Deep Madness: Rise of Dagon
Deep Madness: Rise of Dagon Rulebook
Table of Contents
Table of Contents
Expansion Overview
The following expansion components will only be used when playing the storybook chapters in this expansion: the room tiles and room cards; chapter-specific Dagon monster card; the scenario, filth and infection cards; the filth and infection tokens; the novel, secret and ritual markers; and the Hydra's Domain markers.
The following expansion components can be used in any chapter of Deep Madness (unless otherwise stated) and may be added to the base game if desired: the investigator and activation cards; the monster and spawn cards; the search, madness and consciousness cards; and the devoured effect markers.
The enlightenment cards, domain cards, domain tokens, portal marker, and shadow investigator standee are used in the new domain and enlighten mechanism introduced in this expansion. (See "Domain and Enlighten" below for more information.) The domain and enlighten mechanism can be used in any chapter as an optional rule.
Components
- 5 Room Tiles (2 large and 3 small)
- 5 Monster Cards (3 normal, 1 epic, and 1 chapter-specific)
- 6 Infection Cards
- 2 Investigator Cards
- 3 Scenario Cards
- 8 Search Cards
- 5 Madness Cards
- 20 Consciousness Cards
- 5 Room Cards
- 14 Spawn Cards
- 2 Activation Cards
- 16 Filth Cards
- 6 Enlightenment Cards
- 24 Domain Cards
- 24 Domain Tokens (3 types, 8 of each)
- 10 Hydra's Domain Markers (5 types, 2 of each)
- 1 Portal Marker
- 1 Shadow Investigator Standee
- 26 Dagon's Domain/Flooded Markers
- 6 Spawn/Devoured Effect Markers
- 12 Novel Markers
- 9 Infection Tokens
- 3 Ritual Markers
- 4 Secret Markers
- 12 Filth Tokens
- 2 Investigator Figures (Meredith Waite and Regan Waite)
- 24 Monster Figures (Dagon, 12 Deep Ones, 5 Hydras, 6 Shadow of Filth)
Additional Rules
The Rise of Dagon expansion introduces new mechanics and experiences to the world of Deep Madness. This section describes the additional rules necessary to play with this expansion.
Red Space Lines
The red space line is a new type of space line introduced in this expansion. Any spaces divided by a red space line are not treated as adjacent spaces, and figures cannot move through red space lines voluntarily (they can move through a red space line involuntarily). However, when determining line of sight and range, the red space lines behave like normal white space lines and do not block line of sight.
Red Space Lines Example 1 (the example is shown on a board diagram with spaces A to E; the lettered notes are transcribed):
- A. Space A is in the investigator's line of sight. It has a range and distance of 1.
- B. The investigator cannot move directly to Space B since figures cannot move through the red space line. Instead, he must first move to Space A and then into B, giving Space B a distance of 2. However, Space B is within line of sight and has a range of only 1.
- C. The investigator cannot move directly to Space C for the same reason. Space C is also in his line of sight with a range of 1 and a distance of 2.
- D. Space D is in line of sight with a range and distance of 2.
- E. Space E is not in the investigator's line of sight. If he were to move to Space B, Space E would be in his line of sight with a range of 2 and a distance of 3.
Red Space Lines Example 2:
- A. The investigator can move directly to Space A. Space A is in his line of sight with a range and distance of 1.
- B. The investigator cannot directly move to Space B. He must move to Space A first, giving Space B a distance of 2. But Space B is in his line of sight and has a range of only 1.
- C. The investigator cannot directly move to Space C. He must move through Space A and Space B first. Thus, Space C has a distance of 3. But Space C is in his line of sight and still has a range of only 1.
- D. The investigator cannot directly move to Space D. He must move to Spaces A, B, and C first. So, Space D is at a distance of 4. However, Space D is still in his line of sight and has a range of only 1.
