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A Touch of Evil: The Coast

Expansion for A Touch of Evil: The Supernatural Game
Expansions
'Haunted Shores' Game Supplement

A Touch of Evil: The Coast Rulebook

Table of Contents

Table of Contents

  • Components
  • Player Count
  • New Miniatures
  • New Counters
    • Ghost Markers
    • The Lost Ship
    • Insomnia Tokens
    • Cursed Gold
    • Additional Investigation Markers
    • Coastal Town Elders
    • Kraken
    • Ghosts of the Sunken Seven
    • New Minion Markers
    • Villain Markers
    • Miscellaneous Counters
  • New Cards
    • Existing Decks
    • Decks of the New Locations (Smuggler's Cove, Shipwreck, Lighthouse)
    • Coastal Village Encounters
    • Coastal Town Items
    • Coastal Town Elders
    • Ghosts
    • Drowned Man
    • Reference Card for the Kraken / Ghost Markers
    • New Heroes and Villains
  • Revised Mystery Phase
  • The Coast Expansion Board
  • New Corner Locations
    • Smuggler's Cove
      • Secret Passage
    • Shipwreck
    • Lighthouse
  • Water Routes
  • The Coastal Town
    • Coastal Village Encounters
    • Coastal Town Items
    • The Town Square as Town Hall
  • New Hazard Locations
    • Icy Waters
    • Random Movement Arrows
  • Carrying Limit
  • Travelling Between Game Boards
  • Expanded Game Setup
  • New Features
    • Coastal Town Elders
    • The Drowned Man
    • Road Blocks
    • Keys
    • The Lost Ship
    • Kraken
    • Negative Skill Modifiers
    • Ghosts and Ghost Markers
      • Ghost Markers
      • Tracking a Ghost
  • New Optional Rules
    • More Secrets (Recommended)
    • Trading Items and Allies in Competitive Play (Recommended)
    • Playing Without the Expansion Board
    • Advanced Mystery Phase Table in Cooperative Play (Recommended)
  • New Villains
    • The Siren
      • Irresistible Seduction
      • Mermaids
      • Song of Death
      • Song of Command
    • The Ghost Ship
      • The Ghost Captain
      • Broadside
      • Cursed Gold
    • The Dreamweaver
      • Attack in Sleep
      • Queen of Nightmares
  • Frequently Asked Questions ("The Coast")
  • Hero Abilities
    • Argot Blackwell, Master Hunter
    • Maria De La Rosa, Smuggler
    • Doctor Edwards
    • Lillian, Lost Soul
  • Villain Abilities
    • The Ghost Ship
      • Advanced abilities
    • The Siren
      • Advanced abilities
    • The Dreamweaver
      • Advanced abilities
    • The Sunken Seven
      • Advanced abilities
  • Villain Minion Tables
    • The Ghost Ship
    • The Siren
    • The Dreamweaver
    • The Sunken Seven
  • Lost Ship Table
  • Kraken Battle

Components

  • 1 full-colour rulebook
  • 1 Expansion game board
  • 4 unique Hero figures
  • 12 Event deck cards
  • 22 Mystery deck cards
  • 4 Manor deck cards
  • 4 Windmill deck cards
  • 4 Olde Woods deck cards
  • 4 Abandoned Keep deck cards
  • 12 Lair deck cards
  • 1 Town Item card
  • 20 Smuggler's Cove deck cards
  • 20 Shipwreck deck cards
  • 20 Lighthouse deck cards
  • 1 Drowned Man card
  • 12 Coastal Town Item cards
  • 12 Coast Village Encounter cards
  • 7 Ghosts
  • 8 Secrets
  • 3 Coastal Town Elders
  • 1 large Kraken / Ghosts reference card
  • 4 large Hero Character sheets
  • 4 large Villain sheets
  • 4 very large Villain Minion Table cards
  • 1 additional large reference card for the Lost Ship
  • 2 full-colour sheets of punch-out counters

Player Count

With the additional new Heroes in The Coast, the game can now be played with as many players as there are Heroes available in total. We still recommend playing the Cooperative and Team variants with more than 5 players.

New Miniatures

The Coast includes 4 new unique grey Hero figures, each matched by a new Hero Character sheet: the Smuggler, Maria De La Rosa; the Master Hunter, Argot Blackwell; the Lost Soul, Lillian; and Doctor Edwards.

New Counters

Ghost Markers

Sometimes during the game a Ghost, a particularly vile spirit, may appear on a space of the game board. These markers are placed on that space, and they can attack any Hero who passes through it.

The Lost Ship

A mysterious abandoned vessel, the Lost Ship, may occasionally drift in the Icy Waters near the Coast, often vanishing into the fog as suddenly as it appeared. While it is on the game board, Heroes can explore the Lost Ship, which carries the greatest risks but may also be rewarded with the greatest prizes.

Insomnia Tokens

When the Dreamweaver is hunted, the Heroes must not only fight her minions but also struggle against sleep. She strengthens her minions by attacking Heroes with their own dreams!

Cursed Gold

When the Ghost Ship is hunted, the Heroes search the countryside for pieces of the treasure that the phantom pirates have lost.

Additional Investigation Markers

The Coast includes additional Investigation markers. They are exactly the same as those included with the base game, but a larger number is now available.

Coastal Town Elders

There are three new Town Elders of the Coastal village, each with its own marker representing it, to be used whenever that Elder must be placed on the game board.

Kraken

A vile creature of the depths, the Kraken prowls the shoreline, dragging unwary travellers into the sea with its massive tentacles.

Ghosts of the Sunken Seven

Each of these markers corresponds to a particular Ghost card and is often used together with Ghost markers to show which ghost haunts a given area.

New Minion Markers

Many markers for new Minions are included, representing the various creatures and cohorts controlled by the Villains. Each Villain uses the list of Minions shown on its own Villain Minion Table.

One new Minion, the Ghost Captain, is a Unique Minion, which is reflected in its octagonal shape. Details of this Unique Minion can be found on the Ghost Ship Villain's Minion Table.

Villain Markers

These markers are provided for each new Coast Villain, as well as two extra markers for: the Reaper (who can be found in A Touch of Evil: Hero Pack No. 2) and the Shadow Witch (who can be found on the official website as a downloadable Villain). These markers are not needed for the game itself, but they can be used to represent Villains on the game board when they Attack.

