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Tragedy Looper: Another Horizon

Expansion for Tragedy Looper

Tragedy Looper: Another Horizon Rulebook

Table of Contents

Table of Contents

  • Extra Gauge: Parallel Worlds
  • Warping
    • 1x∞ Goodwill Abilities and Warping
  • Change of Heart
  • Puppeted Goodwill Refusal
  • Dual Roles
  • Changes to Starting Action Cards
  • Kinds of Counters
  • Plot Overview
  • Summary Sheet
  • Main Plots
  • Subplots
  • Roles
    • Key Person
    • Obstinate
    • Marionette
    • Lullaby
    • Storyteller
    • Brain
    • Shifter
    • Serial Killer
    • Conspiracy Theorist
    • Alice
    • Fragment
    • Pied Piper
    • Gossip
  • Incidents
  • Script Creation Guide
    • Introduction
    • The Mastermind Increases the Extra Gauge
    • Protagonists May Warp to Avoid a PP
    • Protagonists May Warp to Gain Information
    • Protagonists May Warp Incidentally
    • Managing the Gauge
    • Number of Loops
    • Further Reading
    • Plot Overview
  • Sample Script Collection
  • Notes for the Mastermind
    • Script Titles
    • Table Talk
    • Number of Loops
    • Scripts

Extra Gauge: Parallel Worlds

The Extra Gauge is used in AH to represent which world the players are currently in. At the start of each loop, set the Extra Gauge to 0. While the Gauge is an even number, the players are in the Light World; while it is odd, the players are in the Dark World.

Warping

Many abilities and effects in this Set "trigger a Warp". If one or more Warps are triggered on a given day, at the end of that day, increase the Extra Gauge by 1. This increase happens before any other effects during the Day end phase, including Mandatory effects. Note that even if multiple Warps are triggered on the same day, the Gauge still only increases by 1.

The Mastermind is not obliged to announce when a Warp is triggered. As such, if a Warp is triggered, but the loop ends before the end of that day, they can hide the fact that it triggered at all.

1x∞ Goodwill Abilities and Warping

In addition to effects that trigger a Warp, a Warp is automatically triggered after each time any player, Protagonist or Mastermind, uses a 1x∞ Goodwill ability. (Thematically these abilities have a powerful effect on the world, causing instability in the timeline.)

Change of Heart

In the Dark World, Goodwill and Paranoia are inverted. Specifically:

  • When determining if an Incident triggers, Goodwill is counted instead of Paranoia.
  • When determining if a Goodwill ability can be used, Paranoia is counted instead of Goodwill.

The effects of these counters are only switched for those purposes, not for any others. For example, the Fragment's ability will always count the actual Goodwill counters on them and not Paranoia counters. Cards such as Forbid Goodwill and Forbid Paranoia are similarly unaffected.

Puppeted Goodwill Refusal

Puppeted Goodwill Refusal is a new form of Goodwill Refusal. In addition to providing the basic effect of Goodwill Refusal, the Mastermind may use the Goodwill abilities of a character with Puppeted Goodwill Refusal during the Mastermind abilities phase, provided that there are sufficient counters on that character. When they do, they must announce what ability is being used, and any targets that ability has, if applicable.

Dual Roles

Some Plots add a Dual Role such as "L: Obstinate / D: Key Person". On the Mastermind's script card, that Dual Role should be assigned in full to a single character. In this example, that character is an Obstinate while in the Light World, and a Key Person while in the Dark World. Both parts of a Dual Role must be correctly identified to count as successful for the Final Guess.

Dual Roles ignore Role maxima and other restrictions on assigning Roles. For example, the Little Sister can be assigned "L: Key Person / D: Brain" despite the Brain having Goodwill Refusal.

Changes to Starting Action Cards

The Protagonists additionally each have a Paranoia +2 (1x∞) card, and the Mastermind additionally has a Goodwill +1 card. Furthermore, the Mastermind also adds a Despair +1 (1x∞) card to their hand for the first loop only. (On later loops, they only gain it if an effect allows them to do so.)

Kinds of Counters

If an effect references the kinds of counters on a character, it counts how many of the following types of counters are on that character: Paranoia, Goodwill, Intrigue, Hope, Despair, and Guard (from the Police Officer). Note that while a Despair counter has the effects of both Paranoia and Intrigue, it only counts as Despair determining the kinds of counters actually on that character. A similar thing is true for Hope.

