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30 Monedas

30 Monedas Rulebook

Table of Contents

Table of Contents

  • Warning
  • Components
  • Setup
  • Summary and Objective
  • Playing
    • Phase A: Event
    • Phase B: Time
      • 1. Add counters
      • 2. Check the Threat Zone and the Cainite cards
    • Phase C: Actions
      • 1. Move the Coin
      • 2. Draw Character cards
      • 3. Play Character cards
    • Investigate
    • Attack
    • Die
      • 4. Activate the Coin
  • Faith
  • End of Chapter
  • End of Game
    • Victory Condition
    • Defeat Conditions
  • 2-Player Game
  • Epic Game
  • Character Card Action Icons
  • Initial and Additional Coin Ability Icons
  • Effects of Cainite, Event, and Coin Cards
  • Clarification of Some Cards

Warning

This game contains "spoilers". If you have not yet watched the first season of the 30 Coins series, we recommend that you do so before playing.

Components

  • 1 double-sided main board
  • 3 Character boards
  • 77 cards: 30x Character, 15x Cainite (5x3 Chapters), 24x Event (8x3 Chapters), 5x Mission, 1x Coin, 1x End, 1x Aid
  • 40 counters
  • 1 die
  • 1 coin
  • 1 rulebook

Note: The following explains the rules for solo play; on page 12 you will find the rules for playing with 2 players.

Setup

  1. Place the main board in the center of the table, black-background side up.
  2. Put a counter on space "4" of the Conspiracy Tracker (marked with a diamond) and another on space "A" of the Turn Tracker. From now on we will refer to them as the Conspiracy counter [Conspiracy] and the Turn counter, respectively.
  3. Lay out the 3 Character boards and place a counter on each of the 4 Trackers on each board, always on the spaces marked with a diamond. From now on we will refer to them as the Attack counter [Attack], the Investigation counter [Investigation], the Courage counter [Courage], and the Fear counter [Fear].
  4. Separate the Event cards face down by Chapter (1, 2, and 3) and randomly choose, from each Chapter, one Event 1 card, one Event 2 card, one Event 3 card, and one Event 4 card without looking at them: these will be the Event cards you play the game with (return the rest of the Event cards to the game box without looking at them, including the "End" card). Now order each Chapter in descending order, so that the first card is the Event 1 card and the last is the Event 4 card. Finally, place the Chapter 1 deck face down on the space of the main board intended for it. Leave the Chapter 2 and 3 decks face down next to the main board; they will be used later.
  5. Separate the Cainite cards face down by Chapter (1, 2, and 3). Shuffle each Chapter separately and return one card from each Chapter to the game box at random without looking at them. Randomly place the 4 remaining Cainite cards from Chapter 1 at the bottom of the main board, flipping the first and third card starting from the left face up. Leave Chapters 2 and 3 face down next to the main board; they will be used later.
  6. Place the Coin card "HIDDEN" side up in the last space to the right of the Cainite cards laid out at the bottom of the main board.
  7. Put the Mission cards face down next to the top of the main board.
  8. Place the Coin, the die, and the remaining counters next to the main board.
  9. Finally, shuffle the Character cards to form a draw deck and place it face down next to the main board. Then draw the first card of that deck: this will be your starting hand.

Summary and Objective

In 30 Monedas you will step into the shoes of the three main characters of the plot: Father Vergara, Mayor Paco, and the veterinarian Elena. You must investigate the paranormal events that occur in the village, confront beings from another world, and try to sabotage the plans of the Forces of Evil. You will achieve your objective if you complete the missions that will appear at the start of each chapter and, at the same time, manage to prevent the Cainites from getting hold of the Coin you are guarding, since if they manage to get hold of the last Coin of Judas the consequences will be devastating for humanity.

Playing

A game of 30 Monedas is divided into 3 Chapters, each Chapter consisting of 4 turns and each turn of 3 phases that are resolved in the following order:

  • Phase A: Event
  • Phase B: Time
  • Phase C: Actions

Use the Turn counter on the main board to mark each Phase (spaces A, B, and C). Each time you complete a Phase, move the counter to the next space. When you complete Phase C, put the counter back on space "A" to start a new turn. The order of resolution is very important and this will help you respect it.

