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Deep Madness: The Oracle's Betrayal

Expansion for Deep Madness

Deep Madness: The Oracle's Betrayal Rulebook

Table of Contents

Table of Contents

  • Expansion Overview
  • Components
  • Additional Rules
    • New Room Tiles: Line of Sight and Range
  • The New Investigators
    • Clarence Branom
    • Hannah
  • Fusion Cards
  • Important Concepts
    • Actions Outside of Activation
    • Spawn
  • New Devoured Effects
  • Storybook Chapters
    • Expansion Chapter Rules
    • William's Puppet Setup
    • William's Will Cards and Puppet Cards
    • The Puppet
    • William's Trial
    • Winning the Chapters
  • Chapter 1: Trimming Victims
    • Chapter 1 Game Board
    • Chapter 1 Devoured Deck
    • Chapter 1 Special Setup
    • Chapter 1 Devouring Track
    • Chapter 1 Special Rules
    • Chapter 1 Winning
  • Chapter 2: Collecting Tissue
    • Chapter 2 Game Board
    • Chapter 2 Devoured Deck
    • Chapter 2 Special Setup
    • Chapter 2 Devouring Track
    • Chapter 2 Special Rules
    • Chapter 2 Winning
  • Chapter 3: Lobotomy
    • Chapter 3 Game Board
    • Chapter 3 Devoured Deck
    • Chapter 3 Special Setup
    • Chapter 3 Devouring Track
    • Chapter 3 Special Rules
    • Chapter 3 Losing
    • Chapter 3 Winning
  • Card Text
    • Investigator: Hannah
    • Puppet Investigator Card
    • William's Will Cards
    • Victim Card
    • Fusion Card
    • Search Card: Mind Cutter
    • Scenario Card: Chapter 3 Lobotomy, William's Domain
    • Madness Card: Victimized
    • Monster Card: Collector
    • Card-Face Gaps

Expansion Overview

The following expansion components will only be used when playing the storybook chapters in this expansion: the room tiles and room cards; the chapter-specific William monster card; the puppet investigator card; the scenario, William's will, puppet and victim cards; the William's trial, brain, and mind barrier markers; and the mind tokens.

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 fusion cards are used in the new fusion mechanism introduced in this expansion (see "Fusion Cards" below). The fusion 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)
  • 1 Puppet Investigator Card
  • 2 Investigator Cards
  • 4 Scenario Cards
  • 8 Search Cards
  • 8 Madness Cards
  • 20 Consciousness Cards
  • 5 Room Cards
  • 14 Spawn Cards
  • 2 Activation Cards
  • 6 William's Will Cards
  • 15 Victim Cards
  • 9 Puppet Cards
  • 8 Fusion Cards
  • 6 Mind Barrier Markers
  • 6 Psycho Tokens
  • 3 Hannah Markers
  • 8 Spawn/Devoured Effect Markers
  • 8 William's Domain Markers
  • 2 William's Trial Markers
  • 9 Brain Markers (in 2 shapes)
  • 18 Mind Tokens
  • 2 Investigator Figures (Clarence Branom and Hannah)
  • 24 Monster Figures (12 Victims, 8 Collectors, 3 Dissected, and William)

Additional Rules

The Oracle's Betrayal expansion introduces new mechanics and experiences to the world of Deep Madness. This section describes the additional rules necessary to play with this expansion.

New Room Tiles: Line of Sight and Range

Room 36 Example

  • A. Space A is in the investigator's line of sight. It has a range and distance of 1.
  • B. Space B is in the investigator's line of sight. It has a range and distance of 2.
  • C. Space C is in the investigator's line of sight. It has a range and distance of 1.
  • D. The investigator cannot directly move to Space D. He must move to Space C first. Space D is in his line of sight and has a range and distance of 2.
  • E. The investigator must move to Space C before he can move to Space E. Space E is not in his line of sight and has a distance of 2.

Room 37 Example

  • A. Space A is in the investigator's line of sight. It has a range and distance of 1.
  • B. Space B is in the investigator's line of sight. It has a range and distance of 1.
  • C. Space C is in the investigator's line of sight because it can be entered along a straight line through Space A without turning a corner. It has a range of 2 and a distance of 2.
  • D. The investigator must move to Space A first before he can move to Space D. Space D is not in his line of sight and has a distance of 2.

