suspect, then discard the highest$
value faceup evidence from your guilty hunch, or you may choose a type of
evidence *physical, etc.+ and flip up > piece of evidence from only that file
for each suspect, then discard the lowest$value faceup evidence from your
innocent hunch.
@?or "ust an instant, # could see everything. 3ook at the top 2 card of all
dark card piles *including Dachel's+, and choose > card to discard, if you
wish. Deplace the other cards in the order you found them.
@# know you. # know everything a!out you. Deveal 2 cards from your hand,
then look at the top / cards of Dachel's ;rudge deck. 1hoose one to keep on
top and gain its cost in ;rudge tokens, discarding the other cards.
@ometimes # can see glimpses of the future. 1hoose a suspect. ?lip up >
piece of evidence on that suspect for each different card you reveal from
your hand.
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ache! #ec%&ann
ache! #ec%&ann
#our father is worried youre in over your head, so hes hired a !rivate
investigator to $ee! an eye on you. As soon as the PI found out what you
$new, however, he sto!!ed returning your fathers calls, and now your
safety is the last thing on his mind.
-unter:Daymond
$ark $ecks:eparate your dark cards into the following E decks. huffle each
deck separately !efore play !egins.
name Trap $ec% *< cards+ Hand Si(e $ec% *B
cards+
C)*er+are $ec%
*E cards+
Ta $ec%*B cards+
trigger Fove to a location
with a 6rap token.
At the start of
each turn, roll a
die. 4raw from
this deck if the
result is greater
than the num!er
of light cards in
your hand plus
one *e.g. if your
hand si5e is /,
draw on a roll of
B or greater+.
hen you follow
a lead while at
least one
1y!erware card
is installed,
roll a die. 4raw
from this deck
if the result is
eactly e(ual to
the num!er of
1y!erware cards
you have
installed.
Hunter tags you or
has >0 4irt tokens
at the start of your
turn.
contents A ?riend #ndeed K
@1areful- atch the
!ystanders- ?ather's
4ay K @1areful, this
guy's killed two
hunters. @;reat.
6his guy thinks he's
a stunt pilot. A?riend in %eed K
@6here's !een an
unepected delay.
@You stupid hunk of
"unk- @6he mark is
&ste!an =choa, a gun
runner.
A ?riend #ndeed K
@6his was a
really !ad idea.
# can feel it.
@6his is a
disaster. @3ady,
you "ust made a
!ig mistake.
?ather's 4ay K @#
really don't need
this right now.
A ?riend in %eed
K @6his doesn't
look good.
?ather's 4ay K
@You should
avoid !lack
market chips.
@# hate you
freaking
!ureaucrats-
@#t seems like
all my plans end
in fire. A
?riend in %eed K
@6hat cy!erware
seems to !e on
the frit5.
A ?riend #ndeed K
@You've !urned a lot
of !ridges, sugar.
@Here, take it. You
need it. @=h great,
this is all # need.
?ather's 4ay K @low
down and tell me
what happened. A
?riend in %eed K @#
hate to ask for it,
Dachel, !ut... @#
forgot a!out this
!ill.
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Special -unter 2ules:Hunter Daymond !egins the game with a dropship pass. Daymond
will use his dropship pass to move !etween %ew Angeles and the moon,
!ypassing the 8eanstalk, if there are no leads in his district and fewer than
E leads remain in %ew Angeles or the first time there is an active event onthe moon. 4epending on his current priority, he will either move directly to
the active event orto the lead that is farthest from his hero marker on the
moon.
8efore the game, decide which color plot *purple or green+ will !e considered
in play for Daymond during this game. Daymond's active plot never changes
after the game !egins. You might consider placing one of his unused light
cards of the appropriate coloe face$up near the !oard to remind you what you
chose.
Hunter Daymond's la!yrinthine mind might !e the only thing capa!le ofgrasping the true significance of the conspiracy, and he's using that
knowledge to shut you out of it. &very time Daymond follows a lead, in
addition to the normal effects, remove the top pu55le piece from the most
valua!le pile of pu55le pieces from the game. You do not gain any rewards for
this action.
&ven worse, Daymond gains one additional 4irt the first time he follows a
lead each day, and he maes out at >2 4irt tokens instead of the usual >0.
%ote that you will still draw from the 6ag deck if he has >0 or more 4irt at
the start of your turn, !ut Daymond will not physically tag you until he has
reached his maimum of 4irt tokens.
