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Pariah Missouri (fan expansion for T.I.M.E Stories)

Expansion for T.I.M.E Stories

Pariah Missouri (fan expansion for T.I.M.E Stories) Rulebook

Table of Contents

Table of Contents

  • Opening Card
  • Mission Introduction
    • Statistics
    • Mission Briefing
    • Mission Evaluation
  • Transfer
    • Rules Modification
  • Final Preparations
  • Rules Reference Card
  • Items
    • Item 18 (Mission start)
    • Colt Revolver (1851 Colt Revolver)
    • The Holy Bible
    • Seer Stone
    • Man's Ring
    • Outer Darkness (password card)
    • The Power of God
    • Jasper's Teachings
    • Allan Pinkerton Quote Card
    • Stone Digging Card
    • Ceremonial Dagger
    • Horses
  • Mission Outcome Cards
    • Mission Successful
  • Locations
    • Thoroughfare
    • The Docks
    • Blue Bird
    • Hitching Post
    • Livery
    • The Veil
    • The Jewel
    • Woods
    • Location 11
    • Location 13
    • Location 14
    • Location 15
    • Location 16
  • Transcription Notes and Gaps

Opening Card

1854 N.T.

Don't open until yer ready part'na.

You awaken to a voice gently prodding you back to consciousness.

"Great job Agents. I have to admit that last one had me on the edge of my seat, but you came through at the end. We've got something big that just came through and I think you are the ones to pull this off," says the familiar and soothing voice of Laura.

You shift through the metallic room, feet slide on cold, smooth metal flooring, exhausted. More than anything you want to go rest from your recent mission.

"No rest for the wicked, eh? You'll do fine, I have the utmost faith in you." says Bob.

"Agents, I'm sorry you didn't have time to rest sufficiently between missions. As you remember, once you exit the caisson, you will use the Time Line to manage your time. Try to make the trip only once, but if you have to, you'll return here and undergo a new transfer at the same place and same instant."

Mission Introduction

"You will be transferred to 1854, in a town called Pariah, Missouri in the United States. In case you don't remember your history, that's seven years before the American Civil War.

We are getting reports of a lot of strange things happening there, it seems to be a hot-spot, your mission is to prevent the temporal fault that changes our history."

Statistics

On this mission, your receptacles will have the following statistics: Grit, Wits and Faith.

Source note: the Statistics card shows the three stat icons (Grit, Wits, Faith) and a numeric value for each; the numeric values are on the card art and are not present in the text layer, so they are not transcribed here. The Faith value on the card is shown as 1.

"Seems like your receptacles have a history in the town, that might come in handy, or become a problem."

Mission Briefing

"Your transfers will begin shortly. Be sure to note vitally important information. Seems like a rough place, Find a man named Cody, it starts with him. If the information is correct, there is a nefarious secret society in the midst of them. They are the ones behind the temporal fault.

This brotherhood has one goal, to ...zzbbzz... the country ...bzzzghh.. War. If ...grhht... hostilities ...bzzz..., then the Civil ...zzgrhh... not happen and history ...bzz... changed. In 1883 the South will leave ...bzzz.. and 5 years ...grrhzz.. 1888 ...zzbzz... cause a world war, changing the global ...grrhzz.... E..bzz... the Bleeding Kansas events must...grhzz, so that the ...grrrhtz... can take place and the country ...zzgrrhh... for the 20th century..."

The briefing text is printed with garbled or static-marked words ("...zzbbzz...", "...grhzz,"). These are transcribed exactly as printed.

Mission Evaluation

"You will be evaluated in this mission like the previous ones, so if you want to get a better pay grade, keep your number of runs to a minimum.

Your mission is to prevent the creation of a temporal fault.

There's a group out there changing time, preventing a war, which will cause an even greater one, and we are the ones to stop it.

Come on, let's get you into your caissons and Laura will handle the rest. I gotta go now and give the bad news to that other group of Agents who just came back from the middle-ages."

Transfer

Choose a receptacle, then place their life points on the card. Keep the Icon Reference card close at hand. Determine who will be Time Captain. This person closes the BASE, places these cards next to the board, then opens the following area: THOROUGHFARE placing the cards face down. The Time Captain then reads card A out loud, and this is how the adventure begins...

Rules Modification

Receptacles that have images of them on location MUST to go location [sic: as printed], other receptacles may accompany them.

Final Preparations

Before your transfer please follow the instructions below.