The Servant's Loyalty token, as well as Perished and Acquainted tokens, are considered tokens, not counters, and are not counted for this purpose.

(TL Note: In the Z-Man Games English edition, "Guard counters" were translated as "Guard markers". In the original Japanese, they are officially "counters" for the purposes of this rule and abilities such as the Scientist's or Forensic Specialist's.)

Plot Overview

Four of the Main Plots provide loss conditions for the end of the loop. The Mastermind should have an idea about which of these they wish to use as a Cover Story (CS). The conditions are set up in a way that they provide support for each other. For example, winning by triggering Last Will in Dimensional Merger also progresses the condition for Mother Goose Mystery, while the Obstinate provided by Into Nothingness can act as a bluff for The Forbidden Future.

(TL Note: The original says "as a bluff for Dimensional Merger", but I can't see why that would work as such, so I translated it thinking it's a typo for The Forbidden Future. I might also just be missing something though.)

Summary Sheet

A translated summary sheet is available here: Another Horizon Summary.png

[Transcriber's note: the summary sheet is a separate image file and is not included in this rulebook.]

Main Plots

The Forbidden Future

  • Roles: "L: Obstinate / D: Key Person", Marionette, Storyteller
  • Additional Rules: If the players are in the Light World at the end of the loop, the Protagonists lose.

Fairy-Tale Murderer

  • Roles: Key Person, Lullaby, Brain
  • Additional Rules: (None)

Mother Goose Mystery

  • Roles: Marionette, Storyteller
  • Additional Rules: If there are X or more corpses at the end of the loop, the Protagonists lose. X is the current loop number, to a maximum of 3.

Dimensional Merger

  • Roles: Storyteller, Shifter, Fragment
  • Additional Rules: If Last Will or Left Behind has triggered this loop, at the end of the loop, the Protagonists lose.

Into Nothingness

  • Roles: Obstinate, Marionette, Brain
  • Additional Rules: If the sum of the Extra Gauge and the number of Intrigue counters on the Obstinate added by this Plot is 3 or more at the end of the loop, the Protagonists lose.

Subplots

Jekyll and Hyde

  • Roles: "L: Key Person / D: Brain", Marionette
  • Additional Rules: (None)

The Plaguebringer

  • Roles: "L: Pied Piper / D: Gossip"
  • Additional Rules: (None)

Puppeteer's Strings

  • Roles: Fragment, Gossip, "L: Person / D: Serial Killer"
  • Additional Rules: All types of Goodwill Refusal become Puppeted Goodwill Refusal (including Mandatory Goodwill Refusal and that granted by Despair counters).

Through the Looking-Glass

  • Roles: "L: Conspiracy Theorist / D: Serial Killer", Alice. Alice must be a Girl.
  • Additional Rules: (None)

Crossing World Lines

  • Roles: Conspiracy Theorist
  • Additional Rules: At the start of even numbered loops, the Mastermind adds "Despair +1" to hand. At the start of the final loop, the Protagonists add "Hope +1" to hand.

Unspeakable Horrors

  • Roles: "L: Conspiracy Theorist / D: Obstinate", Gossip
  • Additional Rules: If the Extra Gauge is 3 or higher, at the end of the day, you may kill the Protagonists.

Hysteria Virus

  • Roles: Fragment, Conspiracy Theorist, Gossip
  • Additional Rules: While in the Dark World, characters whose original Roles were either Person or Fragment and have 2 or more kinds of counters on them instead become Serial Killers.

Roles

Key Person

  • Max: None
  • Abilities:
    • [Mandatory] When this character dies, the Protagonists lose, and the loop immediately ends.
  • Plots: The Forbidden Future (D), Fairy-Tale Murderer, Jekyll and Hyde (L)

Obstinate

  • Max: None
  • Mandatory Goodwill Refusal
  • Abilities:
    • [Mandatory] This character must be the culprit of an Incident.
    • [Mandatory] When determining if an Incident triggers for which this character is the culprit, it always triggers regardless of the number of counters on them.
  • Plots: The Forbidden Future (L), Into Nothingness, Unspeakable Horrors (D)