Phase A: Event

During this Phase, remove the previous Event card from the game, if there is one, and reveal a new Event card: apply the effects related to the event it describes (see EVENT CARD EFFECTS, page 14). Some cards require rolling the die: roll it and apply the corresponding effect according to the result obtained: 1, 2, 3, or Fear.

The first Event card of each Chapter will always instruct you to put one of the 3 Missions you must complete to win the game into play. Place those Missions face up in the spaces intended for them at the top of the main board.

Event card anatomy: an Event card shows the Chapter and Event number, flavor text, the Effect, and the Effect to apply according to the die result.

Phase B: Time

This Phase represents the passage of time and consists of 2 steps that you must carry out in the following order:

  1. Add counters
  2. Check the Threat Zone and the Cainite cards

1. Add counters

Cainite card anatomy: a Cainite card shows, on its front, the Time spaces, the Attack points needed to eliminate the card, the Reward for eliminating the card, and the Effect to apply according to the die result; on its back, the Chapter.

Coin card anatomy: a Coin card shows, on its front and back, the Time spaces and the Effects.

Starting with the leftmost Cainite card and continuing to the right, place in the Time spaces of each card as many counters as indicated by the board space they occupy, regardless of whether the card is face up or face down.

The Coin card can only receive counters once it has been discovered. If that is the case, place the counters from left to right in the Time spaces and apply the corresponding effect.

Important: If the card in the first space of the main board has only one free space, the extra counter will be placed in the Threat Zone.

2. Check the Threat Zone and the Cainite cards

The Threat Zone represents the Cainites' ongoing search for the Coin you are guarding. In this step you must first check whether the Threat Zone has 4 or more counters. If so, remove 4 counters from this Zone (the rest remain) and flip the Coin card: the Cainites have discovered the Coin. If the Coin had already been discovered previously, add a counter to it instead. In the rare case that the Threat Zone has 8 or more counters, remove 8 counters from this Zone and activate it twice: flip the Coin card and add a counter to it, or, if it was already flipped, add 2 counters to it.

Once the Threat Zone has been resolved, check from left to right which Cainite cards have all their Time spaces occupied. If the card is face up, remove all its counters and apply its effect. If the card is face down, remove all its counters, flip it, and apply its effect. Each card is fully resolved before moving on to the next one.

Some cards require rolling the die: roll it and apply the corresponding effect according to the result obtained: 1, 2, 3, or Fear.

Note: The Threat Zone and the Cainite cards are only activated during the second step of the Time Phase, regardless of the number of counters they may have at any other point in the turn.

Example: Starting from the left, add the corresponding counters to each Cainite card. Since the first card only has one free space left, place the extra counter in the Threat Zone (A). Since the Coin is hidden, you do not add any counter to it (B). Once all the counters have been added, check the Threat Zone: there are 5 counters, so you must remove 4 (C) and flip the Coin card since it was hidden — now the Cainites know where you are hiding it (D). Finally, check from left to right which Cainite cards have all their Time spaces occupied. The first card is the only one that is complete: remove all its counters and apply its effect (E).

Phase C: Actions

In this Phase the Characters will come into play to confront the Cainites, investigate the various events, and try to complete the Missions. You carry out these actions by playing Character cards on the Character boards.

The Action Phase consists of 4 steps that you must carry out in the following order:

  1. Move the Coin
  2. Draw Character cards
  3. Play Character cards
  4. Activate the Coin

1. Move the Coin

During this step you must choose the Character you are going to play with this turn, placing the Coin on their board. This will be the Active Character during this turn.

Important: It is mandatory to move the Coin, so you cannot use the same Character for 2 turns in a row.

2. Draw Character cards

Character card anatomy: a Character card shows the Risk Points, flavor text, 2 generic actions, 2 specific actions, the Character the card is associated with, and a Half-Coin (tails).