Place

  1. The ITEM cards face down on their space.
  2. The 4 PLAN cards face up on their dedicated spaces.
  3. The group token on the THOROUGHFARE, the area in which you'll arrive.
  4. The time token on 30 TU (35 if you have 3 agents).
  5. The Mission Successful/failed cards on their dedicated space, face down.
  6. Take item 18 and read it.

Rules Reference Card

Printed on the Rules Reference card (the Icon Reference card for this scenario). Icon glyphs are not in the text layer and are described in words.

  • Grit, Faith, Wits: the three receptacle statistics.
  • U.S. Dollar. Can be used to purchase items.
  • Spirit token. Mysterious tokens that some receptacles can use.
  • Bullets. Used with weapons.
  • Combat that is not based in Grit will still use [shield icon] to determine defense.
  • Combat based in Faith will use damage normally.

Source note: the shield icon in the combat line is an image in the card art; the text layer does not name it.

Items

Items are numbered. The text layer does not print a number on every item card; where the number appears in the text it is given, and where it does not the card is titled by its printed name or opening line.

Item 18 (Mission start)

Read on setup (see Final Preparations, step 6). The item card text is not in the text layer. Gap.

Colt Revolver (1851 Colt Revolver)

+6 Tokens. (bullets)

Ball and cap percussion.

Place 6 tokens on this card. Each token can remove a shield in combat, with the shield to the left first. This may be used in combat in adjacent spaces.

The Holy Bible

After the preaching, the younger pastor Jasper hands you a book. "Use these teachings"

  • Spend 2: Add 2. Can only be used once for a maximum of 2 tokens.

Seer Stone

It's just a rock I found that sometimes I look at. If I think real hard, I can see things when I look at it.

A strange and calm feeling comes over you as you look into the Seer Stone. With this stone you feel like you can look into the future.

If you spend 2 spirit tokens: (only once a game) Pick 2 random cards in the deck, from 10-100 and look at them for 1 minute.

Man's Ring

It looks worn, probably an heirloom and some dark stains on it.

Outer Darkness (password card)

"Outer Darkness...." "That is correct. Enter."

The password card. Its use is described under Location 11 and Location 18.

The Power of God

Take 4 FAITH tokens. You may use each of these to heal 2 wounds/token. This costs one TU/action per use.

Jasper's Teachings

We are all children of God and this is the Promised Land. Trust not the serpents amongst you. Faith, Hope and Charity are the three pillars that "Make men Better".

One receptacle pass faith check (optional) and can receive item 12.

Allan Pinkerton Quote Card

"Hiram, you've been there three weeks now. Who are the syndicate?" - Allan Pinkerton - Chicago, IL

When this is in play, Hiram has a GRIT of 3 and gets item #1 and token:

Stone Digging Card

Holding that stone, you get a feeling to start digging. What is down here?

An old clay box contains 10 silver bars, they are Spanish embossed.

Take 7 dollar tokens.

Ceremonial Dagger

This looks ancient, and the blade is still sharp, you dare not touch it.

Take

Horses

Place this card next to any receptacle.

No take-line is legible in the text layer for the Horses card; the numbers "22 23" and "30" near it are card numbers printed on the sheet and are not instructions. Gap.

Dancer Card

The dancer moves close.

"Let's not talk about God, I'm here to bring the devil out of ya. Be careful sweetheart, Elijah will get ya hooked on that dope. Heard he got the Wilson house and turned it into an opium den, it's Outer Darkness out in those woods."

Take item 22.

Farm Brands Card

On the wall you see a list of cattle farm brands in the county. These must be the local farms that Cyrus has made brands for.

Smooth Stone Card

The smooth stone has some carvings. It must mean something...

"Every member of Eli's congregation get's one of these. It tells them how to get to the farm."

Take the item that is the same number as the selected farm in the center of the star.

Guilt Test Card

Your evil deeds of the past haunt you! Racked with pain, your spirit feels drained, you must perform this test. Any skulls result in removal of Spirit tokens. Take this test once. After test stay here until TU marker reaches agent marker or end of the Run.

Cody's Notes

A crumbled up paper with notes on it. Cody, at the end knew too much and found out who the three Syndicate members are, and where to go to find them.

Take item 33.

Dead Body Card

Cost 1 take.

You analyze the dead body.

The text on this card is incomplete in the text layer: the card reads "for every area/item card you" and the rest of the sentence is on the card art and is not recoverable here. Gap.

Codex Card

When a receptacle dies place the small receptacle marker on the time track as normal, and place the large receptacle marker on this card. They are now in the Ether, Heaven, Hell, Limbo, Paradise or Perdition, it has many names.