The New Investigators

Clarence Branom

When Clarence Branom uses the second ability on his investigator card, he may choose an investigator to gain psycho tokens (including himself). The other side of a psycho token is a madness token. When an investigator uses a psycho token and flips it to the other side, he/she is considered to take 1 madness at the same time.

Note: The text of Clarence Branom's first ability is not legible in the PDF. Only the second ability is described in the rulebook, so it is the only one transcribed here.

Hannah

When Hannah uses the first ability on her investigator card, she may deal as much additional damage to each target monster as the number of Hannah markers on their corresponding monster cards. For example, if Hannah has marked the Victim monster card with one Hannah marker and the Collector monster card with two Hannah markers, she may deal 1 additional damage to each targeted Victim and 2 additional damage to each targeted Collector during her attack action.

When Hannah uses the second ability on her investigator card, she may mark multiple monster cards at the same time with her Hannah markers, and may choose to mark a monster card with more than one Hannah marker at a time. Each Hannah marker has a different effect as listed below:

  • Each monster of this type gains horror -1.
  • Each monster of this type gains damage -1. (The symbol is the claw-mark icon used for a monster's damage.)
  • Each monster of this type gains trap -1.

Fusion Cards

Fusion cards are a new mechanism introduced in this expansion. To use them, each investigator randomly draws one fusion card during Step 2 of the setup. These cards offer abilities that can be used between an investigator and his/her integrated investigator.

The investigator whose activation card is located to the left of another investigator's in the activation track is known as the latter investigator's integrated investigator. The last investigator in the activation track is the first investigator's integrated investigator.

Fusion cards are an optional rule that can be used in any chapter of Deep Madness. Using this mechanism can make the game somewhat easier if a chapter is proving to be too difficult.

Card example: Mingled Minds. When you need to exhaust sanity, your integrated investigator may exhaust sanity instead of you.

Note: The effect text of the other seven fusion cards is not legible in the PDF, so only Mingled Minds is transcribed here.

Important Concepts

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.)

Spawn

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.

New Devoured Effects

  • While a monster is in this space, it gains resistance +1.
  • While a monster is in this space, it gains damage +1. (The symbol is the claw-mark icon used for a monster's damage.)

Storybook Chapters

Expansion Chapter Rules

In the chapters of this expansion, investigators are trapped in a world created by the consciousness of Dr. William West. As the game progresses in each chapter, one of the investigators may become William's unwilling, tortured puppet. This game effect is represented by the puppet investigator mechanism, which needs the following components to operate: the William's will cards, puppet cards, puppet investigator card, "William's Trial" scenario cards, and the William's trial markers.

William's Puppet Setup

After the normal setup of each chapter, the players must also perform the William's Puppet Setup by following the steps listed below:

  1. Shuffle the six William's will cards, and place one of them above each activation card in the activation track.
  2. Shuffle all the puppet cards to form a face-down deck.
  3. Place the puppet investigator card beside the game board with the "Reveal the Puppet" side facing up. The players may use this card to reference every key rule about the puppet.
  4. Place a William's trial marker above the fourth game-round block and the seventh game-round block of the devouring track. Then place the "William's Trial" scenario card for the chosen chapter face up beside the game board.

William's Will Cards and Puppet Cards

Each investigator gains the effect of the William's will card above his/her activation card. This effect indicates when the investigator must gain a puppet card. When the order of the activation cards changes during the refresh phase, the positions of the William's will cards remain unchanged.

When an investigator gains a puppet card, he/she draws the top card of the deck and places it face down beside his/her investigator card without looking at its front side.

Note: Unless the game instructs the investigators to reveal the puppet cards, the investigators cannot reveal or look at their own puppet cards or the puppet cards still in the deck for any other reason.

At the end of the sixth game round of each chapter, or when the face-down puppet card deck is empty, the investigators must reveal all their puppet cards. Only one puppet card shows an image of William: The others are all empty. The investigator holding the card that shows the image of William is the puppet.

If the puppet doesn't appear at this moment, investigators must reveal any puppet card immediately upon receiving it later in the game. If the card shows the image, the investigator is the puppet.

When the puppet appears, remove all the William's will cards from the game, and place the puppet investigator card on the recipient investigator's original investigator card with "The Puppet" side facing up.