Shadow of Filth
During Step 4 of the game setup, attach one of the six colored bases included in this expansion to each of the Shadow of Filth figures. Every Shadow of Filth will now treat the investigator with its matching base as the only investigator in the game. Likewise, investigators are unable to treat the Shadow of Filth figures with different colored bases as monsters and may only attack their own personal Shadow of Filth.
When a Shadow of Filth is about to move through a locked hatch, only the investigator with the base of the same color can roll the dice to determine whether it can move through the hatch or not.
Note: Shadow of Filth cannot be used in "The Horror Beneath" chapter seven of the Deep Madness base game.
When resolving a Shadow of Filth spawn card, players decide which Shadow of Filth figure to spawn.
Quick reference, as printed on the Shadow of Filth page:
- A Shadow of Filth treats the investigator with the same colored base as the only investigator.
- Investigators do not treat the Shadow of Filth that have different colored bases as monsters.
- After a Shadow of Filth is killed, immediately spawn it.
Domain and Enlighten
Domain and enlightenment cards form a new mechanism in this expansion. To use them, shuffle the domain cards to form a face-down domain deck and place the domain tokens beside the game board during Step 5 of the setup. Next, place the six enlightenment cards beside the game board with each card facing up.
The domain and enlighten mechanism is an optional rule that can be used in any chapter. Note: If the investigators Meredith Waite or Regan Waite are chosen, this mechanism must be used in the game.
Linked investigator. Investigators are said to be linked to the monster directly below him/her in the activation track. For example, if the Hydra monster card was below Meredith Waite's activation card in the track, she would be the linked investigator for any Hydra spawned.
Actions outside of activation. Sometimes, an investigator may perform actions outside of his/her normal activation. When this happens, the effects and abilities that are usually available during his/her activation cannot be triggered or used. Furthermore, because these standalone actions are not considered a part of the investigator's activation, any effects that take place at the beginning or end of his/her activation will not be triggered either (e.g., devoured effects, checking drowning condition, etc.).
Spawning. If an effect instructs you to spawn a monster, an investigator, a marker, etc. but doesn't specify a spawning location, place the item or creature in the spawn space of the room corresponding to the top card in the devoured deck. Once finished, move the referenced card to the bottom of the devoured deck.
Domain cards. The domain card diagram shows a title, an effect text, and the corresponding domain token. The example card shown is titled "Focused Restoration", with the effect "Once per activation, you may exhaust 1 sanity to heal 1 wound."
After an investigator performs a rest action for the first time during a game round, he/she must draw a domain card. An investigator can draw no more than one domain card via performing a rest action per game round.
The investigators may also draw domain cards due to other effects in the game. When an investigator draws a domain card, he/she also gains a corresponding domain token.
Investigators cannot discard their domain cards voluntarily. And, when an investigator does discard, remove, or give away one of his/her domain cards, he/she doesn't discard, remove, or give away the corresponding domain token.
New devoured effect. While an investigator is in this space, he/she must exhaust 1 oxygen before performing an action. This effect doesn't indicate that the space is a flooded space. In fact, if the space containing this effect is also flooded, the investigator must exhaust 2 oxygen in total before performing an action. If the space containing this effect is non-flooded, the investigator can restore oxygen when checking his/her drowning condition.
Enlightenment cards. The enlightenment card diagram shows a title, an effect text, and domain token slots. The example card shown is titled "Collective Renewal", with the effect "Each investigator heals 1 wound. Then discard all the domain tokens from this card."
Domain Token Slots. Once per activation, an investigator may place a matching domain token on the leftmost empty domain token slot of an enlightenment card. This does not cost an action.
After the last empty domain token slot of an enlightenment card has been filled with a matching domain token, the effect printed on this card must be resolved.
Storybook Chapters
Ongoing Campaign
The three chapters of this expansion run as an ongoing campaign. They must be played in order. After a chapter is won, investigators will move to the next chapter. The following components for each investigator will be retained when moving to the next chapter: search cards, infection cards, filth cards, infection tokens, and filth tokens. If a card is still face down, keep it face down and do not look at its front side.