Marionette

  • Max: None
  • Puppeted Goodwill Refusal
  • Abilities:
    • [Mandatory] After resolving this character's Goodwill ability, if there are 2 or more kinds of counters on this character, they die, and you trigger a Warp.
  • Plots: The Forbidden Future, Mother Goose Mystery, Into Nothingness, Jekyll and Hyde

Lullaby

  • Max: None
  • Puppeted Goodwill Refusal
  • Abilities:
    • [Mandatory] After resolving this character's Goodwill ability, the target of that ability dies.
    • [Optional] (1x∞) During the Mastermind abilities phase, you may place 1 Paranoia or Goodwill counter on a character at this character's location.
    • [Optional] At the end of the day, if there are 4 or more kinds of counters on this character, you may kill the Protagonists.
  • Plots: Fairy-Tale Murderer

Storyteller

  • Max: None
  • Unkillable
  • Abilities:
    • [Optional] If the Extra Gauge is 1 or higher, during each Mastermind abilities phase, you may move 1 counter between two other characters at this character's location.
    • [Mandatory] At the start of the loop, if the Extra Gauge was 3 or more at the end of the previous loop, the Protagonists add "Hope +1" to hand.
  • Plots: The Forbidden Future, Mother Goose Mystery, Dimensional Merger

Brain

  • Max: None
  • Goodwill Refusal
  • Abilities:
    • [Optional] During each Mastermind abilities phase, you may place 1 Intrigue counter on this character's location, or on a character at that location.
  • Plots: Fairy-Tale Murderer, Into Nothingness, Jekyll and Hyde (D)

Shifter

  • Max: None
  • Unkillable
  • Abilities:
    • [Mandatory] Ignore Forbid Goodwill cards played on this character.
    • [Optional] At the end of the last day, if there are 2 or fewer kinds of counters on this character, you may kill the Protagonists.
  • Plots: Dimensional Merger

Serial Killer

  • Max: None
  • Abilities:
    • [Mandatory] At the end of the day, if there is exactly 1 other character at this character's location, that character dies.
  • Plots: Puppeteer's Strings (D), Through the Looking-Glass (D), Hysteria Virus (D*)

Conspiracy Theorist

  • Max: 1
  • Abilities:
    • [Optional] During each Mastermind abilities phase, you may place 1 Paranoia counter on a character at this character's location.
  • Plots: Through the Looking-Glass (L), Crossing World Lines, Unspeakable Horrors (L), Hysteria Virus

Alice

  • Max: None
  • Abilities:
    • [Mandatory] At the end of the loop, if this character is dead, the Protagonists lose.
    • [Mandatory] (1x∞) After this character's Goodwill ability resolves, if the Extra Gauge is 1 or higher, place 1 Hope counter on each other character at this character's location.
  • Plots: Through the Looking-Glass

Fragment

  • Max: None
  • Abilities:
    • [Mandatory] At the start of the loop, if this character was dead at the end of the previous loop, the Mastermind adds "Despair +1" to hand.
    • [Mandatory] At the start of the loop, if this character was alive and had 2+ Goodwill at the end of the previous loop, the Protagonists add "Hope +1" to hand.
  • Plots: Dimensional Merger, Puppeteer's Strings, Hysteria Virus

Pied Piper

  • Max: None
  • Goodwill Refusal
  • Abilities:
    • [Mandatory] (1x∞) At the end of the day, if the Extra Gauge is 2 or higher, one character at this character's location dies.
    • [Optional] At the end of the day, you may place 1 Intrigue counter on a corpse at this character's location. Then, if there is a total of 3 or more Intrigue counters on all corpses combined, kill the Protagonists.
  • Plots: The Plaguebringer (L)

Gossip

  • Max: 1
  • Abilities:
    • [Optional] During each Mastermind abilities phase, you may place 1 Goodwill counter on a character at this character's location.
    • [Mandatory] When this character dies, place 1 Despair counter on a character at this character's location, and you may trigger a Warp.
  • Plots: The Plaguebringer (D), Puppeteer's Strings, Unspeakable Horrors, Hysteria Virus

Incidents

Crime of Passion

  • One other character at the culprit's location dies, if possible.
  • When determining if this Incident triggers, treat the culprit's Paranoia Limit as 1 lower.

Dimensional Distortion

  • Trigger a Warp.
  • When determining if this Incident triggers, it always triggers regardless of the number of counters on the culprit.