However, you can use Daymond's war memories against him. At the start of the
game, place Daymond's hero markers on the 1astle 1lu!, any location on the
moon that does not contain a lead *your choice+, and any nightlife location
in %ew Angeles that does not contain a lead *your choice+. 6he first time
Daymond enters a location with one of his hero markers on it, remove the hero
marker from play, and Daymond's turn immediately ends, and he discards up to
E 4irt tokens. Demem!er that when placing leads, you must follow the
preferred locations listed !elow, !reaking ties !y placing the lead as far
from your investigator as possi!le.
Grud#e deck:Daymond's ;rudge deck contains the following >2 cards: =ld ?lame K
@Ouit sticking your nose in our !usiness. @&verytime # come here, my
shoulder aches. @;ive us your wallet and no one gets hurt. @Fay!e "ust one
more drink... @You "ust need to rela a !it. @# think there was something
in my drink. Haunted !y the ast K @# don't think # can do this anymore. @#
wish # had !een the one to die. @You're too easily distracted, ?lint. @#
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couldn't sleep again. @;od...# can't !reathe...get away from me- @Hey,
eene. orry # haven't visited lately.
3nitial "rap setup:lace a 6rap token in eachof the >/ rit5y locations on the
!oard, plus Armitage oftware and =livaw's Do!otics.
Preferred &ead &ocations:#f there is more than one availa!le destination when
moving leads, Hunter Daymond applies the following priorities:>+ eedy
3ocations 2+ Dit5y 3ocations /+ %ormal 3ocations E+ Destricted 3ocations.
Hunter Daymond does not distinguish !etween Fa"or 3ocations and otherwise.
Go For a 2ide: #f given the chance to move you, Daymond will move you tothe an
8ernadino Duins *if on the moon or the 8eanstalk+ or the Fycroft 1emetary *if
in %ew Angeles+.
2achels 'oney:6his enters play and !ehaves eactly like it does in the normal
game.
Specific Card 1ffects: arsons is always considered to !e missing. Daymond is always
considered to have > or more ate favors.
Any ;rudge card that would cause Daymond's turn to end instead causes him to
lose E time. 6his effect is cumulative.
@You're too easily distracted, ?lint. You may turn over any > face$down
piece of evidence for free and discard it, if you wish.
@# think there was something in my drink. 3ook at the net 2 cards in
Daymond's ;rudge deck. #f either has theHauntedkeyword, you may immediately
play it for free. 4iscard any cards that do not get played this way.
@Ouit sticking your nose in our !usiness. #n addition to Daymond gaining >
trauma *i.e. losing 2 4irt tokens+, you may search through the pile of
discarded pu55le pieces and choose one to put !ack into play on the top of
anypile of conspiracy pu55le pieces.
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a'&ond (!int
a'&ond (!int
-lint, youve done it again)stuc$ your nose in where it doesnt "elong. The
"igwigs at Haas'/ioroid have found out youve "een loo$ing into their
o!erations, so theyve dis!atched an assassin'"ot to erase you and your
entire investigation from the records. 0ell, at least its !roof that you were
on the right trac$.
-unter:?loyd
$ark $ecks:eparate your dark cards into the following E decks. huffle each
deck separately !efore play !egins.
name
Trap $ec%*Jcards+
Nihtlife,ate* tech card in play: @3et's try !oosting
your reflees. 6his give him a ma"or advantage, allowing an etra movement
for 0 time, !ut you can force him to discard the card !y playing specific
cards from his ;rudge deck. At the !eginning of the second week, ?loyd will
reinstall any discarded tech cards unless they have !een permanently removedfrom play *!y @6he circuit is !urning out-+.
#n addition, ?loyd's /rd4irective is considered to always !e in play. 6his
means he has J time each day, not
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0rapped )p 3n -imself:6his card !egins the game in play. Your maimum hand si5e
is seven cards, and you can have up to >2 ;rudge tokens at a time. #n
addition, once per turn, you may spend one time to choose > of the following
/ options: >+ 4raw 2 light cards, 2+ 4raw > light card and gain > ;rudgetoken, or /+ ;ain 2 ;rudge tokens.
2aymonds 'emory cards:8efore the game !egins, randomly remove from the game
one of Daymond's Femory 1ards, without looking at it. huffle the remaining
cards. lace one of ?loyd's hero markers on the 1hallenger Femorial ?erry
location, one on top of Daymond's 6ag 4eck, and one on the moon, !etween
Haas$8ioroid and the =rder of ol.