Infection Cards
Each investigator will receive a face-down infection card at the beginning of Chapter One. This card will be kept throughout the campaign and can be used to quickly reference the possible effects and abilities related to Deep One mutation. The investigators' infection cards will be revealed as the game progresses. When an investigator's infection card is revealed, he/she will immediately receive a certain number of filth tokens according to the infection card, and all his/her face-down filth cards will be resolved.
Face-down infection card text (the printed face-down card):
- When you gain a filth card, place it face down on this card without looking at it.
- After you kill a Hydra, choose and discard a filth card from this card.
- When there are 4 or more filth cards on this card, immediately flip this card to the other side.
Filth Cards
Shuffle the filth cards to form a face-down deck during Step 5 of the setup. A variety of effects require the investigator to receive a filth card as the game progresses. When an investigator's infection card is face down, he/she keeps the new filth card face down on his/her infection card without looking at it. When an investigator's infection card is face up, however, he/she must resolve the new filth card immediately.
These rules are also provided in each chapter. They are repeated here for quick-reference purposes.
Gaining Filth Cards:
- At the end of an investigator's activation, he/she gains a filth card for each Hydra in his/her line of sight and for each Hydra's Domain in the same space.
- At the end of a Hydra's activation, each investigator in its line of sight gains a filth card.
- At the end of a Hydra's Domain's activation, each investigator in the same space gains a filth card.
When resolving a filth card, the investigator simply receives the number of filth tokens featured on the card, then discards the filth card. If the filth deck is exhausted during the game, shuffle the discard pile to form a new deck. Whenever an investigator has three or more filth tokens, he/she must discard exactly three of them and receive an infection token. After an investigator receives his/her first infection token, he/she is known as an infected investigator. Otherwise, he/she is a non-infected investigator.
- At the end of a non-infected investigator's activation, he/she gains a filth card for each infected investigator in the same space.
- At the end of an infected investigator's activation, each non-infected investigator in the same space gains a filth card.
Discarding Filth Cards/Tokens:
- After a non-infected investigator kills a Hydra, he/she chooses and discards a face-down filth card from his/her infection card.
- After an infected investigator kills his/her own Shadow of Filth, he/she discards a filth token.
Hydra's Domain
There are five pairs of different colored Hydra's Domain markers. In the chapters of this expansion, each Hydra monster figure has a corresponding Hydra's Domain marker. During Step 4 of the setup, insert five different colored Hydra's Domain markers in plastic stands. These standees are known as Hydra's Domains, and the investigators treat them as monsters (maximum health 5). Once this is done, insert the remaining five markers into each Hydra monster figure's base. Each Hydra's Domain standee corresponds to the Hydra figure that has the marker of the same color inserted in its base.
Winning and Losing the Chapters
When playing the storybook chapters in this expansion, players are on the same side and win or lose the game together. Investigators win the game if the winning conditions of the chosen chapter are met.
The game is lost if any of the following occur:
- An investigator receives four infection tokens.
- Every investigator has an infection token.
- The total number of investigators' infection tokens reaches 6 (4 investigators), 8 (5 investigators), or 9 (6 investigators).
- An investigator is killed.
- The devour marker reaches the last space of the devouring track.
- There is no monster left in the reserve (excluding any horror "0" monsters) when a monster needs to be spawned.
Note: The chapters run as an ongoing campaign. The investigators' infection tokens accumulate through the whole campaign. If the investigators receive too many infection tokens in one chapter, it will be very difficult for them to survive the following chapters.