Dimensional Perversion

  • You may trigger a Warp.
  • Place 2 Paranoia counters on any character, and 2 Goodwill counters on any other character.

Dimensional Fracture

  • You may trigger a Warp.
  • If there are 3 or more kinds of counters on the culprit, kill the Protagonists.

Left Behind

  • Place 1 Intrigue counter on a character at the culprit's location, then move the culprit to any location.

Phantasmal Incident

  • Resolve the effect of Crime of Passion, Dimensional Perversion, or Left Behind.
  • When determining if this Incident triggers, refer to the number of Intrigue counters on the culprit instead of the original type of counter.

Hospital Incident

  • If there are 1 or more Intrigue counters on the Hospital, each character there dies.
  • Furthermore, if there are 2 or more Intrigue counters on the Hospital, kill the Protagonists.

Last Will

  • The culprit dies. At the start of the next loop, the Protagonists add "Hope +1" to hand.

The Singularity

  • If the players are in the Light World, trigger a Warp. Furthermore, if this is the first time this game that this Incident triggered, kill the Protagonists.
  • If the players are in the Dark World and there is 1 or more Intrigue counter on the culprit's starting location, kill the Protagonists.

Seeping Daylight

  • The Leader chooses a character. Place 1 Hope counter on that character.

The Murk of Despair

  • Place 1 Despair counter on any character.

Script Creation Guide

Introduction

This section is meant for Masterminds intent on creating their own scripts with Another Horizon (AH), and explains some things that are important to know when doing so. It can also be used as a reference for how to navigate through games as the Mastermind. As this is aimed at Masterminds, it is recommended that players who intend on playing the Protagonist side to not read this section to start with. There is a very real risk that doing so will result in being able to enjoy the Tragedy Set less.

This section will use the abbreviations PP (Power Play) and CS (Cover Story) as described in the original Mastermind's Handbook included in the base game. For a detailed explanation of those terms, please refer to that handbook.

(TL Note: In the Z-Man Games English Translation, "Cover Story" was instead "Coverup", and the acronyms were not used.)

The Mastermind Increases the Extra Gauge

The Extra Gauge is an important factor in AH, so therefore we should discuss the particulars of how it works. The first point we will touch upon is the fact that the side who generally wants to increase it is the Mastermind side.

The clear reason for this is that while the Gauge is 0, it's hard for the Mastermind to win. Even in scripts where winning under that condition is possible, actually doing so shuts off many possible CSs, so raising it still has value and makes for a more interesting script.

It's easy to see why the above is true with a quick glance at the Main Plots. It's obviously the case for Into Nothingness. The Forbidden Future is usually easier to win by Warping from the Dark World to the Light World on the last day, rather than trying to just stay in the Light World. It's easier for characters to die in the Dark World in Mother Goose Mystery, so you'll want to Warp to it when possible. Even Subplots and Incidents such as The Plaguebringer, Unspeakable Horrors, and The Singularity are harder to use without having increased the Extra Gauge.

With the above in mind, the Protagonists don't really have a reason to increase the Gauge. If they just leave it alone, the Mastermind could lose without having to do anything else. As such, it's risky to create a script that assumes the Protagonists will increase the Gauge, especially in the first loop.

It follows that for most scripts, you'll want to prepare a way for the Mastermind to trigger a Warp in the early game. A simple way of doing so is setting a Dimensional Distortion on Day 1 or 2. If you want to allow for the possibility of the Warp being prevented or delayed, you can instead try using a Dimensional Perversion or Dimensional Fracture, giving Puppeted Goodwill Refusal to a character with a 1x∞ Goodwill ability, or making use of a Marionette.

Of course, this isn't the end of the story. Let's also look at some cases where the Protagonists may wish to Warp.

Protagonists May Warp to Avoid a PP

As mentioned above, the Protagonists normally won't try to increase the Extra Gauge. But it's a different story if not doing so would lead to their loss, or is risky for some other reason.

Let's look at an example of the former involving Incidents. Suppose you set a particularly dangerous Incident on Day 2 or 3, with the culprit being a Conspiracy Theorist or Obstinate. In that case, the Protagonists are encouraged to try to Warp on Day 1 or 2. To that end, you should provide them with ample easy-to-use 1x∞ Goodwill abilities, such as on the Class Rep, Soldier, or Godly Being.