Miscellaneous Counters

Several additional counters are included in the game box. They are not needed for the original game, but they can be used for house rules, homemade Villains and new official content that may be published in the future.

New Cards

Existing Decks

Something Wicked includes new cards for almost all of the base game's card decks. (The source text reads "Something Wicked" in this sentence, which appears to be carried over from the previous expansion's rules; it refers to the cards in this expansion.) They are designed simply to be shuffled directly into the existing decks.

Decks of the New Locations (Smuggler's Cove, Shipwreck, Lighthouse)

These are three new Corner Locations on the Coast expansion game board, each with its own card deck, from which players draw when they explore the corresponding Location. The cards of these new Corner Locations bear a unique symbol identifying each Location in the upper right corner, as well as their own border colour, to make them easy to recognise.

Coastal Village Encounters

While Heroes explore spaces within the Coastal town, they must draw Village Encounter cards. This stack, like the Town Item stack, has no discard pile. When a Village Encounter must be drawn, place this stack, draw 1 random card, and then return it to the stack after it has been resolved.

Coastal Town Items

The Coastal Town Items can be bought from their own stack at the Town Square Location on the Coast game board, exactly as Town Items are bought from their stack at the Forge. The cards of these Items lie face up in the stack, not in a deck, and do not need to be shuffled.

Coastal Town Elders

The Coastal village has three new Town Elders. They are placed next to the game board together with the other Town Elders.

Ghosts

This set of unique Ghost minions, like the Town Items, is organised into a stack that has no discard pile. When a Ghost must be summoned, place the stack and draw one card at random to attack.

Drowned Man

On the Coast, Heroes may be attacked by sea zombies called Drowned Men. A special reference card exists for this Minion.

Reference Card for the Kraken / Ghost Markers

A large reference card is also included in the game. It describes the special effects for fighting the Kraken, as well as for the Ghost markers that are sometimes placed on the game board (including the Villain ability of the Sunken Seven).

New Heroes and Villains

4 new Hero Character sheets represent new Heroes who can be used in the game, just as the 4 new Villain sheets mark which Villain is being hunted in a given game.

Revised Mystery Phase

The steps of the Mystery Phase have some changes, noted below (first introduced in the Something Wicked expansion).

The Coast Expansion Board

The Coast introduces an Expansion game board that makes it possible to explore the shoreline. This new board is added to the existing Shadowbrook board and placed neatly to the right, doubling the size of the overall game board. If you also own the Mirror Lake game board from the Something Wicked expansion, all three game boards can be used together, joined by the Shadowbrook road running through Mirror Lake to the Coast. The Coast board adds new Corner Locations (each with its own Location deck) and new Hazard Locations, as well as several new roads that can be travelled.

New Corner Locations

Three new Corner Locations can be visited on the Coast game board:

Smuggler's Cove

Smuggler's Cove is a labyrinth of caves inside a cliff on the seaward side, with many passages flooded by seawater. For more than a hundred years this old cave system was used by pirates and smugglers as a hideout and a secret cache for their plunder. But the Cove holds more than buried treasure! It is also the domain of countless deadly spirits and creatures that roam its cavernous passages.

Smuggler's Cove cards focus on Spirit, Health and the dangerous passages of the labyrinth.

Secret Passage

As marked on the board, there is a permanent Secret Passage that Heroes may use to travel between Smuggler's Cove and the Abandoned Keep Location (on the Shadowbrook board). A Hero who begins their Movement Phase in the Abandoned Keep or in Smuggler's Cove may spend all of their movement and, by paying 1 Investigation, immediately move to the other side of the passage (into one of the two Locations). A Hero may always make a movement roll before deciding how they will move (this also gives a chance for a free Event on a roll of 1).

Shipwreck

Not far from the shore lies the massive broken hull of a ruined Spanish galleon, forever smashed against the rocky reefs, its torn sails fluttering in the wind. Its flooded cabins and waterlogged timbers are home to many ghosts of the past, as well as foul creatures from the depths. Many treasures are still kept aboard the old ship, but some of them may be even more dangerous than the creatures that guard them.

Shipwreck cards focus on Honour, dangerous but powerful Items, and barnacle-encrusted Descendants of the Depths.

Lighthouse

On the summit of one of the cliffs in the south of the Coast stands a Lighthouse, which warns anyone who approaches this dangerous shoreline. The old keeper of the tower guards it, welcoming travellers and inviting them inside, though the locals note that few leave this refuge afterwards. The siren of the lighthouse regularly roars across the whole Coast, echoing through the night and often answering the low, frightening roar of the sea with its own signal.

Lighthouse cards focus on Cunning, Spirit and the Kraken.

Water Routes

The Coast game board has several dotted lines called Water Routes, which represent the routes travelled by small boats from one space to another. The cost of each such movement is shown on the game board for each Water Route and is measured in the Movement Points that must be paid to move from one space to the next. As a rule, a single crossing costs 2 Movement Points; however, the route from the Beach to the Icy Waters, or back, costs 3 Movement Points (as marked on the game board).

The Movement cost of Water Routes applies only to a Hero's normal movement. For any other types of movement, such as Fleeing from a Showdown or Minion movement, two spaces connected by a Water Route are considered simply adjacent.

The Coastal Town

The Coast game board introduces a new town: the ancient, cursed fishing village on the Coast. Four spaces on the game board belong to the Coastal Town: the Town Square, the Barracks, the Dock and the Beach. Visiting each of these spaces obliges the Hero to draw a Village Encounter, after which they may use that space's special ability (similar to the Town spaces of Shadowbrook). When a Hero encounters a Coastal Town space, they must first draw and resolve a Village Encounter, and only then may they use that space's special ability.

Coastal Village Encounters

Coastal Village Encounter cards are organised not into a Deck but into a Stack (with no discard pile of its own). Each time a Hero is obliged to draw a Village Encounter, they must place the entire stack, and then draw 1 card at random to resolve its effect.

