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Tragedy Looper: Haunted Stage

Expansion for Tragedy Looper

Tragedy Looper: Haunted Stage Rulebook

Table of Contents

Table of Contents

  • Prime Evil
    • Major Rule Changes
      • Victims
      • Mob Incidents
      • Curse Cards
    • Comment on Powers
    • Rule Clarification
    • Main Plots
    • Subplots
    • Roles
    • Incidents

Prime Evil

Prime Evil is a standard Tragedy Set. It is fully playable for players who have played Basic Tragedy and Midnight Zone at least once each and are used to how Tragedy Looper works. This stage's difficulty is medium, about the same as Mystery Circle. Many Roles and Incidents overlap and will be easily understood by players who have played the other sets, so the threshold should be fairly low. The key words for this set are "Death" and "Monsters".

Major Rule Changes

Victims

The horrible corpse that covered all the newspapers. The calling from the other side, that fell upon an unsuspecting victim. Never would we have guessed that this would fall upon ourselves. Every Intrigue on locations counts as a corpse with the role Person. If such a corpse is revived by the power of the Alien, it is simply removed from the board.

Mob Incidents

After several deaths, the people panicked. No one would have thought that they would do such a thing. But once the spiral starts, no one can stop it. The tragedy comes nearer, as if attracted by the noise...

This is a type of Incident that only exist in this set. These Incidents do not specify a character as a culprit, but a location (like Mob: School or Mob: City). The culprit is the mob in this location. The mob isn't aroused by paranoia, but instead by body count. If there are enough corpses (as specified by the Incident in question) on the specified location, the Incident happens. Don't forget the "Victims" rule: Intrigue count as corpses. Also, just like for normal Incidents, you cannot have the same culprit for two different Incidents.

Curse Cards

Evil intent, such as hate, sorrow, and anger, remain. They linger. They could take the form of many things, such as a doll, a car, a painting, a video tape, etc. Or it might not even be discernable, but still be there, like a ghost. This can travel, from person to person, and spread death. In this set, the Extra cards are treated as Curse cards. These will be placed on Locations and will have several effects. Curse cards can be in one of two states: Placed on a board or attached to a character or a corpse. When placing Curse cards, be careful to make a distinction between these two states. If attached to a character, the Curse will move when the character moves. At the end of each day, before everything else, even before Mandatory effects, each Curse card will apply its effect:

  • If a Curse is on a location, the Mastermind attaches that Curse to any character in that location (if applicable). A character may have more than 1 Curse attached.
  • At the same time, any characters (who are alive) with an attached Curse are killed. Then, the Mastermind moves the Curses from all corpses to their current location.

At the end of each loop, all Curses are removed.

Comment on Powers

This power has existed before, but in this expansion, it's used often, so it is shortened:

Unkillable [Mandatory] [Always] This character cannot die.

Rule Clarification

Here are a few details regarding the priority of resolution of the Mastermind abilties: Some abilities are Mandatory and others are Optional. If several abilities that should happen at the same time conflict, in this case, the Mandatory abilities happen before Optional abilities. If several Optional abilities that should happen at the same time conflict, the Mastermind chooses freely in which order to apply them.

Note: "abilties" is printed as-is in the handbook.

Main Plots

Main plots are the core of the script, normally containing the loss conditions.

The Noble Bloodline

  • Roles to add: Key Person, Vampire (Key Person and Vampire must be of opposing sex)
  • Plot rule: none

The Ones from the Grave

  • Roles to add: none
  • Plot rule: All corpses that had the role Person, Coward or Show-Off change into having the role of Zombie.

Moonlight Beast

  • Roles to add: Werewolf
  • Plot rule: none

The Cursed Land

  • Roles to add: Ghost, Show-Off
  • Plot rule: At the start of each loop, you may place a Curse on the Ghost's starting location. [Optional] [Day end] Unless all Location curses can be attached to characters, you may kill the Protagonists.