As the living players spend a TU, the player on this space may spend a Spirit token to roll the number of dice equal to their faith. The number of "hits" is subtracted to their marker, so they will be able to enter the game earlier. If all dice show Skulls, take item #27 and place it on this codex.

The Faith Test by the player is not mandatory, if they wish they may wait the standard 7 TU.

Place on Codex space 3.

Item 17 Rules

Rules for Item 17:

Place item 17 on Codex 1.

Players may now move to these locations, which is now considered Kansas and outside Pariah. To move to the locations the team must have a horse.

Players must move to location 13 before location 16, but may return directly to Pariah from 16.

Bodie and Marshal Kane will not follow receptacles to these locations, and can not be regained this run.

Once players decide to move to location 13, change all the Pariah plan cards back to "Day time". Night-versions of Pariah will no longer be available in this run.

Syndicate Victory Card

With ferocity and innate teamwork, you whoop on these three evil bastards. After you wipe the blood from your implements and hear the last of their pleadings, you look to each other in satisfaction. They surely sent you on a chase and you have finally ended it here. You walk out the mansion, past the bewildered slaves, smile at the sun as it falls behind the schoolhouse on the hill and realize you saved these people, but also set in motion what will be the bloodied war that the United States of America will ever be involved in.

Thank Ya Card

"Thank ya fer dat. Must not be from 'round her'. I promise I won't go to the Blue Bird, no more!"

Take item 32 and Location 15. Time Captain must roll the die to go to this location normally.

Farm Location Item

You pick this item because it is the location to the FARM.

Kansas Reminder Card

"Agents, Did you get to Kansas? You gotta find out who the members of this syndicate are. Remember, the American Civil War must occur if not, an even greater disaster will occur."

Cody Card

"Seriously Agents? I should have taken this week off, like my wife wanted to. Remember that mission in Azteca? There was something we didn't tell you, the man, Marshal Cody was an agent. You need to find him and bring him back!"

"We figured out a way to help with the mission, you can start any of your next runs at night or day. No TU limit, but keep track, and you get this:"

Pariah Reward Card

"Looks like you handled Pariah's preacher problem. Never trusted those God-fearing types, Eli was corrupt as the day was long. Pariah appreciates your good work, here a little something for your troubles. Oh and another word of wisdom for ya... I wouldn't go messing with that business down in Kansas."

Take $6 dollars.

Mission Outcome Cards

Mission Successful

"Agents, congratulations! Your efforts prevented the alternate reality where the 1882 World War would have decimated North America. Bloody Kansas will be a major spark that ignites the American Civil War, thus ensuring that in the 20th century the United States will be united and strong for the global conflicts that will occur. It's a shame about Cody. I'll tell his family.

You earned some R&R after this mission. Go shower and get some grub, you deserve it!"

Take Item 37.

Locations

Each location is a set of cards: a lettered overview card (A) describing the spots of the location, and one card for each lettered spot (B, C, D and so on). The lettered cards are listed under their location heading. Where a card's title is not legible in the text layer, it is marked as untitled and tied to its spot by its content.

Source note: card-to-spot matching was done by the overview text and the card art on the sheets, not confirmed card by card. Cards whose spot letter is not stated are listed under their location in print order.

Thoroughfare

Thoroughfare - A (overview)

The thoroughfare is the main street of this antebellum boomtown. Hastily-erected buildings line the muddy street. People shout from all sides, it's mid-day and bustling with activity.

B - To the far left, a drunken man mumbles to himself.

C - To the left, a beautiful young woman strolls down the street.

D - A group of men gather around a Negro, yelling and causing a commotion.

E - A a tall man in leathers rides into town, watching you.

F - To the far right. two preachers battle the scriptures on a stump.

Thoroughfare - B

A drunken man stumbles.

"Hey You! Over here. I've had it up to here with Pariah, Mis-Our-EE! We haven't seen hide nor hair of that devil-worshiping Marshal Cody for 2 weeks. I think they killed 'em! They gotta be stopped" he stumbles off.

Thoroughfare - C (woman)

A creature out of the fantasies of men walks down the street. As she saunters, you feel drawn to her. She smiles and looks you in the eyes.

Icon values on the card: 3. Test.

Thoroughfare - D (tar and feathers)

A horrifying yet familiar scene, a Negro man is being tar and feathered in the street.

"Dis is what ya get for cheatin'!" yells a grizzled man with a bucket of tar.

If you chose to interrupt: Fight, then take item 2 (icon values on the card: 2 and 4).