Character cards represent the abilities and resources the protagonists will use to carry out the Missions and overcome the challenges they face.

You must draw cards from the Character deck one at a time, placing them on the table face up without mixing them with the cards in your hand. Each Character card shows Risk Points (1, 2, or 3) at the top: these Points accumulate as you reveal cards. You may decide to stop at any time, but you are required to do so if the sum of the Risk Points equals or exceeds the Risk Limit indicated by the Conspiracy counter [Conspiracy]. If you equal that Limit, you simply stop drawing; but if you exceed it, in addition to stopping drawing, you must add 1 counter to the Threat Zone if you exceeded the Risk Limit by 1, or 2 counters if you exceeded the Risk Limit by 2. Once you finish drawing, add the revealed Character cards to your hand.

Your hand limit is 5 Character cards. If you already have 5 cards counting the ones in your hand plus the ones you have drawn, you cannot continue drawing. Nor can you continue drawing if the Character card deck has run out.

Example: The Conspiracy counter [Conspiracy] currently indicates a Risk Limit of "4" (A). You draw a first Character card and it shows 2 Risk Points (B). You decide to draw another and it shows 1 Risk Point, giving you 3 Risk Points in total (C). If you decide to keep drawing it will be your last card, since you will at least equal the Risk Limit — but you risk exceeding that Limit by 1 or 2, which would require you to add 1 or 2 counters to the Threat Zone.

3. Play Character cards

Each Character card is associated with a specific Character and offers 4 different actions: 2 generic actions and 2 actions specific to the Character the card is associated with. You can only play cards on the board of the Active Character, but you can play cards from any Character on that board.

The Fear counter [Fear] of the Active Character indicates the maximum number of cards you can play. If you must move the counter during the turn, apply the new limit immediately. If you have to move the counter back and cannot because it is on the first space (0), add a counter to the Faith Zone instead. If you have to advance the counter and cannot because it is on the last space (3), add 1 counter to the Threat Zone instead.

When you play a card you must place it in one of the 3 Discard spaces located at the bottom of the Active Character's board. If there are already cards in the chosen space, stack the played card on top of the previous ones.

Each Character card shows, on one or both of its sides, an illustration of a half Coin, either heads or tails. If, by playing a card in one of the 3 Discard spaces, you manage to complete the Coin illustration (heads or tails) by joining the played card and the visible card of one of the adjacent spaces, you may immediately place the Coin on that illustration. This allows you to activate the Coin at the end of the turn (see ACTIVATE THE COIN, page 10). Once the Coin has been placed, you cannot play cards in either of the 2 Discard spaces it occupies.

Note: If you complete more than one Coin during the turn, you may move the Coin to a different one if you wish.

When you play a Character card you must choose only one of the actions it offers and carry it out:

  • If the card is not associated with the Active Character, you may only carry out one of the 2 generic actions.
  • If the card is associated with the Active Character, you may carry out one of the 4 available actions, whether generic or specific.

Character cards let you carry out many different actions, the 2 main ones being Investigate and Attack, which we will explain in more detail below.

Investigate

This action lets you investigate Cainite cards that are face up, reveal ones that are face down, and even eliminate some of them.

To investigate a Cainite card you must choose one of the cards in play. You will need as many Investigation Points as there are counters in the Time spaces of the chosen Cainite card. If the Character card you played gives you enough Investigation Points, you don't need to do anything else; but if that is not the case, you may decide to roll the die (see DIE, page 9) and/or move back the Investigation counter [Investigation] of the Active Character's board to obtain the Investigation Points you need.

Note: Some Character cards allow you to use the Investigation Points of a board belonging to a Character other than the Active one.

If you reach or exceed the necessary Investigation Points:

  • Remove all the counters from the Cainite card.
  • If that card was face down, flip it.
  • Move the Conspiracy counter [Conspiracy] back one step. If you cannot because the counter is already on the first space (5), add 1 counter to the Faith Zone instead.