An example of the latter is that in the Light World, there can be 2 Conspiracy Theorists, which are easy to hide but hard to differentiate. Staying in the Light World risks allowing Incident after Incident to be triggered, resulting in a Protagonist loss with little information gained, such as multiple Crimes of Passion fulfilling the loss condition for Mother Goose Mystery without even entering the Dark World. If the Protagonists lose in that way in the first loop, they may try to increase the Gauge to avoid the same fate.

If the Gauge is already 1 or higher, then there's many possible reasons for them to want to increase it further. Increasing it from 1 to 2 can stop Serial Killers and blunt The Singularity, while raising it from 2 to 3 can stop a Pied Piper. As such, you don't need to worry nearly as much about raising the Gauge beyond 1 as you do about raising it to 1 to begin with.

Protagonists May Warp to Gain Information

Experienced Protagonists may also try to increase the Gauge to gain information. Increasing it to 1 can reveal Alice or a Serial Killer, increasing it to 2 can reveal a Pied Piper, and increasing it to 3 can reveal a Storyteller. Whether doing so is actually a good idea depends heavily on the script and the board state, so we'll reserve judgment on that here. However, you should definitely not rely on them doing this, but in scripts aimed at high-level players it might be a good idea to make sure it's at least an option.

Protagonists May Warp Incidentally

It's also possible that the Protagonists may Warp without specifically trying to do so, as a side effect of using 1x∞ Goodwill abilities. Such abilities are generally quite powerful, which is why they're 1x∞ to begin with, so the Protagonists are already incentivized to use them. The Shrine Maiden's Goodwill 5 ability is of course very strong, and characters such as the Teacher and the Alien tend to attract Goodwill +2 if the Mastermind doesn't play a card on them.

If you provide access to such abilities, you can expect them to cause the Extra Gauge to increase at some point. However, because the expectation is only "at some point", you shouldn't expect them to be used at any specific part of the game. For example, don't rely on the Protagonists to use them on the first loop.

To put it another way, the Gauge will incidentally be increased from time to time over the course of the game, meaning there will be loops where it will be higher than what you would otherwise have planned. Which loop(s) that will be depends on the Protagonists, so you won't exactly know when it will happen, but when making a script, it's a good idea to have a plan for what to do on loops when the Gauge is particularly high.

A straightforward example is in Unspeakable Horrors, you can plan to win with that Plot's rule if the Protagonists happen to use two 1x∞ Goodwill abilities in a single loop. A more common example would be saying something like "In this script, the Extra Gauge will usually be increased twice. On loops when the Protagonists use a 1x∞ ability to increase it a third time, I'll place Paranoia on this culprit and win by killing the Key Person." Details such as these can make for more compelling scripts.

Managing the Gauge

Let's take what we've learned so far and apply it to a script. First, consider where you plan to have the Gauge be at the end of the loop (excluding cases where the loop ends early such as a Key Person death). Choose from among the following:

  • 0-1: A script that doesn't rely much on the Extra Gauge. It may be a point of contention how the side that wants to increase it will do so.
  • 1-2: A standard script. The Mastermind tries to move to the Dark World, and the Protagonists try to move back.
  • 2-3: A script where the Gauge gets increased relatively often. If you want it to reach 3, make sure to include enough ways to do so.
  • 3-4: A grand script. It's hard to achieve this without at least 7 days per loop. Requires a lot of preparation and determination.

Next, decide what methods for increasing it you wish to include. It's a good idea to divide these into ways that can reliably be used to increase the Gauge, and ways that can be reasonably prevented. An example of the former for the Protagonists is the Class Rep or Soldier's 1x∞ abilities, while an example of the latter for the Mastermind is setting the Girl Student as the culprit of a Dimensional Perversion.

You should use a reliable method to avoid what would otherwise be an unreasonable or unenjoyable situation, whereas you should use a preventable method if you want it to be a point of conflict for the players to fight over. For example, if the script wouldn't be interesting unless the Extra Gauge is increased at least once, you should provide a reliable Gauge increase to the Mastermind, or if there would be an otherwise unavoidable PP, you need to provide one to the Protagonists.