Chapter 1: Rite of Bile
Something terrible has happened to this area of the Kadath mining facility. Everything you know about this place has been twisted – including yourself. You need to find out what's going on, and you need to escape. But first, you need to survive. To win this chapter, you only have to kill six Hydras. However, that's not as easy to accomplish as it sounds. Each Hydra has a corresponding Hydra's Domain. You'll need to kill the corresponding Hydra's Domain before you can even hurt the Hydra. What's worse, Hydras can spawn Deep Ones to protect themselves, and Hydras and their Domains can also force you to take filth cards. When a filth card is resolved, you may receive filth tokens or even infection tokens that will begin mutating you into a Deep One. When this happens, your own personal Shadow of Filth will rise from your bile, pursuing you every step you take. Furthermore, you keep hearing running water echoing down the corridors...
Game Board. Set up the game board as shown in the chapter's diagram, which uses rooms 2, 3, 4, 10, 12, 19, 26, 29 and 34 (34 is the START space), with the Hatch, Flooded and Spawn markers placed as the diagram shows. Shuffle all the devoured effect markers. Randomly reveal and place a devoured effect marker in each space of the devoured rooms with the exception of spaces that already contain spawn markers.
Room Deck and Devoured Deck.
- Room deck: 19, 26, 29, 34.
- Devoured deck: 2, 3, 4, 10, 12.
Special Setup. Before choosing monsters during Step 3 of the setup, place the Deep One monster card and the Hydra monster card in the first and second spaces of the monster activation track respectively, and place the Shadow of Filth monster card in the sixth space. After that, fill the remaining spaces with random monster cards as usual. The Dagon epic monster cannot be used in this chapter. Note: Do not shuffle the Hydra spawn cards and the Shadow of Filth spawn cards into the spawn deck.
After choosing monsters, place the "Hydra's Domain" scenario card for this chapter under the Hydra monster card in the activation track.
Note: When preparing the madness deck, do not shuffle the "Priestess of Bile" madness card into the deck.
After the setup, each investigator randomly receives an infection card and places it face down beside his/her investigator card without looking at its front side.
Devouring Track. Assemble the devouring track as shown in the chapter's diagram. The devour values printed above the track, from left to right, are 2, 2, 2, 2, 2, 3, 3.
Hazard Effects:
- The investigator who has the most face-down filth cards reveals his/her infection card. If there is a tie, each tied investigator rolls 1 (die icon) until there is only one investigator with the lowest result. This investigator then reveals his/her infection card.
- Spawn two Hydras in different spaces. Note: After each Hydra is spawned, immediately spawn its corresponding Hydra's Domain next.
Special Rules.
- At the end of a Hydra's activation, spawn a Deep One in the same space. Each investigator in the Hydra's line of sight then gains a filth card. Note: The Hydra's line of sight cannot be blocked by different flooded conditions (closed hatches). However, the locked hatches still block the Hydra's line of sight.
- Similarly, at the end of each investigator's activation, he/she gains a filth card for every Hydra in his/her line of sight. Note: This is determined by the investigator's line of sight, not the Hydra's. Remember, the investigator's line of sight will be blocked by different flooded conditions (locked hatches).
- The investigators treat the Hydra's Domains as monsters (maximum health 5). They are activated after the Hydras. The players decide the order of their activations. After a Hydra's Domain is killed, immediately activate the corresponding Hydra once. Note: If a Hydra's corresponding Hydra's Domain is still on the board, the Hydra cannot take wounds or be killed for any reason.
- When the investigator Regan Waite is in play, she cannot use the second ability on her investigator card to mark a Hydra if its corresponding Hydra's Domain is still on the board.
- At the end of an infected investigator's activation, each non-infected investigator in the same space gains a filth card. At the end of a non-infected investigator's activation, he/she gains a filth card for each infected investigator in the same space.
Winning. All six Hydras have been killed.
Note: After this chapter is won, each investigator keeps his/her search cards, infection card, infection tokens, filth cards, and filth tokens. They will be used in the next chapter. If a card is still face down, keep it face down and do not look at its front side.