Sometimes Village Encounter cards are Items or Allies (as in the case of the Drowned Man's Journal). When such a card is drawn, place it next to the Hero's card, just like any other Item or Ally card, and treat it as an ordinary Coastal Town Item. If the Hero later loses or discards such a card, simply return it to the Village Encounter stack so that it becomes potentially available again.

Coastal Town Items

There is now a new stack of Coastal Town Item cards, which Heroes may buy at the Coast's Town Square space (as marked on the game board). They work in any situation just like ordinary Town Items, and they count toward a Hero's carrying limit of three Town Items.

The Town Square as Town Hall

On the Coast game board, the Coastal Town Square is defined as the centre.

For any event that takes place on the Coast game board, the Coastal Town Square space replaces the "Town Hall".

Thus, for example, the movement direction of Minions on the Coast game board is toward the Coastal Town Square instead of the Town Hall of the Shadowbrook game board. Also, whenever a Hero is Knocked Out while on the Coast game board, they are sent to the Coastal Town Square instead of the Town Hall (everything else concerning Knockout remains the same).

New Hazard Locations

The Coast game board also has two new Hazard Locations, the Stone Bridge and the Icy Waters. Both have their own Game Text, of the same kind as the Hazard Locations on the Shadowbrook board, but the Icy Waters also receives 3 Investigations during the Setup stage of the game.

Icy Waters

The Icy Waters space is the same as all the others. Only the situation is different: a Hero is in a small boat on misty waters, some distance from the shore.

Random Movement Arrows

Two spaces on the Coast game board contain Random Movement Arrows (as on the Field spaces of the Shadowbrook board): the Shipwreck and the Icy Waters. These arrows are used each time Minions move from one of these spaces "by the shortest route" to the Town Square, to determine their direction of movement. They are also used by Heroes when Fleeing from a Showdown that takes place on the Shipwreck or Icy Waters space, to see which space they will end their move in.

(Note that on the Forgotten Isle space from the Something Wicked expansion, Heroes must first roll to determine whether they can Flee from a Showdown at all. This is not done on the Shipwreck or Icy Waters spaces.)

Carrying Limit

A Hero may carry 1 card from each Location Deck (as before); the only difference is that three more Locations now have Items or Allies. Note that Coastal Town Items count as Town Items when a Hero is checking their carrying limit.

Travelling Between Game Boards

The Crossroads space on the Shadowbrook board is a transit space when a Hero makes a movement between game boards. Any Hero may move from the Crossroads to the corresponding Road space on the Coast game board (marked "To Crossroads & Mirror Lake") as if it were an adjacent space. This route is also open to moving Minions. For all purposes, these two spaces are considered adjacent. If the Mirror Lake game board from the Something Wicked expansion is also in use, this Coast Road space is instead considered adjacent to the Road space marked "To Coast" on the Mirror Lake game board.

Also note that there is a permanent Secret Passage from Smuggler's Cove (as marked on the game board) to the Abandoned Keep Location on the Shadowbrook game board, which may be used to move in both directions.

Expanded Game Setup

The new Coast game board should be placed next to the Shadowbrook game board, and the various card decks should be placed within reach of all players. The setup diagram that the rulebook presents for this variant is not reproduced in this transcription. Note that when the Something Wicked expansion is also used, the three game boards must be placed in a row (Shadowbrook, Mirror Lake, Coast).

New Features

Coastal Town Elders

There are three new Town Elders from the Coastal town: Mayor Carver, Widow Jessica and the Harbour Owner. These new Town Elders work just like all the others, with one exception.

The three Coastal Town Elders begin the game with 2 Secrets each.

As before, a situation may arise where you need to determine "the Town Elder with the lowest" value of a certain Skill (Spirit, Honour, etc.). When this happens, if more than one Town Elder fits the criterion, make a Skill check between them to determine which one is the target. In other situations, something may require "any Town Elder with a Skill equal to" (or "with a Skill less than") a value; in that case, all Town Elders that match the criterion qualify.

Coastal Town Elders must be placed next to all the other Town Elders and are not tied exclusively to the Coast game board.

The Drowned Man

All who are lost at sea are doomed to remain restless forever.

Sometimes a Hero may be attacked by a Drowned Man as a result of a card's effect. When this happens, place a Drowned Man Minion marker on the Hero's space; they must fight immediately. This Drowned Man Minion is treated as an ordinary Minion in every situation and remains in the game until it is destroyed. Details of the Drowned Man Minion can be found on the Drowned Man reference card.

Road Blocks

Sometimes a road may become impassable as the result of a card's effect. When you are told to place a Road Block marker on a space, simply take a Militia marker, turn it face down (with the large black circle facing up), and place it on that Road space. Note that Road Block markers are placed only on an empty Road space each time. A Hero or Minion may not enter this space while it is Blocked, and the route through the game board in that section is considered closed.

Each time the Shadow Track moves to a new Stage, remove all Road Block markers from the game board.

A card that places a Road Block marker and also moves the Shadow Track does NOT remove the Road Block marker that has just been placed.

Keys

A Key is a new Item Type included in The Coast. When a Key is found, a Lair card is also drawn and applied to that Key, showing the space on the game board to which the Key card's effect is attached. This Lair card is used only for the text of the Key card and relates only to that Key.

The Lost Ship

The Lost Ship is an innovation for the Coast game board. It may appear during the game (as the result of a certain card's effect), and it may also suddenly and mysteriously disappear (again as the result of a card). When the Lost Ship is summoned, place the large Lost Ship marker on the Icy Waters space of the Coast game board. This placement replaces the normal Game Text of the Icy Waters space, which is now covered by the Lost Ship marker.

While the Lost Ship is on the game board, any Hero who Encounters the Icy Waters space must roll on the Lost Ship Table. The table can be found on the large Lost Ship reference card and on the back cover of the rulebook; it is transcribed in full in the Lost Ship Table section below. The 2D6 roll (the values of the two dice are added together) is modified according to the Spirit and Cunning levels of the Hero making the roll, as indicated at the top of the table. The Lost Ship can be very dangerous to explore, but such exploration may also bring great rewards!

If the Lost Ship is removed from the game board while any Hero is on the Icy Waters space, that Hero may die, carried away by the vessel: they are considered lost in the fog.