If you fail the attempt, you lose the action. If you have used the die and obtained the Fear result, you must also place a counter in the Threat Zone.

Example: You have decided to investigate the Cainite card that is face down in the second position. Since it has 2 counters, you need 2 Investigation Points (A). You play a Paco card that gives you 1 Investigation Point since he is the Active Character (B) and, in addition, you move back his Investigation counter [Investigation] one step to get another Point (C). With this you have obtained the Investigation Points you needed, so you must remove the counters from the Cainite card (D), flip it (E), and move the Conspiracy counter [Conspiracy] back one step (F).

Attack

This action lets you eliminate Cainite cards that are face up (you cannot attack face-down Cainites).

Each Cainite card indicates how many Attack Points are needed to defeat it and the reward it provides for doing so. As with the Investigate action, in addition to the Attack Points provided by the Character card you use to attack, you may also decide to roll the die (see DIE, page 9) and/or move back the Attack counter [Attack] of the Active Character's board to obtain the Attack Points you need.

Note: Some Character cards allow you to use the Attack Points of a board belonging to a Character other than the Active one.

If you reach or exceed the necessary Attack Points:

  • Remove the Cainite card from the game.
  • Obtain the corresponding reward.
  • Move the rest of the Cainite cards to the right of the eliminated card one space to the left to close the gap that was created.

If you fail the attempt, you lose the action. If you have used the die and obtained the Fear result, you must also place a counter in the Threat Zone.

Example: After your successful investigation you decide to attack the Cainite card you just revealed. You need 3 Attack Points (A). You play a Vergara card that gives you 1 Attack Point (B) and, in addition, completes the Coin illustration on its heads side, so you decide to place the Coin on those cards (C). The Attack counter [Attack] on Paco's board is on space "1" (D), so you are still 1 Point short of success: you are required to roll the die if you want to get it. You roll it and get 2-Courage (E): you need to move Paco's (the Active Character's) Courage counter [Courage] back one step to get those 2 Points, which you do (F). You now add up the 3 Attack Points you needed thanks to Vergara's card and the die, which also saves you from having to use Paco's Attack counter [Attack]. You remove the Cainite card from the game (G), decide to apply its reward by moving Vergara's Fear counter [Fear] back one step (H), and then move the 2 Cainite cards that were to the right of the card you just eliminated one space to the left to close the gap (I).

Some Cainite cards require you to Investigate instead of Attack in order to eliminate them. In these cases you must proceed as if it were an Attack and resolve it as such, but using the Investigate action instead to obtain the necessary Investigation Points. For this type of Cainite card you must decide in advance whether you want to use the Investigate action to investigate them or to eliminate them, since it is quite possible that the necessary Investigation Points differ in each case.

Note: The Coin card is not a Cainite card, so it cannot be Investigated, Attacked, or moved.

Die

When Investigating or Attacking, you may roll the die to help you obtain the Investigation or Attack Points you need, either because the sum of the Points from the Character card and the corresponding Tracker are insufficient, or simply because you do not want to spend the Points from that Tracker.

  • If the result is 1 or 2, add that number of Points to the action you are carrying out.
  • If the result is 2-Courage or 3-Courage, you need to move the Active Character's Courage counter [Courage] back one step in order to add those Points to the action you are carrying out. This is always optional, but if the counter is on space "0" you will not be able to use it.
  • If the result is Fear, you lose the action immediately and, in addition, you must add a counter to the Threat Zone.

If, due to the effect of a Cainite or Event card, you must move the Courage counter back and cannot because it is already on the first space (0), add a counter to the Threat Zone instead. If you must advance the counter and cannot because it is already on the last space (3), add a counter to the Faith Zone instead.

The die is also used with certain Event or Cainite cards to determine their effects. In these cases, ignore the Courage symbol in the roll's result.