Or chose not to interrupt take token.

Thoroughfare - E

Card text for E not separately recovered from the text layer. The overview describes E as "a tall man in leathers rides into town, watching you." The lone-man card below is printed on the Docks sheet.

Thoroughfare - F

Card text not recovered from the text layer. The overview describes F as "two preachers battle the scriptures on a stump". Gap.

The Docks

The Docks - A

Julius Pratt pauses from his work:

"I thought you'd all be pushing off by now. If yer gonna stick around, we'd love to get yer help and quell this public commotion going on about this Bleeding Kansas affair. Pariah will only strive with peace and not war. If you are interested, I have a job for you, that I could use your help with, go talk to Zeke."

If you accept take [item shown on card].

The Docks - A card carries this text together with a newspaper card (below). The take-line for the newspaper is "TAKE ITEMS 15 and 16".

Newspaper / Emporium card

The Pariah newspaper on the ground and a half-eaten apple:

"Kansas elections are coming, Free-staters are flooding the territory to change the radical vote. Pariahians are urged to go stand for what's right and protect our property."

"Now in Pariah for a limited engagement, The Emporium of Marvelous Wonders! See the magic, and majesty of these performers!"

"Looking for Land? Missouri farmland is at a perfect price for the taking. Look over the territory map and find your "promised land!""

TAKE ITEMS 15 and 16.

The Docks - B

You see two preachers discuss the finer points of religion and the Word of God. The younger Jasper Whitmer and the older Elijah Harris.

If you listen to the debate get item 4.

The Docks - C (lone man)

A lone man rides into the town. He looks dangerous, one tough hombre for sure.

If you approach him take item 34.

If you decide to let this one go: Take 2 Spirit.

The Docks - D

Walking through the docks of this boomtown, you see countless pioneers, rubes and charlatans unload themselves on the muddy shores.

To the left families huddle and look timidly at the sprawling landscape to the left.

B - small crowd gathers around a large sign and discuss newspapers being handed out.

C - A man in a fine suit barks orders to a group of young men, helping with loading bushels of corn.

D - A boat-load of rubes exit the ferry, one comes a hollering at Toro (Move Toro here immediately)

E - To the far right a Preacher stands on a small wooden crate and shouts hellfire and damnation.

The Docks - E

Card text for E not separately recovered; the Docks overview text above lists spot E.

The Docks - F

A preacher is calling the people to repent.

"This is a holy land, a promised land! Those who set foot on this land should be cleansed of iniquities. We shall not allow those who are enslaved by the shackles of abolitionists come and pollute our society!"

If you have [item] go to space F.

Blue Bird

Blue Bird - A

Card text for A not separately recovered from the text layer; the Blue Bird overview is on the Docks sheet.

Blue Bird - B

Immediately move Toro to this spot (no TU cost) Any other players may move here as normal.

"Ya stinkin' Injun! Ye kilt me cousins in Topeka and I ain't havin' it!"

Fight.

Blue Bird - C

You did good, the Lord's work even by ending that wicked man. I will give you a blessing...

Layout places this text on the Blue Bird C sheet; the spot-to-card link is inferred.

Blue Bird - D

It doesn't take long before you enter this dilapidated saloon that you realize it's a haven for skinners, trappers and filth. The air is filled with tobacco, urine and flatulence.

The patrons look up from their games, silence for a moment as they take you in. With some murmurs they nod towards Toro in reverence and shoot glares at Jean.

(B) To the left, a group of Trappers motion for Hiram to come.

(C) An open table for gambling.

(D) To the right, another table of gamblers who glare at Jean.

Jean must move immediately to space D, Hiram must move to space B.

Blue Bird - E

You feel the warmth and presence of Jasper Whitmer with you. You feel empowered with divinity.

Gain 3 Spirit tokens these can be used for healing and other abilities as stated.

Gambling card

Spend 1 ... and 1.

To perform this action: GAMBLING. Roll 1 die, if you roll a [icon] you gain 3.

Hiram may use his Con-Man token to cheat the game and get a skull on one dice roll.

Hiram / Pay-up card

Immediately move Hiram to this space, he must pass this test.

"Yer tab is getting too high fella. Pay up!"

PAY 3 or 4. To lessen the cost to 1 dollar pass the test.

Jean card

Jean must move to this location immediately.

"Git that black bastard outta her'!"

Fight.

Zeke card

"Jules sent ya huh? Well it's probably that damn preacher he wants rid of. Eli's congregation is buying up land, my own wife ran off with them. Heard he's got a farmhouse. Go talk to the girls at the Veil."