Any Hero on the Icy Waters space at the moment the Lost Ship is removed from the game board must immediately make an Honour check of 4+ to escape from the ship, or be Knocked Out.

Kraken

A creature of the dark depths, the Kraken is a mighty enemy. When the Kraken attacks a Hero, a desperate struggle begins. The details of the battle with the Kraken are described on the Kraken reference card. It is important to note that the Kraken has no Health (Wounds). Instead, a Hero who deals Damage to it gains 1 Investigation for each point of Damage dealt.

At the end of each Showdown Round (in which the Hero was not Knocked Out), the Hero must make one roll on the Kraken Table. The Hero gains +1 to the roll on the table if they succeeded sufficiently during that Showdown Round (as marked on the reference card).

Note that the Kraken is not a Villain.

Negative Skill Modifiers

Some cards on the Coast give a Hero a negative modifier to one of their Skills. These are similar to the ordinary Skill bonus circles, but have a red border and a negative number (for example, on the Mystery card The Devil's Mark). These negative modifiers stay on the Hero only for as long as that card is in their possession.

Ghosts and Ghost Markers

One of the major new features of the Coast is the Ghost cards. These are a set of the most powerful, unique Ghost Minions, terrorising the Coastal town and the surrounding countryside in general. The Ghost cards form a Stack rather than a Deck, since they have no discard pile. Each time you need to draw a Ghost, shuffle all the Ghosts and draw one at random to attack. Any player may look through the entire Ghost stack at any time.

Ghost Markers

Ghost markers represent ghosts on the spaces of the game board: particularly vile spirits.

There is a limit of 1 Ghost marker per space.

Each time a Hero enters a space with a Ghost marker (even if they only pass through it) or Lingers there, they must roll a D6.

On a roll of 1 or 2, the Hero is attacked by a Ghost! This ends the Hero's Movement, and they must fight immediately. Draw a random Ghost card from the Stack to fight the Hero.

If the Ghost is destroyed, remove the Ghost marker from the game board.

If it is not destroyed, place the token for that particular Ghost on this space, and return the Ghost card to the Stack (note that there is no discard pile for Ghost cards). The next time a Ghost card must be drawn for this Ghost marker, use the Ghost shown on that token instead of drawing a new random Ghost. Specifically, if the same Ghost card is drawn later in another location, simply move that Ghost's token to the new location (leave a Ghost marker in the old location, so that a random card is drawn for it next time).

It is very important to note that a Ghost marker (and any particular Ghost token associated with it) is NOT considered a Minion marker and does NOT stop a Hero's movement. Also note that an attacking Ghost that appeared as the result of a card's effect does not remain on the game board, and is always removed at the end of the Showdown.

Tracking a Ghost

As an Action, a Hero on a space with a Ghost marker may make a Spirit or Cunning check of 5+ to try to track the ghost. If they succeed, draw a Ghost to fight, as if the Hero had rolled a 1 or 2 when moving through this space.

New Optional Rules

More Secrets (Recommended)

Each time a Town Elder has 3 or more Secrets, reveal them immediately. Any bonus given to a player who "revealed the Secret" instead goes to the current First Player.

Trading Items and Allies in Competitive Play (Recommended)

As an Action, players may give or trade Items and Allies with other Heroes who are on the same space as them. You may not give or trade Investigations.

Playing Without the Expansion Board

For a small and quick game, you may play without the expansion game board. (The source sentence names the Mirror Lake expansion board here, which appears to be a carry-over from the Something Wicked rules; the context concerns the Coast expansion board.) You do not need to remove any cards from the decks to do this. Simply do not use the Location Decks for any Locations on the expansion board, or the Coastal Town Items.

Now the Lair deck will contain cards with Locations that are not used in the game. Treat such cards as Wild Cards (Joker cards). If they are used as a Random Location, the First Player may choose any named space on the game board instead of the Wild Card's location. When such a card is drawn as a Lair, a player may use it to start a Showdown in any named space on the game board, but must pay double the Investigation cost stated on that Wild Card to start the Showdown. The Wild Card Lair's special ability is still used. If the cost to start a Showdown has already been doubled (as happens with the Scarecrow's ability Well Hidden), triple the original price shown on the Wild Card.

Advanced Mystery Phase Table in Cooperative Play (Recommended)

To go through additional challenges when playing the Advanced Cooperative game, roll 2D6 and consult the table on the back cover of the rulebook, instead of the regular Cooperative Mystery Phase Table. (This table is printed on the back cover of the printed rulebook and is not present in the source text, so it is not transcribed here.) Note that, as with the regular table, individual results CAN be cancelled by any effect that cancels an Event or a played Mystery card.

New Villains

The Siren

A seductress from the depths, the Siren is a wicked creature who lures men to their deaths, conquering them with her sweet song. Ships break against the rocks while their crews, wholly given over to listening to her singing, pointlessly come to grief, swallowed by the waves. There is no thirst for conquest or power in this beast called the Siren; she exists only to feed on the despair of her unhappy victims, giving their dead flesh to the hordes of her children, the Harpies.

Irresistible Seduction

This ability moves Militia markers and Town Elder markers on the game board toward the Icy Waters each turn. In most cases Town Elders do not move, since their markers are not often on the game board when this ability takes effect. It does not affect a Town Elder whose marker is not on the game board.

Mermaids

Heroes on a space connected to a Water Route must pass an Honour check to avoid being seduced by the Mermaids during the Mystery Phase. A space is considered connected to a Water Route if one or more dotted movement lines lead to it.

Song of Death

When the Mystery card "Murder!" is played, the Heroes must immediately move to the space that was drawn, drawn in by the sweet songs of death of the Siren. If there are several "shortest routes" to that space, the Hero may choose which route to take.

Song of Command

The Siren's Minion Table result Song of Command makes one or more Town Elders pass an Honour check or, if seduced, join the Villain as an Evil Elder. These tests must be carried out by the current First Player.

The Ghost Ship

A ship of the dead roams the icy waters, with a crew of ghost pirates who were once members of its company; commanded by the Ghost of a sinister Captain and bristling with its deadly guns, it patrols along the shoreline. On foggy nights the ghost pirates come ashore, plundering the surrounding areas and dragging unfortunate travellers aboard their ship to join their crew... in hell!