4. Activate the Coin

If during the current turn you have managed to complete the Coin illustration with at least one of the Character cards played, you may activate the Coin by carrying out the following steps in order:

A. Choose one of the 2 Character cards covered by the Coin and use the Initial Coin Ability (permanently available, needs no counter) as well as all activated Additional Coin Abilities (with a counter) on the board of the Character that card is associated with, OR add a counter to one of the not-yet-activated Additional Coin Abilities (without a counter) on that same Character's board.

B. Return the Coin to the Active Character's board.

C. Remove from the game the chosen Character card and all the cards that were in that same Discard space.

Note: Whenever you remove a Character card from the game when activating the Coin, or through the effect of an Event or Cainite card, always remove that card and all the cards beneath it in its Discard space.

Example: After playing cards on Paco's board you managed to place the Coin on the 2 cards played (A). You decide to activate the Coin, choosing the Character card associated with Vergara (B), but instead of using the Initial Coin Ability and the already-activated Additional Abilities on his board, you decide to add one more by placing a counter on an Additional Ability (C). Finally, you must return the Coin to Paco's board (the Active Character) (D) and remove from the game the Vergara Character card you chose, along with all the cards in that same Discard space (E).

Faith

Faith plays an important role in this adventure. The counters in the Faith Zone will be quite useful to you, since each of those counters is equal to 1 Faith Point, and you can use those Points to:

  • Reroll in any of the Phases (A, B, and C). For 1 Faith Point you can reroll any die roll. Repeating that same roll a second time will cost you 2 Faith Points, a third time 3 Faith Points, and so on.
  • Delay the Cainites during the Action Phase (C). For 2 Faith Points you can remove a counter from the Threat Zone, from a Cainite card in play, or from the Coin card.
  • Hide the Coin during the Action Phase (C). For 4 Faith Points you can flip the Coin card back to its hidden side and remove all the counters it had. This is the only way to hide it again.

All Faith Zone counters used are returned to the supply.

End of Chapter

At the end of turns 4 and 8 you must carry out the following actions before starting the next Chapter:

  • From left to right, apply the effects of all the Cainite cards that remain face up at the bottom of the main board, and then remove them from the game.
  • Advance the Conspiracy counter [Conspiracy] 2 steps for each Cainite card that remains face down, and then remove them from the game.
  • Place the 4 Cainite cards of the next Chapter at the bottom of the main board, just as you did during setup: starting from the left, the first and third face up, and the second and fourth face down.
  • Place the Event deck of the next Chapter face down in its place on the main board.

End of Game

The game ends as soon as either a defeat or a victory condition is met.

Victory Condition

The only way to win the game is to complete the 3 Missions in play before turn 12 ends and, once you have achieved this, to have the Coin hidden. If you have succeeded, read the "End" card that you left in the game box during setup.

A Mission card is completed immediately if, at any point in the game, you meet its requirement. You do not need to use an action or resources to do so, except for Mission E (see CLARIFICATION OF SOME CARDS, page 14). When you complete a Mission, flip the corresponding card.

Mission card anatomy: a Mission card shows the Mission Letter, flavor text, and the Requirement to complete the Mission.

Defeat Conditions

You can lose the game for several reasons:

  • You have not completed the 3 Missions before turn 12 ends, or, having completed them, the Coin is not hidden by the end of turn 12.
  • All 3 Characters have their Fear counter [Fear] on space "0".
  • The Conspiracy counter [Conspiracy] is on the skull space.
  • The Conspiracy counter [Conspiracy] is on a red space and the Coin card has been discovered.
  • The Coin card has been discovered and has 3 counters.

It is enough to meet just one of these conditions to lose the game.

2-Player Game

With 2 players you will play in cooperative mode. The rules are the same as in solo play with the following exceptions:

  • Each player has their own hand of Character cards, which they will keep hidden from their companion, and the hand limit is 4 cards instead of 5. Each player draws one starting card.
  • At the start of the game, 2 Character cards are revealed and placed between both players: this is the Common Reserve.
  • Players take alternating turns: one player will play turns 1 and 3 of each Chapter while the other plays turns 2 and 4. Whichever player is taking their turn is the Active Player and must carry out all Phases of the turn, being directly affected by all the possible effects that occur during it.
  • If the Active Player manages to complete the Coin illustration during their Action Phase, they may immediately carry out one of the following 3 actions:
    • Place a card from their hand in the Common Reserve, bearing in mind that the limit of this Reserve is 2 cards.
    • Take a card from the Common Reserve into their hand.
    • Exchange a card from their hand for one from the Common Reserve.