After the puppet appears, an extra winning goal for the chapter is to kill the puppet.

If the puppet doesn't appear before the winning conditions of the chosen chapter are met, the investigators win the game. In this situation, they don't need to kill the puppet to win.

The Puppet

The investigator with "The Puppet" card placed on his/her investigator card becomes an epic monster and is no longer considered to be an investigator. The puppet is now controlled by the game itself, and the player becomes a slave to its will.

The puppet discards all its cards (except for the investigator and activation cards), markers, and tokens. Only the maximum health and resistance on the investigator card are kept. The card's other contents are all treated as blank.

When the activation marker stops on the puppet's activation card, the puppet is activated. Its activation proceeds as follows:

  • At the beginning of its activation, the puppet discards cards from the search deck until a weapon card is discarded.
  • During its activation, the puppet will perform three actions. If possible, the puppet must Attack an investigator with the discarded weapon card. If more than one investigator can be attacked, it must attack the nearest one. If there is a tie, the players decide which investigator to attack. When attacking, the puppet treats the target investigator as a monster and must distribute all the damage and wounds to the target investigator (if the weapon card states otherwise, ignore the effect on the weapon card).
  • If the puppet cannot attack any investigator with the discarded weapon card, it must Move toward the nearest space from which it can attack an investigator. When moving through a locked hatch, the puppet is treated as if it is still an investigator.

Note: The puppet cannot be Slowed, Weakened, or Paralyzed.

William's Trial

Each chapter of this expansion has one "William's Trial" scenario card. The card's effect is the punishment for investigators gaining too many puppet cards during a given period.

If the total number of the investigators' puppet cards reaches three by the beginning of the fourth game round, the first punishment on the scenario card must be resolved. If the total number of the investigators' puppet cards reaches six by the beginning of the seventh game round, the second punishment on the card must be resolved.

The William's trial markers are placed above the corresponding game-round blocks of the devouring track to remind the players to resolve the scenario card.

Winning 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:

  • A losing condition of the chosen chapter is met.
  • 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.

Chapter 1: Trimming Victims

Chapter Overview: You are little more than a shadow of who you think you were. Your memories are shattered, painful fragments of a life, and your soul, are missing. You are a victim of Dr. William West. You and your fellow investigators have victim cards that negatively impact you in horrible ways. You each need to kill Victims to spawn your consciousnesses on the board (in the form of objective markers), and you need to consume your consciousnesses to repair your souls and restore your minds (and, in so doing, remove the victim cards that are afflicting you). After every investigator discards all his/her victim cards, the game is won. But there are Collectors roaming these halls, and they don't care if they are harvesting Victims or investigators so long as they get their heads. One cut from their shears is all it takes to sever your head and kill you instantly.

Chapter 1 Game Board

Set up the game board as shown on Page 10 of the printed rulebook. Its nine rooms are 10, 29, 38, 2, 1, 37, 13, 24, and 39, arranged in three rows of three.

  • Place a Spawn Marker (shown as an S symbol on the board diagram) in each of rooms 10, 29, 38, 2, 37, 13, 24, and 39. Room 1 has no spawn marker.
  • Place a Wall Marker on the upper right edge of room 37.
  • Place a Hatch Marker on the left edge of room 24 and on the left edge of room 39.

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. In this chapter the only such space is room 1.

Chapter 1 Devoured Deck

Devoured deck: 1, 2, 10, 13, 24, 29, 37, 38, 39.

Note: The printed list reads "1. 2," with a stray period after the 1; it is transcribed here as the deck of nine rooms shown on the board.

Chapter 1 Special Setup

Before choosing monsters during Step 3 of the setup, place the Victim monster card in the first space of the monster activation track and place the Collector monster card in the sixth space. Then, fill the remaining spaces with random monster cards as usual.

Note: Do not shuffle the Victim spawn cards and the Collector spawn cards into the spawn deck.

Shuffle the four Victim spawn cards to form a face-down Victim spawn deck.

Shuffle all the victim cards together. Each investigator randomly draws two different victim cards (for games with four investigators, each investigator randomly draws three different victim cards). If an investigator draws a victim card that is the same as a card he/she has already drawn, shuffle it back into the deck and draw a new one. When finished, return the remaining victim cards to the game box. They will not be used in the game.