The Ghost Captain

The Ghost Captain is a Unique Minion, marked by an octagonal token and described in detail on the Ghost Ship Villain's Minion Table. It must be noted that even though he is a Ghost, Heroes are not required to use their Spirit when fighting him.

The Ghost Ship has no Battle value of its own; it uses the number of the Ghost Captain's Battle Dice, including his ability "Where is my gold?". Any Battle bonuses that the Villain receives (through Mystery cards, the Cooperative Shadow Track, etc.) also APPLY to the Ghost Captain, even outside a Showdown with the Ghost Ship.

Broadside

The Ghost Ship Minion Table result Broadside places the large Ghost Ship marker on the Icy Waters space for the duration of the volley. It can be found on the reverse side of the Lost Ship marker.

Cursed Gold

When the Ghost Ship is being hunted, Heroes collect Cursed Gold during the game to gain a bonus against the Ghost Captain and his ship. Heroes MAY trade Cursed Gold with each other, as they would Items, but they are never obliged to lose Cursed Gold when they are Knocked Out. In the Cooperative game, all Heroes may hold Lair cards for tracking Cursed Gold, and only the Hero who has it may start a Showdown.

The Dreamweaver

The Dreamweaver is a creature of fear and shadows, creating a reality woven from a thousand nightmarish dreams. Although she is blind to the light of the real world, her true power is fed by the fear she instils in her victims, just before she drains their essence to feed her dead shell. To fall asleep means to enter her world, where the queen of nightmares consumes everything that stands against her.

Attack in Sleep

At the start of each Mystery Phase, the Heroes receive Insomnia tokens as they try to stay awake, and then each of them must roll for all the Insomnia tokens they have, so as not to fall asleep. If a Hero falls asleep, they suffer an Attack in Sleep, as the Dreamweaver breaks into their mind with their worst nightmare. The battle with the Dreamweaver is connected ONLY to the Attack in Sleep, when a Hero fails the roll for their Insomnia tokens (not counting a Showdown or any other card that makes you fight a Villain).

Queen of Nightmares

During an Attack in Sleep the Hero must use their lowest Skill in the fight. Since this is a struggle with their own mind, the Hero may NOT use any Skill other than their lowest (even if an Item or ability would allow them to do so, or even makes them use different Skills).

Promise of Morning Light

At any moment when the Shadow Track moves to a new Stage, each Hero may remove up to 2 Insomnia tokens. This includes cases where the Shadow Track moves closer to or further from Darkness.

Sandman and Shadow Creatures

The Dreamweaver's Minions mostly benefit from the number of Insomnia tokens held by the Hero they fight. Thus the Sandman actively works to plunge the Hero into sleep, adding Insomnia tokens for every Wound it inflicts on them, while the Shadow Creatures hunt such Heroes down to make their terrifying attacks upon them at the moment they are most exhausted. Of course, these attacks tend to wake you up a little..., if you are still there.

The Sunken Seven

The Sunken Seven are not a single ghost but a mass of vengeful spirits, haunting the cursed village on the Coast and the surrounding countryside. Risen from their watery graves to find an outlet for their revenge in the town that betrayed them, the Sunken Seven thirst for cursed souls and will destroy anyone who stands in their way.

Ghosts and the Villain

The Sunken Seven are a group of unique ghosts that together are represented by this Villain. Throughout the game the Heroes will fight Ghosts (represented by individual Ghost Minions), until in the end they face the group of Sunken Seven in a Showdown (as a Villain). Put simply, the Sunken Seven Villain has its own Battle, Health and abilities, but it is not directly linked to specific Ghost cards.

Dreadful Horde

At the start of each Showdown Round against this Villain, the Hero makes a roll to see which Skill they must use in that Showdown Round. The Skill obtained on the roll MUST be used, regardless of any Items or abilities the Hero has.

Curse of the Sunken Seven

This ability states that any Ghosts not marked with the Sunken Seven must be removed from the game. On the Coast all Ghost cards are marked with the Sunken Seven, so this clarification matters only in future games, when more Ghosts are added.

There are 12 Ghost markers available here. If all of them are already on the game board at the moment a new Ghost marker must be placed, move the Shadow Track 1 step closer to Darkness instead.

"You should not have come here!"

Result 5-6 of the Sunken Seven Minion Table is marked Event/Minion. This designation is not typical for table Minions, since this result places a Ghost marker. Each time you encounter a card that affects a table result "Minion" (such as the Mystery card Tide of Darkness), use this instruction to place a Ghost marker instead of an ordinary Minion.

Frequently Asked Questions ("The Coast")

Q. With the Mystery card Disturbing Collection in play, what if you run out of Minions because they have piled up on that Mystery card?

A. Each time a new Minion cannot be placed on the game board, move the Shadow Track 1 step closer to Darkness.

Q. With the Mystery card Influence of the Order on the Harbour Owner in play, do you still pay Investigations if you cross Water Routes without using your Movement?

A. No, only when you cross the sea along a Water Route through your Hero's normal Movement.

Q. Can the Ally Lonely Spirit be discarded if you are Knocked Out?

A. No. No, unless you were Knocked Out in the Church space.

Q. Can the Ally Lonely Spirit be discarded in the Church space without a reason?

A. Yes. You may discard Lonely Spirit while in the Church, as an Action.

Q. Does Lillian's ability Shadows of the Past work cumulatively?

A. Yes. Any extra Battle Dice that dealt Damage in turn allow you to roll further extra Battle Dice, until no more Damage is dealt.

Q. Does Lillian get an extra Battle Die on a roll?

A. No. It depends on the player's roll whether they meet the conditions of the Shadows of the Past ability, which adds Battle Dice.

Q. Does the Buried Gold card from the Smuggler's Cove deck have any additional effect when the Ghost Ship is being hunted?

A. Technically, no; but if you wish, you may treat a result of "Cursed" gold (a double) as meaning that the Hero may automatically take a Cursed Gold marker in addition to becoming attacked.

Q. When the Sunken Seven are being hunted, for effects of cards such as Holy Water, are the Ghosts of the Sunken Seven considered Minions or the Villain?