With all of the above in mind, consider which side you expect to want to increase the Gauge at any given moment, and choose which options to give them as appropriate. Let's look at two examples:

  • Ex1. Expected Gauge: 1-2 (Mastermind, Mastermind). A script that uses a Serial Killer in the Dark World to win with the rule from Mother Goose Mystery. You decide to set a Dimensional Distortion on Day 2 to trigger the initial Warp. However, once the Serial Killer has been revealed, it's hard to win with them alone. As a backup, you plan on using the Marionette Rich Man's Daughter's ability to Warp back to the Light World and make a PP involving the Pied Piper. The first of these is a reliable Warp, whereas the second is preventable.
  • Ex2. Expected Gauge: 2-3 (Protagonists, Mastermind, Protagonists). You have a PP set up to have the Key Person Rich Man's Daughter trigger Last Will on Day 3, so you also provide the Protagonists a way to Warp to the Dark World by Day 2, where she instead becomes a Brain. If the PP on Day 3 is prevented, you plan on winning with the rule from The Forbidden Future by Warping back to the Light World with the Marionette or a Dimensional Distortion on Day 5. In order to allow the Protagonists to escape back to the Dark World, you need to provide a second way for the Protagonists to Warp on Day 6, such as another 1x∞ Goodwill ability. The first of these three Warps must be reliable. It's probably fine for the other two to be preventable. The specifics of how to do so is a test of your skill as a scriptwriter.

Number of Loops

As with other Tragedy Sets, we have prepared a quick reference for approximately how many loops your script should have. Please use it only as a rough estimate.

Main Plot

  • The Forbidden Future: +1.5
  • Fairy-Tale Murderer: +1.4
  • Mother Goose Mystery: +1.8
  • Dimensional Merger: +1.4 (+0.5 for each related Incident)
  • Into Nothingness: +1.8

Subplots

  • Jekyll and Hyde: +0.7
  • The Plaguebringer: +0.8
  • Puppeteer's Strings: +0.5
  • Through the Looking-Glass: +0.8
  • Crossing World Lines: +0.5
  • Unspeakable Horrors: +0.8
  • Hysteria Virus: +0.6

Incidents

  • Hospital Incident: +0.4
  • The Singularity: +0.6
  • Dimensional Fracture: +0.2
  • 4 Incidents: +0.0 (±0.4 for each Incident above/below 4)

Days Per Loop

  • 6 Days: -0.2
  • 5 or Fewer Days: -0.6

Further Reading

If you would like further resources on creating scripts, please check the "Tragedy Looper Script Collection". On pages 15-24, you'll find an example and explanation of a full script being created. There is also a section on pages 30-32 on Taboos and how to avoid creating one, which can ruin a script.

In both the "Tragedy Looper Script Collection" and "Tragedy Looper Script Collection II" there are many high-quality scripts taken from places such as the Worldwide Scriptwriting Competitions, which may provide good ideas and inspiration.

(TL Note: Unfortunately neither of these currently have English translations.)

Plot Overview

M: The Forbidden Future If you just sit around in the Light World, the Protagonists will use a 1x∞ ability on the last day. It's easier to win by going to the Dark World, then Warping back on the last day instead. You can also focus on winning by killing the Key Person in the Dark World.

M: Fairy-Tale Murderer You can secure a loop by finding a way to kill the Key Person, and another by using "Despair +1" to kill the Protagonists with the Lullaby. This Plot is unsuited for CSs with other Main Plots, so you'll want to set up a nice PP instead.

M: Mother Goose Mystery In early loops, you can use any other Main Plot as a CS for this, or vice-versa. On the other hand, winning in later loops is difficult. By itself, this rule can only create 1 corpse, so use Subplots and Incidents to supplement. Serial Killers and Pied Pipers are valuable. And then, there were…

M: Dimensional Merger Victory is all but guaranteed in loops where the Protagonists don't have "Hope +1". Make sure the related Incidents aren't too easy to trigger to give them a chance to fight back. It makes for an interesting script if you use the fact that the Shifter's GW abilities are easy to use as a weak point.

M: Into Nothingness This serves as a great CS for any other Main Plot by simply placing 2 or so Intrigue on any Goodwill Refusal character. If you're going to use the Brain, try to do so in the Dark World to keep CSs open. There should be at most 1 reliable way for the Mastermind to Warp.

