The Plum Island Horror: More of a Bad Thing
The Plum Island Horror: More of a Bad Thing Rulebook
Table of Contents
Table of Contents
New Factions
This section expands on the unit abilities for the new Factions.
Oceanside Construction Co.
Demolitionists
As a Special Action, this unit can place the Explosives marker in its Building terrain Area or move it to its Building terrain Area if it has already been placed on the board.
Anytime during any Player Action Phase (same timing as for the Molotov Cocktails and Pistols), if the Explosives marker is on the board, the Demolitionists can detonate the Explosives (from anywhere on the board) and place 3 damage worth of Damaged markers in the Area and on every NUMBERED Bridge(s) connected to the Area. A Fate Number is then drawn and EVERY unit in the Area will suffer Hits equal to twice the drawn Fate Number. The Explosives marker is then removed from the board and will be available to be placed again.
If the Explosives detonate in the Bridge Toll Area (6G), the Great South Bay Bridge is unaffected. It is not possible to detonate the Explosives in the Great South Bay Bridge Area.
Remove the Explosives marker from the board if the Demolitionists unit is eliminated.
Highway Maintenance
As a Special Action, this unit can place up to three Detour markers on a single white arrow connection of its Area. The Detour markers will either point left or right (they are double-sided for this purpose). If a connection of the Area already has one or more Detour markers on it, the Detour markers have to be placed on this connection and in the same direction. If all Detour markers are already on the board, this Special Action is not available (i.e., the Detour markers cannot be moved through this Action).
Whenever a Horrors unit (only) moves out of an Area, if it has a connection with one or more Detour markers pointing out of it, it has to use that connection. Then, remove one Detour marker from the connection used.
Towering Crane
The Crane is a Compound unit that can move, just like the Paddy Wagon in the base game.
Monkey Island Cultists
Madness Monks
This unit's ability can target Murder of Horrors up to two Areas away (Adjacency not required).
When using its Special Action, this unit has a chance of placing the "Dominated" marker on a Murder of Horrors Stack if it's not already in play. A Dominated Murder of Horrors Stack is moved by the Monkey Island Cultists player the next time it activates. This move can be along any connection. Detour markers can be ignored during this move. Non-Horrors units are ignored by the Dominated unit during this entire activation (it may bypass them) but it must stop if it enters an Area with other Horrors units.
If possible, the Dominated unit will attack another Horrors unit in the Area where it ends its movement. No dice are rolled, both units will inflict their damage on each other. Remove the "Dominated" marker at the same time you would a "Stunned" marker.
Mystical Monks
The Monkey Island Cultists player makes all relevant decisions when performing the Action of the controlled unit. If Supplies need to be spent, they are spent from the controlled unit's Faction. Using a controlled unit's Special Action does not exhaust it when playing Alarming Mode. Pistols, Molotov Cocktails and Booby Traps, if possessed by the controlled unit, can be used.
ZZ's Big Top Circus
Clown Car
The Clown Car is a Compound unit that can move, just like the Paddy Wagon in the base game. It even has a Foot Movement Allowance of 1 so it is allowed to move during the Crisis Adrenaline Phase.
Alarming Mode
Alarming Mode introduces the following rules changes:
Death Will Have Its Day
Whenever a Civilians unit is eliminated, no matter the reason, reduce your Evacuation Points (EP) by that Civilians unit's EP. Your EP can now go below zero and you do not stop counting EP when you reach 26.
- If your EP ever get to -9 or lower, you instantly lose the game.
- If your EP ever get to 46 or higher (do NOT count Civilians units in Compounds for this purpose), you instantly win the game.
- You still need 26 EP or more at the end of the game in order to win (count Evacuated Civilians units as well as Civilians units in Compounds as usual).
It's Dangerous to Go Alone
During Night Game Rounds, only a single Follow Action is allowed per Follow Action Phase. Players decide whether to Follow in the usual manner and order, but once a Faction has taken a Follow Action, no additional Follow Actions are allowed during that Follow Action Phase.
I'm a Beautiful Butterfly
Each unit may only use its Special Action once per Game Round. Use an Exhausted Special Action marker as a reminder that a Special Action has been used during the Game Round. Remove all Exhausted Special Action markers from Special Actions at the beginning of the End Phase.
Where's the Beef?
Skip the Replenish Locations Step during the End Phase of Night Game Rounds.
Target-Rich Environment
If a Track with no Horrors on it would Activate, conduct a Spawn on that Track instead.
Oh No, There Goes Tokyo!
When Murder of Horrors tiles are added to a Murder of Horrors Stack and the resulting Murder of Horrors Stack has 8 or more tiles, it will:
- Activate immediately if it's not in the middle of an activation.
OR
- Activate after its current activation is completed if it's in the middle of an activation.
Use the Horrors Activation Sequence on pages 26-27 of this rulebook for a more thorough timing explanation!
More of a Bad Thing Quick Reference
The following is the printed quick-reference card (page 28 of the handbook), transcribed card by card.
VIP Civilians
- Civil War Reenactors: Ranged Combat 2. Draw Fate: Eliminated on a 1 or 6.
- Ricky Bubba: +3 to co-located units' Vehicular Movement Allowance. Moves 4 Areas when moving along "Route 41".
- George Souvlaki: When a Murder of Horrors enters his Area, Eliminate George and Draw Fate: Stun Murder of Horrors on a 2+, remove ½ tiles rounded up on a 6.
- Movie Film Crew: May skip a Crowd Control move to increase EP value to 5.
Alpha Horrors
- Albatwitch Pack: If ends in Area with no non-Horrors units, Ranged Combat = ½ tiles rounded up.
- Men in Black: Movement Allowance of 3, only stops in Areas with Civilians units and no Player units.
- Feral Armadillos: When attacked by Ranged Combat, all Shielded and Light Hit results are Miss results.
- Demented Auditors: When it attacks in Close Combat, reroll all Shielded. When it's attacked in Close Combat, reroll all Critical Hits. Keep all rerolls.
Horror Mutations
- Reanimated Grizzly: Prevents Last Stand.
- Montauk Monster: Add extra red cube when engaged in Close Combat. May only be attacked by units with 4+ Bravery.
- Frantic Tumbling Cockroaches: Close Combat of 5 in Buildings or vs. Compounds.
New Counters/Abilities
- Booby Trap (icon): Attacks first Horrors unit to enter its Area with Ranged Combat of 4.
- Boom (icon): 2 x Fate Hits on every unit and 3 damage on Area and every connected bridge.
- Dominated (icon): Control the next activation of the Murder of Horrors.
- Connection arrow (icon): Horrors units will use connection when moving through Area.
Alarming Mode (Biohazard Level II)
- Instant loss at -9 EP, instant win at 40 EP.
- Single Follow Action at Night.
- Special Actions limited to once per Game Round.
- Never Replenish Locations.
- Spawn on Activated empty Tracks.
- Activate Murder of Horrors Stacks of 8+ tiles whenever tiles are added to them.