Take.

Hitching Post

Hitching Post - A (overview)

One of the only lodging establishments in Pariah, the Hitching Post has a number of residents moving up and down the stairs to the second floor.

B - At the left standing behind his desk is the hotelier, Virgil Wolcott giving Hiram a scowl.

C - In the center, a small table and chair.

D - Entering at the right is a hoity-toity couple with a cadre of young boys behind them carrying their large steamer trunks. Hiram must move to space B immediately.

Hitching Post - B (hotelier)

"Ya been here two weeks without paying, Hy. Ya need to settle up!"

If Hiram pays his debt ($2) take item [number not legible in the text layer]; if not item [number not legible in the text layer]. Gap.

Virgil is immune to your "con-man" tricks.

Hitching Post - C

You see 2 finely dressed actors. They have a hioty-toity highfalutin air about them. "Well now, who do we have here?" Looking into their eyes you feel a queasiness. Your head begins to throb.

Faith test. Results may give physical damage. May use Spirit tokens instead of health.

Hiram's Room (Hitching Post - D)

Inside you find a number of postal packages in various states of disarray. There is a full wardrobe of the finest clothes and hats.

Take Item 14.

Livery

Livery - A (overview)

The livery does not stand out from that of other towns. The stables are full of horses, there's a large pen in the back and in the front is a blacksmith's shop where a slave is hammering away at a horseshoe.

B - To the left, a shy slave works on one of the horses.

C - In the middle, your horses are being cared for.

D - To the right is Cyrus Hyde, a barrel-chested man shoeing a horse.

Livery - B (Agamemnon)

"I don't know nuthin;. Name's Agamemnon, but I gotta git back ta work. Master Hyde don't be likin' me talkin' ta outsiders."

You may chose to: WITS test to get item 24.

Livery - C

Card text for C not separately recovered from the text layer.

Livery - D

Card text for D not separately recovered from the text layer.

The Veil

The Veil - A (overview)

Despite the humble, wooden facade outside, the interior of the Veil is something out of Arabian Nights. Large throw pillow are on the ground and men and women lounge. Soft music is playing, creating a lulling atmosphere while women dance and perform for the patrons.

(B) To the left, a bar where drinks can be ordered.

(C) In the middle are dancers and patrons and on the far right a dancer motions to Nellie.

(D) A dancer winks at Hiram.

(E) A scream and a fight breaks out amongst dancers to the far right.

Take items 5, 6, 7 and 8 - it is now night. You can not go back to "day" in pariah unless instructed.

Move Nellie to space C and Hiram to space D immediately.

The Veil - B (bartender)

The bartender asks, Whats yer poison? Talos? Winefire? Drinks here are the best in town.

Spend 1 dollar and take token.

The Veil - C (Nellie)

"Oh don't mind Agamemnon. Good ta see ya again Nellie. Running with this wild bunch still I see. Thought ya'd be getting a move on by now. Well, hope yer not getting mixed up on all this politics."

Card text as printed on the Veil - C sheet. The text layer places this with the Veil - A spot labels; the card is matched by content.

The Veil - D (horse keeper)

"Ya Want yer horses? Going on a trip are ya? Not a problem, gonna cost ya for this weeks stay of course."

Pay 2 dollars for each character. Take item 21.

Horses are not needed to travel within town.

The Veil - E (dancer)

A worn dancer approaches, "Well, well, if it ain't Mr. something-special. Wanna dance fella?"

Get a dance - cost 1 dollar and TAKE item 23.

The Veil - F (opium)

One of the dancers "Nellie, I got something for ya. I get these from that old house out in the woods. I know you be feeling poorly after yer father passed."

Immediately Move Nellie here.

If you accept the opium, lose 1 Spirit token.

The Veil - G (fight)

A fight breaks out with some of the dancers!

If you decide to break it up: Fight and take [text cut off in the text layer]. Icon values on the card: 3 and 2. Gap.

Card sits on the same sheet as the package errand card; the spot letter G is not confirmed.

The Jewel

The Jewel - A (overview)

Diametrically opposite to the Blue Bird, the dry-docked Jewel of the Nile riverboat has been converted to a casino. Money and laughter flow through the ground floor, to the upper deck.

B - To the far left are game tables.

C - A large and boisterous man rants and raves.

D - An energetic man keeps looking around.

E - In the middle is Abe, the robust owner, chewing on a cigar and watching the money as a hawk.

F - Julius Pratt sits quietly at a table smoking his cigar and writing in a notebook.