Give each investigator three identically colored objective markers. Lastly, spawn all the investigator figures and two Collectors in different rooms.

Note: In addition to these special setup instructions, be sure to also perform the William's Puppet Setup. See "William's Puppet Setup" above.

Chapter 1 Devouring Track

Assemble the devouring track as shown on the printed page. Its spaces, from the start to the end, are:

SpaceHazard iconNumbers above the space
Start(start space)
1Victim-skull icon (teal)3
2No-effect icon (blue)2
3Collector-skull icon (purple)2
4Victim-skull icon (teal)3
5No-effect icon (blue)2
6Collector-skull icon (purple)2
7Victim-skull icon (teal)3
8

Hazard Effects:

  • Victim-skull icon (teal): During the spawn phase of this round, resolve the spawn cards in the Victim spawn deck instead of the normal spawn deck.
  • No-effect icon (blue): No effect.
  • Collector-skull icon (purple): Spawn two Collectors in different rooms.

Note: The numbers above the track are the spawn numbers used during the spawn phase, as described for devouring track blocks in the base game rules.

Chapter 1 Special Rules

The Collectors treat the Victims as investigators. If a Collector attacks an investigator that has a victim card, the investigator is killed instantly. Likewise, if a Collector attacks a Victim, the Victim is killed instantly. When this happens, the special effect of the Collector's attack action will be triggered.

The monster Victim treats the objective markers on the board as investigators. When a Victim is in the same space with an objective marker and an investigator during its attack action, it must attack the objective marker. When this happens, the investigator whose objective marker is attacked by the Victim discards the objective marker from the board and takes it back.

Collectors and Victims can only take wounds during an investigator's attack.

Note: If an investigator has a victim card, he/she cannot attack Collectors.

After a Victim is killed during an investigator's attack, place a success token in its space. Then, during an investigator's activation, he/she may discard a success token in his/her space to spawn one of his/her objective markers on the board (using the devoured deck). This does not cost an action. Note: An investigator cannot have more than two of his/her objective markers on the board at a time.

Once per activation, if an investigator is in the same space with one of his/her own objective markers, he/she may take back his/her objective marker from the board to remove one of his/her victim cards from the game. This does not cost an action.

After an investigator removes all his/her victim cards, remove his/her objective markers from the game.

Note: An investigator without a victim card cannot interact with the success tokens on the board.

Chapter 1 Winning

All the investigators' victim cards have been removed from the game. If the puppet has appeared, it must also be killed.

Chapter 2: Collecting Tissue

Chapter Overview: You shouldn't have come here. You already saw the one monstrous brain, but now you feel others churning into existence around you. The brains pulse rhythmically, their beats resounding in your mind like drums of dark energy. And they're hungry. The Collectors are bustling about, harvesting heads to feed the brains, and they are just as content to offer them an investigator's brain as they are a Victim's. There seems to be nowhere to hide and nowhere to run, but there are also invisible, secret areas in this world, veiled by the pulsing will of the brains. You need to weaken the brains and find these hidden areas that they are disguising. Only when you uncover them all will you be able to escape.

Chapter 2 Game Board

Set up the game board as shown on Page 14 of the printed rulebook. The board is made of 16 rooms: 1, 5, 7, 8, 9, 13, 18, 19, 20, 21, 23, 27, 36, 37, 38, and 40. Rooms 1, 7 and 8 are not in the devoured deck. The START spaces are rooms 20 and 27.

  • Place a Spawn Marker in each of rooms 5, 9, 13, 18, 19, 20, 21, 23, 27, 36, 37, 38, and 40.
  • Place a brain marker on the board as follows: brain marker 1 in room 37, brain marker 2 in room 13, and brain marker 3 in room 9. Place six success tokens on each brain marker on the board.
  • Place the six mind barrier markers face down on the room boundaries shown in the diagram: marker 1 between rooms 7 and 36; marker 2 between rooms 7 and 19; marker 3 between rooms 23 and 8; marker 1 between rooms 8 and 5; marker 3 between rooms 20 and 1; and marker 2 between rooms 27 and 1.

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. Every devoured room in this chapter already has a spawn marker, so no devoured effect marker is placed.

Chapter 2 Devoured Deck

Devoured deck: 5, 9, 13, 18, 19, 20, 21, 23, 27, 36, 37, 38, 40.