S: Jekyll and Hyde Pick which half of the Dual Role you want to use as part of a CS. If you choose the Key Person, it adds a win condition and allows you to bluff Fairy-Tale Murderer. If you choose the Brain, it allows you to more easily bluff Into Nothingness.

S: The Plaguebringer The Extra Gauge being exactly 2 becomes a point of contention. The Protagonists will either want to prevent it from getting there, or raise it from 2 to 3. The Pied Piper is very strong in providing PPs. Ideally you'll win with them as a surprise attack the first time the Extra Gauge reaches 2.

S: Puppeteer's Strings The key points are the Puppeted Goodwill Refusal and the Serial Killer. The other two Roles generate Despair when they die, so you can use them to add more Goodwill Refusal and manipulate the Extra Gauge. Also keep in mind the ability to conceal Mandatory Goodwill Refusal.

S: Through the Looking-Glass Easy to use, as it provides a Serial Killer and another win condition, plus a Conspiracy Theorist in the Light World. A good Plot to pick if you're having trouble deciding. The Roles themselves are easily revealed, so so is this Plot. Don't rely too much on the win condition this provides.

S: Crossing World Lines Continues from its appearance in the Observer's Handbook and Last Liar. As before, it makes the second loop extremely easy to win, so it can help with script stability while also driving up the tension. We recommended planning on having someone die in the first loop to bluff a Fragment.

S: Unspeakable Horrors Provides a clear incentive to repeatedly increase the Gauge. The Protagonists can't freely use 1x∞ abilities, so if you make too strong a PP, they might feel unsatisfyingly restricted. A good balance is planning to win with this just once, when the Gauge happens to be higher than normal.

S: Hysteria Virus The return of Paranoia Virus. The condition for becoming a Serial Killer is easier, though now restricted to the Dark World. Be careful that even if a Fragment becomes a Serial Killer, the actual effect of the Fragment will still effectively function as normal.

Sample Script Collection

Seek your dreams in the land of wonders; pray for ignorance in the light and dark.

The following pages contain 5 sample scripts, meant for players who wish to jump right in and experience Another Horizon.

AH is a cut above the average Tragedy Set in terms of complexity. It requires both the Mastermind and the Protagonists to have the understanding to correctly process the summary sheet, and the creativity to use that knowledge to create a plan to win the game. Only true masters pass through even the final world and onto this side stage in search of more.

Creating scripts for AH is, of course, also difficult. That said, for a Mastermind who already has experience making scripts for all of the other Tragedy Sets, it's altogether not that much of a step up. Even so, there's no doubt that even for such adepts that it would be safer to start by trying the sample scripts provided here.

We recommend playing the first of these scripts first; it's a relatively stable way of experiencing the chaos that is AH. After that, the rest of the scripts can be played in any order. If you've come this far, you probably don't need any more crude words of guidance. Please enjoy the unending battle of wits however you see fit.

After finishing all five, you will have reached the utmost limits of Tragedy Looper. From here on out, I will no longer be the one to provide you with new worlds to explore. If your curiosity is still unsatiated, then it is time to begin your journey of creating those worlds for yourself, using the skills and wisdom you've gained along the way. But fear not, as our paths will surely cross again. Until that time comes, I wish you good health, and blessings upon your voyage.

Notes for the Mastermind

Script Titles

You should only reveal the name of the script you're playing after the game is over, as the names of some scripts contain spoilers.

Table Talk

We leave the decision of whether or not to allow Table Talk in the provided scripts to the Mastermind. However, AH has many complicated rules, so we recommend first allowing it even with advanced players, or first playing 1 vs. 1. Playing without Table Talk might be a bit too much, even for the most experienced players.

Number of Loops

Choose from the provided options based on the skill level of the Protagonists. If you're not sure, go with the higher option to lessen the chance that they feel like it's too difficult. It's also a good idea to ask them what they would prefer, for both this and Table Talk.

Scripts

(TL Note: I have instead placed the scripts each in their own separate document as a form of protection against accidental spoilers.)

[Transcriber's note: the five sample scripts are separate documents and are not included in this rulebook.]

  1. Another Horizon Sample Script 1
  2. Another Horizon Sample Script 2
  3. Another Horizon Sample Script 3
  4. Another Horizon Sample Script 4
  5. Another Horizon Sample Script 5