Daymond's Femory cards can !e triggered in / ways, each tied to one of
?loyd's hero markers. &ach trigger can only !e used once: when a Femory 1ard
is resolved, the hero marker that triggered it is removed from the game, andthat trigger is ignored for the rest of the game. 6he triggers are: >+ As
soon as you enter 1hallenger Femorial ?erry, draw and resolve the top Femory
card. Demove !oth the card and the hero marker from the game. 2+ hen ?loyd
physically tags you, if his hero marker is on top of your 6ag 4eck, remove it
from the game and draw and resolve the top Femory 1ard instead of a dark
card. Demove the Femory 1ard from the game afterwards. ?loyd may not
physically tag you again this turn. /+ #f you enter a location on the moon
that contains a 6rap token, and ?loyd's hero marker is !etween Haas$8ioroid
and the =rder of ol, draw and resolve the top Femory 1ard instead of a card
from one of your dark decks, discarding the 6rap token as usual. Afterresolving the card, remove it and ?loyd's hero marker on the moon from the
game.
Specific Card 1ffects:#f a light card allows Daymond to draw an additional piece
of the conspiracy, and the conspiracy has already !een shut down, draw and
discard a pu55le piece, gaining any !onuses printed on either side of it.
#f a light card allows Daymond to interrupt another player placing evidence,
you may use this whenever ?loyd follows a lead.
Any card from ?loyd's ;rudge deck that re(uires him to end his trun at Haas$
8ioroid or the %A4 is treated like an active event. lace one of your own
hero markers at !oth locations, and ?loyd moves toward the nearest location,
then spends 2 time at that location to remove !oth tokens from the !oard. He
may then continue his turn. #f either token remains in play at the end of
?loyd's turn, you may discard one of his tech cards as printed on the card.
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@How could # make such a stupid mistakeL Daymond cannot activate anyFa"or
3ocation this turn, nor does he draw 3ight cards;rudge tokens for entering
seedyrit5y locations.
@You're too easily distracted, ?lint. 4iscard the highest$value faceup
evidence from Daymond's guilty hunch.
@# think there was something in my drink. #mmediately draw and resolve a
second card from the 6ag deck without paying its cost.
@?or a !ioroid, you can !e pretty stupid. 3ook at the top card of up to 2 of
your dark decks, and choose > card to discard. ?loyd gains the cost of that
card in 4irt tokens, if a!le.
@You could've saved him, you scum- 6he first time you play this card, in
addition to its effects, ?ather Fichael is eliminated *if he hasn't !een
already+. &vents or ;rudge cards that re(uire ?ather Fichael to !e alive no
longer have any effect *!ut still re(uire the full cost in ;rudge tokens+.
@#'m going to look at the roses awhile. 6reat this as the most recent active
event. Cntil this event is resolved, ?loyd's tech card is temporarily
disa!led.
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(!o'd
!o'd
2)3 7C
2)3 7C
Not every"ody in the NAPD is thrilled to have you on "oard with this
investigation. As a "ioroid, youre immune to "ri"es, "lac$mail, and the rest
of the grease that $ee!s the justice machine from suea$ing. 0hats more,
your enhanced senses and tireless, su!erhuman strength have gotten
you close to things a normal co! would never notice 1or might "e
!ersuaded to ignore2. 3iven your connections with Haas'/ioroid, however,
youll have to "e removed...uietly.
-unter:3ouis
$ark $ecks:eparate your dark cards into the following E decks. huffle each
deck separately !efore play !egins.
name Trap $ec% *J cards+ ather Michael $ec%
*/ cards+
Maintenance
$ec% *E cards+
Ta,/rd$irective
$ec% *J cards+
trigger Fove to a location
with a 6rap token.
#f ?ather Fichael is
eliminated, draw >
card from this deck at
the start of each of
your su!se(uent turns
until the deck is
depleted. 4o not
reshuffle. Deshuffle
this deck at the start
of the second week.
At the start of
each turn while
you have at
least > tech
card installed,
roll a die.
4raw from this
deck on a roll
of E$0 4irt tokens at the
start of your turn. #n
addition, draw one
card from this deck at
the start of your
third turn each week
while your /rd
directive is in play*even if a card has
already !een drawn+.
contents roperty of Haas K
@Hold on, 6in Fan-
e're going for a
ride- @ir, assaulting
an officer is a crime.