Chapter 2 Special Setup

After choosing investigators during Step 2 of the setup, each investigator chooses and places his/her figure in one of the two "Start" spaces.

Before choosing monsters during Step 3 of the setup, place the Collector monster card and the Victim monster card in the first and second spaces of the monster activation track respectively. Then, fill the remaining spaces with random monster cards as usual.

Note: Do not shuffle the Victim spawn cards and the Collector spawn cards into the spawn deck.

Shuffle the four Victim spawn cards to form a face-down Victim spawn deck.

Insert the six flat-bottomed brain markers into six of the Collector monster figures' bases, and only place these six Collector monster figures in the monster reserve. Return the remaining two Collector monster figures to the game box. They will not be used in this chapter.

Note: When preparing the madness deck, do not shuffle the "Collecting Souls" madness card into the deck.

Note: In addition to these special setup instructions, be sure to also perform the William's Puppet Setup. See "William's Puppet Setup" above.

Chapter 2 Devouring Track

Assemble the devouring track as shown on the printed page. Its spaces, from the start to the end, are:

SpaceHazard iconNumbers above the space
Start(start space)
1Victim-skull icon (teal)3
2No-effect icon (blue)2
3No-effect icon (blue)2
4Victim-skull icon (teal)3
5No-effect icon (blue)2
6No-effect icon (blue)2
7Victim-skull icon (teal)3
8

Hazard Effects:

  • Victim-skull icon (teal): During the spawn phase of this round, resolve the spawn cards in the Victim spawn deck instead of the normal spawn deck.
  • No-effect icon (blue): No effect.

Note: The numbers above the track are the spawn numbers used during the spawn phase, as described for devouring track blocks in the base game rules.

Chapter 2 Special Rules

Investigate Actions. When there is no success token on a brain marker, the investigators in the same space with an identically numbered mind barrier marker gain: "Investigate: Flip the face-down mind barrier marker in your space face up, then immediately place six success tokens on the identically numbered brain marker."

At the beginning of each game round, spawn three differently numbered Collectors in order, as indicated by the devoured deck (one per room). If there is not a specifically numbered Collector left in the monster reserve, don't spawn it and do not substitute it with another monster.

The Collectors treat the Victims as investigators. If a Collector attacks a Victim, the Victim is killed instantly. When this happens, the Collector places a success token on the identically numbered brain marker, and the special effect of the Collector's attack action will be triggered.

Note: Collectors and Victims can only take wounds during an investigator's attack.

The brain markers on the board are treated as monsters by the investigators. They cannot move for any reason. A brain marker can only take wounds during an investigator's attack and, when taking wounds, it discards the success tokens placed on it instead of gaining wound tokens.

When a brain marker discards its last success token during an investigator's attack, it is not removed from the board. Instead, the investigator gains an identically numbered mind token.

Note: An investigator with a mind token cannot attack the token's matching brain marker any longer. A mind token looks exactly like the identically numbered brain marker, except that it has a smaller size.

Investigators and monsters cannot move through the mind barrier markers (no matter if it's face up or face down) for any reason.

Chapter 2 Winning

All the mind barrier markers on the board have been flipped face up. If the puppet has appeared, it must also be killed.

Chapter 3: Lobotomy

Chapter Overview: Dr. William West is here. Or at least some aspect of him is. And as per the changes to his appearance, the world has become even more horrific and unstable. Domains of his dark power are manifesting around him, and more of the horrid, pulsing brains are arising in bubbles of consciousness to destroy his nemeses, the Dissected. You have glimpsed William's horrible past. You have peered into his cancerous soul. Now, to survive and escape the nightmare world his mind has created, you need to rip his consciousness apart. Attack the brains scattered around this area and, in so doing, free the Dissected to attack William's avatar. When a Dissected successfully moves into William's space, it will give him a permanent trauma, which will result in one brain being removed from the game. If William suffers enough trauma, perhaps you will uncover the salvation you seek from this procession of terrors. But will you be able to do it before he obliterates you from existence?

Chapter 3 Game Board

Set up the game board as shown on Page 18 of the printed rulebook. The board uses the same 16 rooms as Chapter 2, with START spaces in rooms 20 and 27, and William's space in room 37.