A. The specific Ghost cards are considered only Minions.

Q. How does the Sunken Seven's ability Vengeful Spirits work if a Hero has three Town Elders with them? Is the target the Elder from the Hero of the People card?

A. The targets of this ability may only be Town Elders who are with the Hero and would normally be attacked by the Villain (usually those who are part of the Hunting Party). If the Hero has more than two Town Elders with them, in one way or another, the Sunken Seven's attack is divided equally between them, rounded down. The remainder goes to the Hero.

Hero Abilities

Argot Blackwell, Master Hunter

  • Rude Outsider – Does not draw Events for Encounters with Town spaces.
  • Hunt for Evil – May draw an Event each time they defeat a Minion (or deal Damage to a Villain outside a Showdown).
  • Knowledge of One's Enemy – May discard an Event card to gain +2 Battle Dice for one attack, or to prevent a Wound being received.
  • Hunter – Gets +2 Battle Dice against any Beast, Vampire or Ancient enemy.

"At last I have found you!"

Maria De La Rosa, Smuggler

  • Barter – The purchase price of Town Items for her is 1 Investigation less (minimum 1).
  • Secret Route – May use any Secret Passage on the game board for free, during her movement, but not instead of it.

"Just try to stand in my way."

Doctor Edwards

  • Field Medicine – May Heal Wounds from themselves or from any other Hero on their space for 1 Investigation each. This may be used at any time (except during a Showdown Round).
  • Autopsy – While in any Town space, may remove a dead Town Elder from the game and gain D6 Investigations.

"Hold on!!! It will only take a few minutes."

Lillian, Lost Soul

  • Shadows of the Past – May roll an extra Battle Die for each Damage she dealt in that Showdown Round.
  • Spirit – Always uses Spirit in a Showdown.
  • Apostasy – May not trade Items or Allies with other Heroes. When training Spirit in the Church, she must make an Honour check of 6+ (instead of 5 or 6).

"You will pay for what you have done!"

Villain Abilities

The Ghost Ship

Shrouded in Fog – A shadow and a flicker in the deep fog: the Ghost Ship appears off the rocky coast, a harbinger of death and despair for all who see it.

Each time a Hero must fight the Ghost Ship outside a Showdown, they must fight the Ghost Captain instead. During a Showdown, the Ghost Ship has a Battle value equal to the number of the Ghost Captain's Battle Dice (using his ability "Where is my gold?").

– The Ghost Ship requires the use of the Coast game board –

Advanced abilities

  • Cursed Gold – Lair cards for the Ghost Ship always cost 3 Investigations, regardless of the current Stage of the Shadow Track. Instead of starting a Showdown, each Lair card can bring a Cursed Gold token from the pirates' treasure. While in the Location shown on its Lair card, a Hero may pay the price shown on it, as the cost of an Action, to gain 1 Cursed Gold marker (the Lair card must then be discarded). For each Cursed Gold token a Hero has, they get +1 Battle Die against the Ghost Ship.
  • Lost at Sea – A Hero must have at least 1 Cursed Gold token to start a Showdown with the Ghost Ship. The Showdown may only be started on the Icy Waters space, and its start cost is the "Lair Cost" equal to the current Stage of the Shadow Track.
  • Ship of the Dead – Each time the Ghost Ship should appear, a Broadside Event from the Ghost Ship Minion Table is triggered instead.

Each time the Mystery card "Murder!" is played, also place the Ghost Captain on that space, as well as Ghost Pirates on 2 additional Random Locations.

The Siren

The Siren's Call – A beautiful song from the depths has lured many careless listeners, who found themselves in a watery grave.

Each Battle Die roll of 1 made by a Hero deals 1 Damage to that Hero. A Hero may pay 2 Investigations for each 1 to prevent such Damage being dealt to themselves.

– The Siren requires the use of the Coast game board –

Advanced abilities

  • Loyal Thralls – The Villain gets +1 Battle for each currently living Evil Elder.
  • Irresistible Seduction – At the start of each Mystery Phase, each Militia and Town Elder marker on the game board moves 1 space along the shortest route toward the Icy Waters. Any Militia or Town Elder marker that thus enters the Icy Waters dies.
  • Mermaids – At the start of each Mystery Phase, each Hero on a space connected to a Water Route must pass an Honour check of 4+ (Honour 5+ if the Shadow Track is in the Red zone), or immediately move to the Icy Waters and take 1 Wound.
  • Song of Death – When the Mystery card "Murder!" is played, each Hero immediately moves 2 spaces along the shortest route to the Location that was drawn.

The Dreamweaver

Attack in Sleep – The Dreamweaver weaves flesh from nightmares, shadows and fears.

At the start of each Mystery Phase, each Hero receives an Insomnia token and must roll a D6. If the roll is equal to or higher than the Hero's current number of Insomnia tokens, they are able to stay awake through the night. If not, the Hero falls asleep (remove all Insomnia tokens from them) and must immediately fight one Showdown Round against the Dreamweaver. This does not count as a Showdown, and for each Damage the Hero deals to the Villain, they gain 1 Investigation instead of taking a Wound.

Advanced abilities

  • Queen of Nightmares – During an Attack in Sleep, the Hero confronts their worst fears. The Hero must use their lowest Skill for the corresponding fight (Spirit, Cunning, Battle or Honour).
  • Eternal Sleep – During a Showdown, the Villain gets +2 Battle if the Hero has 4 or more Insomnia tokens.
  • Promise of Morning Light – Each time the Shadow Track moves to a new Stage, each Hero may discard up to 2 Insomnia tokens.
  • Army of Shadows – When the Mystery card "Murder!" is played, roll a D6. On a 1, 2 or 3, place a Sandman Minion on 2 Random Locations. On a 4, 5 or 6, place a Shadow Creatures Minion on 2 Random Locations.

The Sunken Seven

Dreadful Horde – The Ghosts of the Sunken Seven: a group of phantom evil spirits, driven by a common need to destroy all those who betrayed them.

At the start of each Showdown Round against the Villain, the Hero makes a roll to see which Skill must be used in that Showdown Round: 1 – Honour, 2 – Spirit, 3 – Cunning, 4-5 – Battle.