Chapter 2: Virulent Whispers
The Hydras' secrets are hidden in the pages of Ward Phillips's book, and you'll have to find them to stop what's happening to you and the facility. There are three face-down secret markers scattered throughout this area, and you must make a path using the novel markers to connect the face-up marker(s) to the face-down ones. After a path is completed, an infected investigator (and only an infected investigator) can turn the linked face-down marker face up. Once this happens, the novel markers that formed your path will be discarded, and a path to the next secret must be forged. When all the secret markers have been flipped face up, the game is won. However, in addition to giving the investigators filth cards, the Hydras and their Domains will also seek out and destroy the novel markers you've laid down. Furthermore, everywhere you look you see only rising water. You feel your time and chances ticking away as a malevolent force closes in around you. Can you possibly discover the Hydras' secret before it's too late?
Game Board. Set up the game board as shown in the chapter's diagram, which uses rooms 2, 3, 4, 9, 12, 24, 31, 34 and 35, with Wall, Hatch, Flooded and Spawn markers and the face-down Secret markers placed as the diagram shows. Shuffle all the devoured effect markers. Randomly reveal and place a devoured effect marker in each space of the devoured rooms with the exception of spaces that already contain spawn markers.
Room Deck and Devoured Deck.
- Room deck: 9, 12, 24, 35 (Note: Room 34 is not in the room deck.)
- Devoured deck: 2, 3, 4, 31
Special Setup. During the investigator setup process, each investigator starts the game with all his/her components retained from Chapter One. Note: Ignore the starting search card printed on each investigator card.
Before choosing monsters during Step 3 of the setup, place the Deep One monster card and the Hydra monster card in the first and second spaces of the monster activation track respectively, and place the Shadow of Filth monster card in the sixth space. After that, fill the remaining spaces with random monster cards as usual. The Dagon epic monster cannot be used in this chapter. Note: Do not shuffle the Hydra spawn cards and the Shadow of Filth spawn cards into the spawn deck.
After choosing monsters, place twelve success tokens on the Deep One monster card. Then, place the "Hydra's Domain" scenario card for this chapter under the Hydra monster card in the activation track.
Note: When preparing the madness deck, do not shuffle the "Priestess of Bile" madness card into the deck.
After the setup, spawn all the infected investigators' Shadow of Filth one at a time, following the order of their activation cards in the activation track from left to right.
Devouring Track. Assemble the devouring track as shown in the chapter's diagram. The devour values printed above the track, from left to right, are 2, 2, 2, 2, 2, 3, 3.
Hazard Effects:
- The investigator who has the most face-down filth cards reveals his/her infection card. If there is a tie, each tied investigator rolls 1 (die icon) until there is only one investigator with the lowest result. This investigator then reveals his/her infection card.
- Spawn two Hydras in different spaces. Note: After each Hydra is spawned, immediately spawn its corresponding Hydra's Domain next.
Investigate Actions.
- When there is a face-up secret marker or a novel marker in a space adjacent to an investigator, that investigator gains: "Investigate: Place a novel marker in your space." Note: Investigators cannot perform this action if there is a novel marker, a secret marker, a Hydra, or a Hydra's Domain in their same space.
- If an infected investigator is in the same space with a face-down secret marker and there is at least one path of novel markers connecting this face-down secret marker to a face-up secret marker, this infected investigator gains: "Investigate: Flip the face-down secret marker in your space face up. Then, discard every novel marker in the path that connects this secret marker to another face-up secret marker."
Special Rules.
- During a Hydra's move action, it moves toward the nearest novel marker. If there is no novel marker on the board, it moves toward the nearest investigator as usual.
- After a Deep One is killed, place a success token on its monster card. An investigator may discard a success token from the Deep One monster card instead of exhausting 1 oxygen.
- At the end of a Hydra's activation, spawn a Deep One in the same space. If there is a novel marker in the same space, it is discarded. Each investigator in its line of sight gains a filth card.