Note: Common Reserve cards are never affected by the effects of Event or Cainite cards.

  • Players may talk to each other to agree on a strategy, but at no point may they reveal information about their hand of cards.

Epic Game

Once you feel you have mastered the game, with a few victories already under your belt, try playing at the maximum difficulty level. To do this, simply place the main board with its red-background side up during setup. As you will notice, the Conspiracy tracker now has one fewer space, and you will always need 2 Faith Points in order to reroll a die roll (see FAITH, page 11). You may reroll as many times as you wish and are able to, as usual, but now each attempt will always cost you 2 Faith Points.

Character Card Action Icons

  • Investigation + a Character's name: Carry out the Investigate action. You may use the Investigation Points from that Character's board in addition to those of the Active Character.
  • Investigation +1 Investigation: Carry out the Investigate action with 1 Investigation Point.
  • Investigation +2 Investigation: Carry out the Investigate action with 2 Investigation Points.
  • Investigation +0 Investigation / Investigation: Carry out the Investigate action with 0 Investigation Points OR advance the Active Character's Investigation counter 1 step.
  • Investigation +1 Investigation / 2 Investigation: Carry out the Investigate action with 1 Investigation Point OR advance the Active Character's Investigation counter 2 steps.
  • Attack + a Character's name: Carry out the Attack action. You may use the Attack Points from that Character's board in addition to those of the Active Character.
  • Attack +1 Attack: Carry out the Attack action with 1 Attack Point.
  • Attack +2 Attack: Carry out the Attack action with 2 Attack Points.
  • Attack +0 Attack / Attack: Carry out the Attack action with 0 Attack Points OR advance the Active Character's Attack counter 1 step.
  • Attack +1 Attack / 2 Attack: Carry out the Attack action with 1 Attack Point OR advance the Active Character's Attack counter 2 steps.
  • Attack +0 Attack / Investigation +0 Investigation: Carry out the Attack action with 0 Attack Points OR carry out the Investigate action with 0 Investigation Points.
  • 3 Investigation: Advance the Active Character's Investigation counter 3 steps.
  • 3 Attack: Advance the Active Character's Attack counter 3 steps.
  • Investigation +2 Attack: Advance the Active Character's Investigation counter 1 step and Attack counter 2 steps.
  • 2 Investigation + Attack: Advance the Active Character's Investigation counter 2 steps and Attack counter 1 step.
  • 2 Courage: Advance the Active Character's Courage counter 2 steps.
  • Move back Fear: Move back the Active Character's Fear counter 1 step.
  • Move back 2 Fear: Move back the Active Character's Fear counter 2 steps.
  • 2 Faith: Add 2 counters to the Faith Zone.
  • Coin symbol: Activate the Active Character's Coin (see ACTIVATE THE COIN, page 10).
  • Draw symbol: Draw 2 Character cards.

Initial and Additional Coin Ability Icons

  • Investigation (any Character): Advance 1 step the Investigation counter of one of the Characters.
  • Attack (any Character): Advance 1 step the Attack counter of one of the Characters.
  • Courage (any Character): Advance 1 step the Courage counter of one of the Characters.
  • 2 Courage (any Character): Advance 2 steps the Courage counter of one Character, or 1 step each for 2 Characters.
  • Move back Fear (any Character): Move back 1 step the Fear counter of one of the Characters.
  • Faith: Add 1 counter to the Faith Zone.
  • Move back Conspiracy: Move back 1 step the Conspiracy counter.
  • Remove counter: Remove a counter from the Threat Zone, from a Cainite card, or from the Coin card.