The Jewel - B (package errand)

"What do you care about the Preacher? He ain't preachin' God I know that much, and Jules and Virgil don't like him none. Some say he kilt Marshal Cody. Look, you wanna help me? I need ya to take this package over to the Jewel. Don't let Abe see it. There's a fella in spectacles that'll take it. Probably give some coin for it too."

If you accept take "the package".

The Jewel - C (gambling)

Gambling table. Cost 1 per die per game. Roll 1, 2 or 3 dice.

If dice results are 1, 2 or 3: Gain 2, 4 or 7.

Jean can use 1 faith token to influence the game and re-roll one or more dice.

The Jewel - D

Card text as printed on the Jewel sheet: "The large man, Abe owner of the Jewel, has a no nonsense air about him. Business is his religion."

"I don't speaking about the Founders, but I trust them none, of course I didn't trust the Marshal nuther."

The Jewel - E (package delivery)

"Jules is using you fellas for this? We gotta be careful, don't let Abe see."

He looks through the small package.

"Looks good. I'll need more probably. Here's something for your troubles."

Take 3.

"If you see Jules again tell him that the fraternity are asking about him."

The Jewel - F (Julius Pratt)

Julius Pratt sits at a table and nods at your presence.

The Jewel - G

Card text for G not separately recovered from the text layer.

Jewel - Commotion card

You hear a commotion outside the Casino:

"There's 500 U.S. army headed to Mudd! They're gonna defend those free-staters from us Missourians who's got a right to their possessions. We are calling upon those valiant men, who's coming to Mudd with us to defend our honor??"

Take items 17 and 35.

Mudd recruitment card

"We gonna go to Mudd and whop those free-staters somethin' good! You outta come with us. If ya gonna come ya gonna need ta get yerself outfitted to transverse all that God-forsaken country with some good horses."

Woods

Woods - A (overview)

The forested hills of the surrounding area are alive with sounds and ...

B - To the far left, multiple trails lead to trapper camps.

C - A figure sits at a cave's entrance, next to smoldering campfire.

D - To the left you see a cave in the center and some rustling to the sides.

E - To the far right, you hear rustling in the trees.

Woods - B (trappers)

Trappers are near a stream checking on the beaver traps and they look at your with suspicion.

If Toro or Nellie are here they immediately go to Woods E (No TU cost).

If you have item 9, take item 19.

Woods - C (Bodie)

You see a wizened Comanche, Bodie.

Your journey is filled with death and many tears. Your spirit is not from here. What you are seeking is in front of you, all around, look for those things that mark a man.

If you wish Bodie to accompany you, take item 31.

Woods - D (Dark Cave)

A transforming cave. Does this enter a new land?

If Toro is here, he may replenish his state tokens.

Woods - E

Card text for E not separately recovered from the text layer.

Location 11

Location 11 - A

Card text for A not separately recovered from the text layer; the sheet is headed "Location 11".

Location 11 - B (Robin)

"What'cha doin' out here, Mr. Buchanan? Well, I'm just out doin' some special work for Mr. Pratt."

You may choose to take this test. 3

If you pass this test, take item 9.

Location 11 - B also describes the farm: "You travel down a small road, past farm homes, about 2 miles into the countryside from the town of Pariah. The afternoon breeze is gone and the familiar blue jays are silent. Approaching, it appears to be a run-down farm home. There are faint sounds coming from within, and a sense of dread and darkness fills your heart."

"Wha'da ya want? Ya can't come in here unless ya know the pass. What's the pass?"

Take an item card with the same number as letters in the pass. You will know immediately if it is the correct item and pass.

Location 13

Location 13 - A (overview)

The light woods of the plains of Kansas are filled with Oak and Birch trees. It's usually full of game or travellers but it's quiet, something isn't quite right, there is a stillness that is unusual. You feel eyes in the forests, you are prey to something or someone.

B - To the far left, the road continues to Kansas.

C - You hear the faint sound of horses.

D - To the right you see a farmhouse.

E - There are numerous groves and forests that line the road.

Location 13 - B (Road to Mudd, KS)

"End of the battle."

Fighting: A nervous Jasper sits in the corner.

"I take hope... you have been living the word of God. I have prayed and God has spoken to me, my mission is to confront the corruption of this town. I will confront Elijah Harris."

Reveal item 11.

Location 13 - C (Comanche hunting party)

A small hunting party of Comanche spot you in the forest. The expert horsemen surround you in moments and speak at you in harsh tones.

If Toro is present, no combat and Toro receives [text cut off in the text layer]. Gap.