  • Place a Spawn Marker in each of rooms 1, 5, 7, 8, 9, 13, 18, 19, 20, 21, 23, 27, 36, 37, 38, and 40.
  • Place a William's Domain marker in room 21 and in room 18.
  • Place the William monster figure in the "William" space of room 37.
  • Place brain marker 2 in room 7 and brain marker 3 in room 8. Place six success tokens on each brain marker on the board.
  • Place the three Dissected monster figures, each with its flat-bottomed brain marker inserted: Dissected 1 in room 37, Dissected 2 in room 13, and Dissected 3 in room 9.
  • Place the six mind barrier markers face up on the room boundaries shown in the diagram: marker 2 between rooms 7 and 36; marker 2 between rooms 7 and 19; marker 3 between rooms 23 and 8; marker 3 between rooms 8 and 5; marker 1 between rooms 20 and 1; and marker 1 between rooms 27 and 1.

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. Every devoured room in this chapter already has a spawn marker, so no devoured effect marker is placed.

Chapter 3 Devoured Deck

Devoured deck: 1, 5, 7, 8, 9, 13, 18, 19, 20, 21, 23, 27, 36, 37, 38, 40.

Chapter 3 Special Setup

After choosing investigators during Step 2 of the setup, each investigator chooses and places his/her figure in one of the two "Start" spaces.

When choosing monsters during Step 3 of the setup, randomly draw four non-epic monster cards. Shuffle these four cards with the Victim and Collector monster cards and fill the spaces of the monster activation track with them.

Note: The Dissected monster card and epic monster cards cannot be used in this chapter.

After choosing monsters, place the chapter-specific William monster card at the end of the activation track and place the "William's Domain" scenario card under the chapter-specific William monster card.

Note: Do not shuffle the William spawn cards into the spawn deck.

Place the William monster figure in the "William" space. Insert three differently numbered flat-bottomed brain markers into the three Dissected monster figures' bases, then place each Dissected monster figure in the corresponding space shown in the diagram. Return the remaining flat-bottomed brain markers to the game box. They will not be used in the game.

Note: When preparing the madness deck, do not shuffle the "Vivisection" madness card into the deck.

Note: In addition to these special setup instructions, be sure to also perform the William's Puppet Setup. See "William's Puppet Setup" above.

Chapter 3 Devouring Track

Assemble the devouring track as shown on the printed page. Its spaces, from the start to the end, are:

SpaceHazard iconNumbers above the space
Start(start space)
1No-effect icon (teal)3
2William's Domain icon (blue)2
3William's Domain icon (blue)2
4No-effect icon (teal)3
5William's Domain icon (blue)2
6William's Domain icon (blue)2
7No-effect icon (teal)3

Hazard Effects:

  • No-effect icon (teal): No effect.
  • William's Domain icon (blue): Spawn a William's Domain in William's space.

Note: The numbers above the track are the spawn numbers used during the spawn phase, as described for devouring track blocks in the base game rules.

Chapter 3 Special Rules

Investigate Actions. Investigate: Choose and immediately activate a William's Domain once. During this activation, it moves one space toward you instead of toward the nearest Dissected.

The mind barrier markers are treated as normal hatches.

At the beginning of each game round, spawn the brain markers that are not on the board in order, as indicated by the devoured deck (one per room). Note: Only the three brain markers of this shape will be spawned on the board (the shape printed on Page 19, numbered 1, 2 and 3).

These brain markers are treated as monsters (maximum health 4) by the investigators and cannot move for any reason. They can only take wounds during an investigator's attack. Note: An investigator can only attack one brain marker per game round.

After a brain marker is killed, discard it from the board. When this happens, the identically numbered Dissected must move one space toward William. If it moves into William's space at this moment, remove this Dissected and the identically numbered brain marker from the game.

Note: The Dissected are not monsters in this chapter. They cannot be affected by locked hatches.

William is activated after the last monster in the activation track.

William's Domains are then activated after William. The players decide the order of their activations.

After William moves into a space that contains a Dissected, the Dissected is killed instantly. If a Dissected is in the same space with a William's Domain at any time, the Dissected is killed instantly. If an investigator is in the same space with William at any time, he/she is killed instantly.

After all the William's Domains are already on the board, ignore the effect of spawning a William's Domain.

Chapter 3 Losing

A Dissected is killed.