- At the end of an investigator's activation, he/she gains a filth card for each Hydra in his/her line of sight.
- The investigators treat the Hydra's Domains as monsters (maximum health 5). They are activated after the Hydras. The players decide the order of their activations. After a Hydra's Domain is killed, immediately activate the corresponding Hydra once. Note: If a Hydra's corresponding Hydra's Domain is still on the board, the Hydra cannot take wounds or be killed for any reason.
- When the investigator Regan Waite is in play, she cannot use the second ability on her investigator card to mark a Hydra if its corresponding Hydra's Domain is still on the board.
- At the end of an infected investigator's activation, each non-infected investigator in the same space gains a filth card. At the end of a non-infected investigator's activation, he/she gains a filth card for each infected investigator in the same space.
Winning. After every secret marker on the board has been flipped face up, reveal the face-down infection cards for every investigator (if there are still any). If none of the losing conditions is met, the investigators win the chapter.
Note: After this chapter is won, each investigator keeps his/her search cards, infection card, infection tokens, and filth tokens. They will be used in the next chapter.
Chapter 3: Dagon Rising
Dagon is rising from the depths. Will any survive his call? Every space around you is flooded, and Dagon is generating his Domain of madness and horror through both his own being and that of his servants. If you share a space with a Dagon's Domain and are within the line of sight of either Dagon or a Hydra, you will be killed instantly (the same will happen if a Hydra's Domain appears in your space while you're in a Dagon's Domain space). However, to win, you will have to complete a ritual to stop Dagon's rise using the power of Dagon's Domain. There are three ritual markers in this section. A ritual can only be resolved successfully when there's a Dagon's Domain in the same space, along with the cooperation of both infected and non-infected investigators. Only the infected investigators can flip a ritual marker face up and activate it, and only the non-infected investigators can remove the face-up ritual marker to finish the ritual. When every ritual marker has been removed from the area, the investigators win the game. But time is almost up: Can you complete the rituals before you all succumb to the rise of Dagon?
Game Board. Set up the game board as shown in the chapter's diagram, which uses rooms 2, 9, 17, 23, 25, 28, 29, 32, 33 and 35, with Wall and Hatch markers, Spawn markers, face-up and face-down Dagon's Domain markers, and face-down Ritual markers placed as the diagram shows.
Note: The other side of the Dagon's Domain marker is the flooded marker. Use the Dagon's Domain markers included in this expansion instead of the flooded markers from the base game.
Shuffle all the devoured effect markers. Randomly reveal and place a devoured effect marker in each space of the devoured rooms with the exception of spaces that already contain spawn markers.
Room Deck and Devoured Deck.
- Room deck: 2, 17, 28, 32.
- Devoured deck: 9, 23, 25, 29, 33, 35.
Special Setup. During the investigator setup process, each investigator starts the game with all his/her components retained from Chapter Two. Note: Ignore the starting search card printed on each investigator card.
Place the Dagon monster figure in the "Dagon" space.
Before choosing monsters during Step 3 of the setup, place the Deep One monster card and the Hydra monster card in the first and second spaces of the monster activation track respectively. Place the Shadow of Filth monster card in the sixth space and place the chapter-specific Dagon monster card at the end of the activation track. After that, fill the remaining spaces of the monster activation track with random monster cards as usual. Other epic monsters cannot be used in this chapter. Note: Do not shuffle the Hydra spawn cards, the Shadow of Filth spawn cards, and the Dagon spawn cards into the spawn deck.
After choosing monsters, place twelve success tokens on the Deep One monster card. Then, place the "Hydra's Domain" scenario card for this chapter under the Hydra monster card in the activation track.
Note: When preparing the madness deck, do not shuffle the "Priestess of Bile" madness card into the deck.
After the setup, spawn all the infected investigators' Shadow of Filth one at a time, following the order of their activation cards in the activation track from left to right.