Effects of Cainite, Event, and Coin Cards

  • Conspiracy: Advance 1 step the Conspiracy counter.
  • 2 Conspiracy: Advance 2 steps the Conspiracy counter.
  • Move back Conspiracy: Move back 1 step the Conspiracy counter.
  • Fear (Active Character): Advance 1 step the Active Character's Fear counter.
  • Fear (Paco): Advance 1 step Paco's Fear counter.
  • Fear (Elena): Advance 1 step Elena's Fear counter.
  • Fear (Padre Vergara): Advance 1 step Vergara's Fear counter.
  • Fear (Paco and Elena): Advance 1 step Paco's and Elena's Fear counters.
  • Fear (Padre Vergara and Elena): Advance 1 step Vergara's and Elena's Fear counters.
  • Fear (All Characters): Advance 1 step the Fear counter of all Characters.
  • Move back Fear (one of the Characters): Move back 1 step the Fear counter of one of the Characters.
  • Move back Courage (Active Character): Move back 1 step the Active Character's Courage counter.
  • Move back Courage (Paco): Move back 1 step Paco's Courage counter.
  • Move back Courage (Elena): Move back 1 step Elena's Courage counter.
  • Move back 2 Courage (Elena): Move back 2 steps Elena's Courage counter.
  • Move back Courage (Paco and Padre Vergara): Move back 1 step Paco's and Vergara's Courage counters.
  • Move back Courage (All Characters): Move back 1 step the Courage counter of all Characters.
  • Investigation (Active Character): Advance 1 step the Active Character's Investigation counter.
  • Faith: Add 1 counter to the Faith Zone.
  • Threat: Add 1 counter to the Threat Zone.
  • Threat x2: Add 2 counters to the Threat Zone.
  • Discard 1: Remove 1 card from your hand from the game.
  • Discard 2: Remove 2 cards from your hand from the game.
  • Remove top Character card: Remove from the game the first card of the Character deck.
  • Remove top 2 Character cards: Remove from the game the first 2 cards of the Character deck.
  • Remove a counter: Remove a counter from the Threat Zone, from a Cainite card, or from the Coin card.
  • Add 1 counter to the Mission E card (Santoro).
  • Add 2 counters to the Mission E card (Santoro).
  • Lose the game.

Clarification of Some Cards

Read this section only if you need to; it reveals surprises and could diminish your play experience.

DOBLE DE MARIO ("Mario's Double", Cainite): If, when it activates, you have no Elena cards in hand, you do not discard any card, but you must still move Elena's Courage counter back 2 steps.

MAPA DE LAS ALCANTARILLAS ("Sewer Map", Cainite): Only Elena can eliminate this card as the Active Character. To do so she needs 4 Investigation Points. Each time this card activates, a counter is added to it, so that each counter on the card increases the Investigation difficulty by 1 Point.

SANGRE DE SAN AMBROSIO ("Blood of Saint Ambrose", Cainite): Only Paco can eliminate this card as the Active Character. To do so he needs 3 Investigation Points. Each time this card activates, a counter is added to it, so that each counter on the card increases the Investigation difficulty by 1 Point.

BRAVO POSEÍDO ("Possessed Bravo", Cainite): When it activates you may choose which of the 2 effects to apply. Also, Bravo is the only card that activates with 2 counters instead of 3.

MISSION A: Cainite cards that require Investigation Points to eliminate them, such as MAPA DE LAS ALCANTARILLAS and SANGRE DE SAN AMBROSIO, count towards this Mission. SANTORO does not count, since it is a Mission (E) card.

MISSION D: Initial Coin Abilities do not count, only activated Additional Abilities (with counters).

MISSION E: Only Vergara can complete this Mission as the Active Character. Each Cainite card you eliminate during Chapter 3 lets you place counters on this card. To complete this Mission, Vergara must carry out an Attack that equals or exceeds the 12 Attack Points the card requires, although each counter the card has at that moment reduces Santoro's Attack requirement by 1 Point.