If Toro is not present: Fight.

Location 13 - D (Farmhouse)

A warm family greets you.

"Headin' out to Mudd are ya? Be careful, been lots of strange happenings, saw some Injuns recently. Also a bunch of soldiers came through 'bout a week ago."

The farmhouse card's text is not cut off, but a value of 6 is printed on the sheet next to it; its meaning is not confirmed.

Location 13 - E

Card text for E not separately recovered from the text layer.

Location 14

Location 14 - A

Card text for A not separately recovered from the text layer.

Location 14 - B (Drawing Room entry)

You barge into the large estate, pushing back servants while bursting through the parlor where Cyrus Hyde whips a young slave in the middle of the room. Julius and Virgil watch without interest. The father of the slave, Agamemnon pleads for his daughter's life.

"This is what happens when you talk out of turn, boy. You want Missouri to be free state? You want Kansas to be a free state?"

You must go through all spaces from B to D in order, one by one.

Location 14 - C

"I see you went to Mudd. Shame about Elijah. We've met with your foes. the Syaans, we know where you come from and disposed of your partner 'Marshal' Cody. You think you have what it takes to change history? We are trying to prevent a civil war here! We want peace! And you will only see Death!"

Location 14 - D

"Ya'll know better than this. In fact, you all have been actin' queer. Good thing those Syaans came here to warn us 'bout month back. They told us that Marshal Cody was one of ya. So to save the Union, were gonna kill ya."

Fight! (icon values on the card: 6 and 2)

If you have [item not legible in text layer] you may remove one shield.

If you win: Take Item 36.

Location 14 - D (Hiram's test)

"The syndicate turns to Hiram. We know who you are working for. Time travelers from Chicago?"

Hiram may only perform this test, alone.

Wits Check. If you have [item not legible in text layer] you may remove one shield.

For every success Hiram surpasses the test he can remove a shield from Location 14-D.

Printed as a separate block on the same sheet; the card it belongs to is not confirmed.

Location 15

Location 15 - A (overview)

Using the stone with the brands and farm map leads you to a small farm. As you approach, faint chanting and singing can be heard and around the back of the farm house there is a large tent set up.

(B) To the left there is a darkened passage into the house.

(C) In the large tent, members of the congregation are involved in some sort of ritual.

(D) To the far right, the congregation dance and forth with the 'Holy Spirit'.

Location 15 - B (farmhouse interior)

Walking into the house, a shrine is made out of the corpse of the young Jasper Whitmer. His body pierced by multiple wooden stakes and poles.

Location 15 - C (ritual)

The congregation partakes in this unholy sacrament, they ceremonially drink from an unholy cup, each passing it to their neighbor, you have a strong feeling you should get out of here.

"What is that??"

Faith test: if you pass take 2 Spirit tokens.

Location 15 - D (revival)

A strange sight for the un-initiated. The revival is in a heated fervor, people sway back and forth and gyrate to clapping and banging of tambourines. Men and women fall to the ground, squirming. Upon seeing you they pause and move towards you!

Fight. After battle take [text cut off in the text layer; the card's take-line is incomplete]. Gap.

Location 15 - E

Card text for E not separately recovered from the text layer.

Location 16

Location 16 - A (Elijah Harris)

Elijah Harris whispers: The unclean have arrived! You want to frustrate God's work? Don't you know you are acting as pawns for the Devil? Your faith is in the arm of flesh. Now I will end you, just as I ended Jasper.

You may spend spirit tokens to remove shields.

Fight: while you are using faith, any skulls results in health damage.

Post battle take token and item 20.

Location 16 - B (Mudd)

The Hell-town known as Mudd is a dilapidated town full of skinners and trappers. Heaps of buffalo skins pile in wagons, carcasses strewn on the streets. The people here are filth, degenerate and have a menace to their eyes. You ARE in Kansas.

B - To the left a large crowd gathers in front of a saloon.

C - A small band of Negroes watch you with trepidation.

D - A group of filthy skinners eye you.

E - At the far end of town, a Carpenter moves some large wooden boxes into his store.

Since it's day, change the Pariah plan to day as well, if you return it will be day.

Location 16 - C (election house)

You can't get inside the make-shift election house (clearly a saloon) due to the throng of men hollering and pushing trying to get inside. In the crowd you can spot the Missouri ruffians, with their papers they wave in the air. U.S. army soldiers are in the perimeter and attempting to hold back the mix of Kansas-born, Missourians and free-staters who have traveled far to make a difference in this important election to the Kansas constitution.