Advanced abilities

  • Curse of the Sunken Seven – At the start of the game, place 7 Ghost markers on the game board in Random Locations (no more than 1 marker per Location), and remove from the Ghost stack any cards that are not marked with the Sunken Seven. These Ghost markers work as normal, as described in the rules. In this game only the 7 Sunken Seven Ghost cards are used. At any time when a Ghost from a Ghost marker is defeated, the Hero may take that Ghost marker as a trophy ("as dice" in the source; the sense of this parenthesis is unclear and it is kept as printed). These trophies may be discarded during a Showdown against the Villain (or another Ghost) to prevent up to 2 Damage, or to roll 4 additional Battle Dice on an attack. Any Town Elder who becomes an Evil Elder instead dies.
  • Vengeful Spirits – During a Showdown, the Villain sets aside half of its Battle Dice (rounded down) for each Hero's Town Elder, instead of the usual 1 die.
  • Haunted by the Past – When the Mystery card "Murder!" is played, also place a Ghost marker on that space.

Villain Minion Tables

The Ghost Ship

1. Plunder (Event)

Discard the top 2 cards of each Corner Location deck. For each Ally discarded in this way, place Ghost Pirates on that Location.

Move the Shadow Track 1 step closer to Darkness.

2-3. Ghost Pirates (Minion – Ghost – Horde)

The Pirates roll 4 Battle Dice. They have 2 Health (Wounds). Victory – 5 Investigations.

Important: The Hero must use Spirit instead of Battle in fights against them. At the start of each Mystery Phase, if the Pirates are in a Corner Location, reveal the top card of that Location's deck and remove it from the game. If they are in any other named Location, reveal the top card of the Event deck and remove it from the game.

4-5. Ghost Captain (Minion – Ghost – Unique)

The Captain rolls 5 Battle Dice. Victory – 2 Investigations for each Damage dealt to the Captain.

Important: Unique – There is only one Ghost Captain. If he is already on the game board when his result for the Ghost Ship Minion Table is rolled, move him to a new Location. Each time you are asked to place several copies of this Minion at once, place Ghost Pirates instead of the excess (as may happen with the Mystery card Tide of Darkness). Only one Showdown Round. For each Damage dealt to the Ghost Captain, the Hero gains 2 Investigations. After any Showdown with the Ghost Captain, remove him from the game board. "Where is my Gold?" (printed in the source as "Were is my Gold?") – The Ghost Captain gets +2 Battle Dice against any Hero with fewer than 3 Cursed Gold (or +3 Battle Dice when the Shadow Track is in the Red zone).

6. Broadside (Event)

Place the Ghost Ship on the Icy Waters space, and draw a Random Location to determine which space is attacked by the Broadside. If a Corner Location is drawn, discard the top D6 cards of the corresponding deck, then remove all cards in that deck's discard pile from the game. If this happens in a non-Corner Location, use the Event deck and its discard pile for this purpose.

Any Hero in this Random Location (or on the Icy Waters) also takes D3 Wounds, then the Ghost Ship is removed from the game board.

The Siren

1-3. Song of Command (Event)

Roll a D6. Any Town Elder with a Spirit equal to this roll must immediately pass an Honour check of 5+, or join the Villain as an Evil Elder (discard any Secrets that such an Elder had).

The Shadow Track moves 1 step closer to Darkness.

4-5. Harpies (Minion – Beast)

The Harpies roll 2 Battle Dice. They have 2 Health (Wounds). Victory – 5 Investigations.

Important: When Harpies are rolled, also place one additional Harpy in a Random Location. Jaws – they deal Damage on 4, 5 or 6 (instead of the usual 5-6). Wings – for each Damage taken, roll a D6. On a 4, 5 or 6, the Harpies ignore that Damage.

6. Siren Attack (Event)

The Villain attacks! The Hero must immediately fight one Showdown Round against the Villain. Instead of the Villain receiving Wounds, each Damage dealt to it by the Hero brings the Hero 1 Investigation. This fight does NOT count as a Showdown.

If there are no Heroes on the space, instead of such a fight, place 2 Investigations on that Location and move the Shadow Track marker 1 step closer to Darkness.

The Dreamweaver

1-2. Hallucinations (Event)

Each Hero must immediately roll a D6 for each Insomnia token they have. For each roll of 1 or 2, the Hero must discard one Item, Ally or Investigation.

The Shadow Track moves 1 step closer to Darkness.

3. Sandman (Minion – Construct)

The Sandman rolls 2 Battle Dice. Has 1* Health (Wound). Victory – 5 Investigations.

Important: * The Sandman has +1 Health for each Insomnia token held by the Hero fighting it. For each Wound the Sandman inflicts on a Hero, that Hero must also gain 1 Insomnia token. (Any Insomnia tokens added this way begin giving extra Health to the Sandman from the next Showdown Round.) At the start of each Mystery Phase, it moves 1 space forward along the shortest route leading to the Town Hall.

4-5. Shadow Creatures (Minion – Beast)

The Creatures roll 1* Battle Die. Have 2 Health (Wounds). Victory – 3 Investigations, and the Hero may remove 1 Insomnia token.

Important: * Shadow Creatures have +1 Battle Die for each Insomnia token held by the Hero fighting them. Hunter – At the start of each Mystery Phase, they move 1 space forward toward the nearest Hero (in case of equally distant targets, the First Player chooses which Hero the Creature moves toward).

6. Sleep Attack! (Event)

Each Hero must immediately make a roll for an Attack in Sleep, as if the start of the Mystery Phase had come (in accordance with the instructions on the Villain's card). Note that the Hero does NOT receive an Insomnia token before the roll, as happens at the start of the Mystery Phase.

The Shadow Track moves 1 step closer to Darkness.

The Sunken Seven

1. Judgement Winds (Event)

Each Ghost marker on the game board immediately moves 2 spaces forward toward the nearest Hero (in case of several equidistant targets, toward the Hero with the lower Honour). Any Hero on a space with a Ghost marker is immediately attacked by a Ghost.

The Shadow Track moves 1 step closer to Darkness.

2. Soul Defeat (Event)

Each Hero on the game board immediately makes a Spirit check of 5+ and gains 1 Investigation for each roll of 5+. If the check is failed, the Hero must lose D3 Items, Allies or Health (i.e., receive that many Wounds), in any combination.