Devouring Track. Assemble the devouring track as shown in the chapter's diagram. The devour values printed above the track, from left to right, are 2, 2, 2, 2, 2, 3, 3.
Hazard Effects:
- Spawn two Hydras in different spaces. Note: After each Hydra is spawned, immediately spawn its corresponding Hydra's Domain next.
Investigate Actions.
- If an infected investigator is in the same space with a face-down ritual marker and a Dagon's Domain, he/she gains: "Investigate: Flip the face-down ritual marker in your space face up."
- If a non-infected investigator is in the same space with a face-up ritual marker, he/she gains: "Investigate: Remove the face-up ritual marker in your space from the game."
Special Rules.
- After a Deep One is killed, place a success token on its monster card. An investigator may discard a success token from the Deep One monster card instead of exhausting 1 oxygen.
- At the end of a Hydra's activation, spawn a Deep One in its same space. Then, each investigator in its line of sight gains a filth card. If an investigator within its line of sight is in the same space with a Dagon's Domain at this moment, he/she is killed instantly.
- At the end of an investigator's activation, he/she gains a filth card for each Hydra in his/her line of sight. If the investigator is in the same space with a Dagon's Domain and there is a Hydra in his/her line of sight at this moment, he/she is killed instantly.
- The investigators treat Hydra's Domains as monsters (maximum health 5). They are activated after the Hydras. The players decide the order of their activations. After a Hydra's Domain is killed, immediately activate the corresponding Hydra once. Note: If a Hydra's corresponding Hydra's Domain is still on the board, the Hydra cannot take wounds or be killed for any reason.
- When the investigator Regan Waite is in play, she cannot use the second ability on her investigator card to mark a Hydra if its corresponding Hydra's Domain is still on the board.
- Dagon is activated after the last monster in the activation track. Dagon cannot take wounds and cannot be killed. Remember, figures cannot move through red space lines voluntarily.
- At the end of an infected investigator's activation, each non-infected investigator in the same space gains a filth card. At the end of a non-infected investigator's activation, he/she gains a filth card for each infected investigator in the same space.
Winning. Every ritual marker on the board has been removed from the game.
Card Text
Only card text that is legible in the PDF is transcribed here. Card-face gaps are listed at the end of this section.
Investigator: Meredith Waite
- Enlightened Mistress. When drawing a domain card, you may reveal the top 3 cards of the domain deck. Choose 1 to keep and place the others under the bottom of the deck.
- Commanding Presence. Once per activation, you may exhaust X sanity to choose another investigator within X spaces. This investigator immediately performs a free action.
Scenario Card: Chapter 1 Rite of Bile, Hydra's Domain
- During a Hydra's Domain's activation, it moves 1 space toward the nearest investigator. At the end of its activation, each investigator in the same space gains a filth card. At the end of an investigator's activation, he/she gains a filth card for each Hydra's Domain in the same space.
- Hydra's Domain cannot be affected by locked hatches. After it moving through, the locked hatch is destroyed.
Search Card: Sacrificial Dagger
- Attack: You may take X madness to deal X additional damage. (X is no more than 3). If you do so, you cannot resolve consciousness cards during this attack.
Card-Face Gaps
- Infection cards (revealed sides). The six infection cards are shown as a stack in the component art, and only the top face is fully readable. The revealed-side effects of the other infection cards, and the infected-side ability text printed on the Meredith Waite card face, overlap each other in the PDF and cannot be assigned to a specific card reliably. They are not transcribed. The mutation procedure is given in the Infection Cards and Filth Cards sections above.
- Regan Waite investigator card. Her card face is not legible in the PDF. Her chapter interactions are given in the chapter Special Rules, where her second ability is referenced.
- Dagon epic monster card, other monster cards, madness cards, consciousness cards and domain card faces. Their printed text is not transcribed here. The rules that refer to them are given in the chapter text above, and the card names are listed under Components.