?inding Himself K @?or
a !ioroid, you can !e
pretty stupid. @e
don't have time for
this nonsense, ?loyd-@You're on our turf
now, ;olem. @omeone
sent us a toy to !reak,
lads. 6hou halt %ot
ill K @Human ?irst is
here to end you,
;olem-
6hou halt %ot ill
K @# don't much care
for the rest of
you. @You could've
saved him, you
scum- @# miss you,
?ather Fichael.
roperty of
Haas K @You'd
!etter get that
looked at
soon. *P2+
@6he circuit is
!urning out-
6hou halt %ot
ill K @#'m
going to go
look at the
roses awhile.
roperty of Haas K
@1ritical systems
error. ystem
unsta!le. @6here
seems to !e a
glitch. ?inding
Himself K @ometimes
# "ust don't
understand humans.
@here were you,
?loydL @6here's no
need to overreact.
6hou halt %ot ill K
@# seem to ru! people
the wrong way.
@?loyd, (uit wasting
time already-
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Special -unter 2ules:Hunter 3ouis is a simple man, !ut he does know how to hold a
grudge. hen 3ouis is your Hunter, all of your dark cards costs > less 4irt
to play *in addition to any other effects that would reduce the cost of the
card+. 6his means he can play some of your dark cards for free, so you shouldalways draw a card when triggering a trap, even if 3ouis has 0 4irt tokens.
#n addition, some of his most powerful ;rudge cards can only !e played while
his %1 6anaka is alive. At the start of the game, place 6anaka's %1 token
at 6ony's ?lophouse. Hunter 3ouis will treat 6anaka like the most current
active event, i.e. it is always his first priority, ecept for the following:
After moving to 6anaka's location, 3ouis will spend > time *as opposed to the
usual 2+ to roll a die. =n a E$E seedy locations on the
!oard, plus the %A4.
Preferred &ead &ocations: #f there is more than one availa!le destination when
moving leads, Hunter3ouis applies the following priorities: >+ eedy
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locations 2+ Dit5y 3ocations /+ %ormal 3ocations E+ Destricted 3ocations.
3ouis does not distinguish !etween Fa"or 3ocations and otherwise.
Go For a 2ide:#f given the chance to move you, 3ouis will always move you to
6he =ld ar Femorial, unless you are already in the green district. #n that
case, he moves you to the 1astle 1lu!.
Floyds "hree $irectives:6hese enter play and !ehave eactly like they do in the
normal game.
Specific Card 1ffects: Any card that would allow 3ouis to draw one of your dark
cards lets 3ouis gain > 4irt token for each card he would have drawn.
#f you draw a ;rudge card that re(uires 6anaka to !e alive, and he has !een
eliminated, you must spend the full cost of that card in ;rudge tokens, !ut
the card is discarded with no effect.
6he Hunter will always choose to have ?loyd gainlose the conditional !aggage
that would !e most damaging to his current plot.
6he !ad outcome of the @?inding Himself plot should have you discard down to
E light cards and 9 ;rudge tokens. imilarly, if your maimum hand si5e is
decreased, it is decreased to E light cards and 9 ;rudge tokens. #f your hand
si5e is increased, it is increased to < light cards and >2 ;rudge tokens.
@%o, #'m afraid )im isn't coming. 6reat this as an active event, ecept
remains 3ouis's highest priority until resolved and he will move toward it nomatter what his current location is.
@You were supposed to call last night, 3ouis. lace ara's %1 token in the
location indicated. 6reat it as an active event. Cnlike the a!ove card, 3ouis
will only pursue this event if he is in the event's district or an ad"acent
district.
@You're a loose cannon, 8laine- 6he net lead that 3ouis follows gains him
no 4irt tokens, !ut still moves.
@ara was always the smart one. #dentical to the a!ove.
@8e more careful, 8laine. 6he net time a lead moves *even if 3ouis's turn
hasn't !egun yet+, you move the lead, placing it according to the guidelines
in the original rule!ook.
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@here were you, ?loydL #f you have a dropship token, you are forced to
discard it. =therwise, the card is discarded with no effect *no 4irt tokens
paid, no !ad !aggage gained+ and a new card is drawn to replace it.
@?loyd, (uit wasting time already- #f ?ather Fichael has !een eliminated,
this card is discarded with no effect, !ut a replacement card is not drawn.
@?or a !ioroid, you can !e pretty stupid. You must completely dark shift and
discard 2 ;rudge tokens, if a!le.
@ir, assaulting an officer is a crime. hen handling the dark tactic of
this card, first check if any favors are worth due to the current state of
the conspiracy or chosen murder. #f so, discard the most valuea!le favor of
which you have the fewest tokens. =therwise, simply lose the favor you have
the least of. #n case of a tie, roll the die to decide.