3. Mental Torment (Event)

Each Hero on the game board immediately makes a Cunning check of 5+ and gains 1 Investigation for each roll of 5+. If the check is failed, the Hero must lose D3 Items, Allies or Health (i.e., receive that many Wounds), in any combination.

4. Fear of Guilt (Event)

Each Hero on the game board immediately makes an Honour check of 5+ and gains 1 Investigation for each roll of 5+. If the check is failed, the Hero must lose D3 Items, Allies or Health (i.e., receive that many Wounds), in any combination.

5-6. "You should not have come here!" (Event/Minion)

Place a Ghost marker on this space (or on a Random Location, if this was not a roll for a specific Hero). If a Hero is on this space, they are immediately attacked by a Ghost!

Lost Ship Table

While the Lost Ship is on the game board, its marker is placed on the Icy Waters (replacing the game text there). Any Hero who must Encounter the Lost Ship rolls 2D6 and adds the values of the two dice together to find the result in the table below.

A Hero with Spirit 4 or higher must subtract 1 from the roll result (minimum 2). A Hero with Cunning 4 or higher must add +1 to the roll (maximum 12). A Hero with BOTH Spirit 4 or higher AND Cunning 4 or higher MAY add or subtract 1 from the roll result (after the roll).

2D6 Result:

  • 2. Lair of Evil – You have stumbled upon the Villain's lair! It is too late to turn back... it knows you are here. A Showdown with the Villain begins! If you are playing a Team or Cooperative game, any other Heroes from your team may immediately move to the Lost Ship to join the Showdown. A Hunting Party of Town Elders is not formed, but each Hero taking part in the Showdown may draw 2 Event cards at its start.
  • 3. Otherworldly Visions – Ahead you have run into some invisible obstacle; sharp flashes of visions of the future flicker in your mind. Look at the top D6 Mystery cards. Choose 1 of them to discard, play 1, and put the remaining cards back on top of the deck in any order. Gain 2 Investigations for each card put back on top of the deck.
  • 4. Vengeful Spirit – While you look into a broken mirror, a foul vision appears behind you and strikes! Draw a Ghost to fight immediately.
  • 5. Suffocating Fog – Before you notice, the air on the lower deck grows thicker, turning into a choking fog, as you begin to suffocate. Make an Honour check of 6+ and gain 3 Investigations for each roll of 6+. If you fail the roll, take 1 Wound and repeat this roll, until you succeed or are Knocked Out.
  • 6. Sense of Presence – Make a Spirit check of 3+ and gain 1 Investigation for each roll of 3+. If at least one 6 was rolled, you may also gain a +1 Spirit, +1 Cunning or +1 Honour marker.
  • 7. Foreboding of a Terrible End – Blood splashed across the walls, shards of broken glass all over the deck, doors scratched by blows and railings... whatever happened here was madness. Gain D6 Investigations. If you rolled a 5 or 6 for the Investigations, you must also roll on the Villain Minion Table and resolve its result.
  • 8. Intrigued by the Discovery – Make a Cunning check of 3+ and gain 1 Investigation for each roll of 3+. If at least one 6 was rolled, you may also take a Town Item from the Town Item stack for free.

Kraken Battle

The Kraken is a huge creature of the depths, older than anything the Earth has known. When the Kraken attacks, it is always a desperate struggle for survival.

The Kraken has no fixed amount of Health (Wounds). Instead, for each Damage dealt to the Kraken, the Hero gains 1 Investigation. To Flee, the Hero must first pass an Honour check of 6+.

At the end of each Showdown Round, the Hero must roll a D6 and consult the table below. Add +1 to the roll if you dealt more Damage than the Kraken dealt to you in that Showdown Round. Continue fighting until you are Knocked Out or the Kraken retreats.

  • 1. Divide and Conquer – A sliding tentacle wraps around one of your Allies and drags it into the sea! You must discard an Ally.
  • 2. Knocked Loose – In the heat of the battle a foul tentacle strikes you, tearing an Item from your hands. You must discard an Item.
  • 3. Crushing Power – Cornered by the Kraken, you have come as close to its gaping maw as you can! In the next Showdown Round you cannot Flee, and a roll of 6 on any Battle Die deals 2 Wounds each, to both you and the Kraken.
  • 4. Stunning Blow – Great damage! In the next Showdown Round the Kraken attacks with only 2 Battle Dice.
  • 5-6. Victory! – The Kraken has had enough and retreats into the sea, ending the Showdown.
  • 7. Great Victory! – The Showdown ends as the Kraken crawls away. Gain D6 Investigations and move the Shadow Track 1 step further from Darkness.

(The table as printed lists a result of 7, which cannot be rolled on a single D6; it is transcribed as printed.)

  • Promise of Morning Light
  • Sandman and Shadow Creatures
  • The Sunken Seven
    • Ghosts and the Villain
    • Dreadful Horde
    • Curse of the Sunken Seven
    • "You should not have come here!"
  • 9. Figures in the Darkness – You catch movement out of the corner of your eye, but it is too late. You are attacked by a Drowned Man.
  • 10. Tentacle from the Depths – With a shrieking wail, a mass of tentacles bursts out of the sea and smashes the deck near you! You are attacked by the Kraken.
  • 11. Captain's Diary – "The ocean around us began to boil. Even at this moment we hear its hissing and bubbling as the sea seethes, devouring the hull. The presence of something sinister saturates the very air. Food stores have begun to rot and the water to go stale. IT seems to know we are near. Some of the men with me decided to go down onto the deck and face this evil eye to eye. We cannot let it reach the coast, and even if we wanted to escape..., it will not leave us in peace." Move the Shadow Track D3 steps closer to Darkness and gain 2D6 Investigations.
  • 12. Burden of Fear – A lone seated figure appears facing the wall, inflicting wounds upon itself, and carelessly writes in blood on the floor: "The way out is found..." You become Possessed, consumed by your own fear. Immediately take 2D6 Wounds. You may pay 1 Investigation to prevent any one of these Wounds. If you are not Knocked Out, gain 2 +1 Spirit markers, and you may draw a Lair card. Move the Shadow Track 1 step closer to Darkness.