Chapter 3 Winning

All three brain markers have been removed from the game. If the puppet has appeared, it must also be killed.

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: Hannah

  • Banished Nightmares. Attack: You may deal 1 additional damage to each target monster for each Hannah marker on its monster card. After a target monster is killed, you may heal 1 wound.
  • Defective Souls. Action: Exhaust X sanity to mark up to X non-epic monster cards with X Hannah markers. (Limit once per round.) At the beginning of your activation, take back all the Hannah markers.

Puppet Investigator Card

The "Reveal the Puppet" and "The Puppet" sides of the puppet investigator card carry the same rules as the Reveal the Puppet and The Puppet sections above. The "Reveal the Puppet" side reads: at the end of the sixth game round, or after the last puppet card is drawn, reveal all the investigator's puppet cards; the investigator holding the card that shows an image of William is the puppet. If the puppet appears, remove the William's will cards from the game, and flip this card to the other side and place it on the puppet's investigator card. If the puppet doesn't appear, when an investigator gains a puppet card later in the game, he/she must reveal it immediately.

William's Will Cards

The printed setup example shows these six cards, placed above the activation cards:

  • Twitching Strings. After you perform a Move, you must gain a puppet card.
  • Guided Hand. After you perform an Attack, you must gain a puppet card.
  • Unearthed Exploitation. After you perform a Search or a Rest, you must gain a puppet card.
  • Persuasive Whispers. After each time you exhaust sanity, you must gain a puppet card for each 1 sanity you exhaust.

Note: The printed example shows Unearthed Exploitation and Persuasive Whispers twice each, so the six will cards are these four effects with two of them repeated.

Victim Card

  • Frailty. Your maximum health is reduced to 3. Your maximum sanity is reduced to 2.

Note: Only Frailty is legible in the PDF. The other fourteen victim cards are not transcribed.

Fusion Card

  • Mingled Minds. When you need to exhaust sanity, your integrated investigator may exhaust sanity instead of you.

Search Card: Mind Cutter

  • Attack. After a non-epic monster takes at least 1 wound, you may skip any number of your actions left during this activation. The monster then takes 2 additional wounds for each action you skip.

Scenario Card: Chapter 3 Lobotomy, William's Domain

  • During a William's Domain's activation, it moves 1 space toward the nearest Dissected. At the end of its activation, each investigator in the same space takes 1 wound. And all the Dissected in the same space are killed.
  • After an investigator moves into a William's Domain's space, he/she takes 1 wound for each William's Domain in the same space.
  • A William's Domain is not a monster and cannot be killed. It is also not affected by locked hatches.

Note: The card art covers part of this card. The text above is the card's printed text as it appears in the PDF's text layer.

Madness Card: Victimized

  • Spawn 3 Victims in your space. If Victim is not used in the game, resolve another madness card instead.

Monster Card: Collector

  • Attack. After the investigator takes at least 1 wound, roll 1 [die symbol]. Immediately choose and activate a Collector once after this attack.
  • After a Collector is killed, roll 1 [die symbol] for every other Collector. Immediately activate the corresponding Collector once.

Note: The Collector card's face is covered by its card art in the PDF. The text is taken from the PDF's text layer. The die-roll symbol is not present as text and is marked [die symbol]; the dice symbol and its results are not transcribed.

Card-Face Gaps

  • Clarence Branom investigator card. Only his second ability is described in the rules (see Clarence Branom above). His first ability and his card face are not legible in the PDF.
  • Fusion cards. Only Mingled Minds is legible. The effect text of the other seven fusion cards is not transcribed.
  • Victim cards. Only Frailty is legible. The other fourteen victim cards are not transcribed.
  • Monster cards. The Victim, Dissected, and chapter-specific William monster card faces are not legible in the PDF, so their printed text is not transcribed. Their behaviour is given in the chapter Special Rules above.
  • Madness, consciousness, search and spawn cards. Their printed text is not transcribed, except the cards named above.
  • Puppet cards and William's will cards. The face of each individual puppet card is not transcribed beyond the rules above.
No-effect icon (blue)
2
9Collector-skull icon (purple)2
End(last space)
No-effect icon (blue)
2
9No-effect icon (blue)2
End(last space)
8
William's Domain icon (blue)
2
9William's Domain icon (blue)2
End(last space)