Location 16 - D

Card text for D not separately recovered from the text layer.

Location 16 - E (skinners)

The rough band of skinners eyeball Toro and attack you just for accompanying him.

If Toro present add [the two values printed on the card are 5 and 2; which applies to which is not clear in the text layer]. Gap.

Location 16 - F (inquiry)

"We don't know nuthin' about no Masons or otherwise. I know that big man be coming from Pariah, the one with my cousin Agamemnon he was from here and was part of dem Masons before he left."

"Look, I got work ta do. You aren't the first Missourians coming ta sniff 'round here. You got any reason why I should listen ta you damn slave owners?"

If you have [item] then go to space F or Hiram can use a Con-Man token.

Location 16 - Carpenter card

"Well I'll be damned. Okay I'll tell ya what I know. A man came in about a week ago, dead as dead. Don't recognize 'em, must be from somewhere else. Since you showed me your papers, I'll let you in the back and you can take a gander."

Take items 28, 29.

Location 18 (Outer Darkness)

Location 18 - A (overview)

After saying the password: Outer Darkness you enter. It feels as though all the darkness and evil deeds of the world live within these walls.

You catch glimpses of moving shadows as you walk into this den of despair.

Your eyes move from side to side and hear the groans and cackling of the afflicted.

To the left, right and center are the outcasts of Clay county, lying in squalor and filth.

Move all receptacles to location B.

Location 18 - B

"Where's Cody?!? That Marshal was here more than anyone else. Probably dead is what I think, or in Mudd. Eli Harris ain't here. Probably with his syndicate... Yeah I know who they are, see I used to be a freemason, and so was Cyrus a long time ago, think he was Master of the Lodge. I think he stole our ideas and made his own secret group. Who knows what they are up to now."

Location 18 - C

"They are all evil, don't you get it! The Founders, all of them!! The Masons, all of them!! It's a secret syndicate, they are from the future! I tell you, and a war is coming, a holy war that they want to stop!!"

Location 18 - D

"Elijah, what about him? Yeah he's involved with this place. Don't know if he's preaching the word of God, but, heard he gonna kill that boy preacher something good! Stop, Stop, Stop talking!!"

Take Item 26.

Location 18 - E (faith test)

The heavy feeling in your heart tests your mettle, perform a Faith test to not be swallowed up in the darkness.

May use Spirit tokens to remove shields.

Faith test (value 4 on the card).

Transcription Notes and Gaps

  • Pariah plan cards (day and night versions). The PLAN cards are card art only and their text is not in the text layer. Only the references to them in the text ("change the Pariah plan to day", "Night-versions of Pariah") are transcribed. Gap.
  • Item 18 card. Read at setup (Final Preparations, step 6), but its text is not in the text layer. Gap.
  • Statistic values. The Grit and Wits values on the Statistics card are on the card art only. Gap.
  • Icon glyphs. Shield, skull, dice and token icons are images in the source; they are named in words where the text layer allows and otherwise described as icons.
  • Card letters. Spot letters (A to G) were matched to cards by the overview text and the card art. Where the match is not certain (Blue Bird, Veil, Jewel, Livery and Woods sheets) the card is listed under its location without a confirmed letter.
  • Truncated text. Some take-lines and spot numbers are cut off in the source's text layer (Location 15 D, Location 16 E, Location 13 C, the Docks dead body card, and several item-number slots). These are marked "Gap" in-file rather than completed.
  • Stray text. A line reading "ITEM CARD??" is printed on one card face. It is not a rule and is not transcribed.
  • Printed typos. Transcribed as printed, with [sic] where it matters (e.g. "MUST to go location", "A a tall man", "Negro", "Syaans", and the garbled briefing words).
  • Author's notes omitted. The author's printing and cutting advice on the first page, the author's sign-off, and the graphic novel plug are not rules and are not transcribed.
  • Dancer Card
  • Farm Brands Card
  • Smooth Stone Card
  • Guilt Test Card
  • Cody's Notes
  • Dead Body Card
  • Codex Card
  • Item 17 Rules
  • Syndicate Victory Card
  • Thank Ya Card
  • Farm Location Item
  • Kansas Reminder Card
  • Cody Card
  • Pariah Reward Card
  • Location 18 (Outer Darkness)
  • Blank and card-back pages. Pages 15, 25, 29, 33 (card backs) and 76 and 77 (blank) carry no text.
  • Errata. The BGG January 2017 errata sticker sheet is superseded by this August 2017 PDF. No sticker fixes were applied on top of the text.