Night Mist Nightmare

  • Roles to add: Nightmare
  • Plot rule: none

Subplots

Plots that work in the script's background. They might add other loss conditions or rules. The subplots are comparatively easy to find out. The Mastermind should try to bluff his way through in order to gain an advantage in loop count counts.

Those with Habits

  • Roles to add: Ghost, Serial Killer, Loved One
  • Plot rule: none

A Love Affair

  • Roles to add: Lover, Loved One
  • Plot rule: none

Witch's Curse

  • Roles to add: Conspiracy Theorist, Witch
  • Plot rule: At the start of each loop, you may place a Curse on the Witch's starting location.

The Key Girl

  • Roles to add: Key Person (must be a Girl)
  • Plot rule: none

Monster Intrigue

  • Roles to add: Conspiracy Theorist
  • Plot rule: [Optional] [Mastermind ability] You may place 1 Intrigue on one location where a character with Goodwill Refusal is.

Panic and Obsession

  • Roles to add: Serial Killer, Coward, Witch
  • Plot rule: none

People Who Don't Listen

  • Roles to add: Show-Off, Conspiracy Theorist, Coward
  • Plot rule: none

Roles

What the characters are hiding.

Key Person

  • Max limit: none
  • Ability: [Mandatory] [Always] When this character dies, the Protagonists immediately lose and the loop ends.
  • Appears in plots: The Noble Bloodline (main plot), The Key Girl (subplot)

Werewolf

  • Max limit: none
  • Optional Goodwill Refusal
  • Ability: [Optional] [Day end] If Night of Madness occurred this day, you may kill the Protagonists. [Mandatory] [Mastermind Action step] The Mastermind cannot place cards on this character.
  • Appears in plot: Moonlight Beast (main plot)

Vampire

  • Max limit: none
  • Optional Goodwill Refusal
  • Unkillable
  • Ability: [Optional] [Day end] If the Key Person has at least 2 Intrigue and is in this character's location, you may kill the Key Person. [Optional] [Day end] If there are at least 2 corpses in this character's starting location, you may kill the Protagonists.
  • Appears in plot: The Noble Bloodline (main plot)

Nightmare

  • Max limit: none
  • Optional Goodwill Refusal
  • Unkillable
  • Ability: [Optional] [Day end] You may kill one character who is in this location. [Optional] [Day end] If there are 3 or more Intrigue on all corpses in total, you may kill the Protagonists.
  • Appears in plot: Night Mist Nightmare (main plot)

Ghost

  • Max limit: 1
  • Ability: [Mandatory] [Mastermind ability] If this card is a corpse, place 1 Paranoia on a character here, or any character in the Ghost's starting location.
  • Appears in plots: The Cursed Land (main plot), Those With Habits (subplot)

Conspiracy Theorist

  • Max limit: 1
  • Ability: [Optional] [Mastermind ability] You may place 1 Paranoia on a character in this location.
  • Appears in plots: Witch's Curse (subplot), Monster Intrigue (subplot), People Who Dont' listen (subplot)

Note: the handbook prints "People Who Dont' listen" in this entry; the subplot is titled "People Who Don't Listen" elsewhere.

Show-Off

  • Max limit: none
  • Unkillable
  • Ability: [Mandatory] [Always] If this character has 2 or more Paranoia, (s)he loses the Unkillable aspect and gains Mandatory Goodwill Refusal.
  • Appears in plots: The Cursed Land (main plot), People Who Don't Listen (subplot)

Serial Killer

  • Max limit: none
  • Ability: [Mandatory] [Day end] If there is exactly 1 other character in this location, that character dies (regardless of the number of corpses).
  • Appears in plots: Those With Habits (subplot), Panic and Obsession (subplot)

Coward

  • Max limit: none
  • Ability: [Mandatory] [Mastermind ability] If this character has 2 or more Paranoia, pick a neighboring location, and move that character there.
  • Appears in plots: Panic and Obsession (subplot), People Who Don't Listen (subplot)

Loved One

  • Max limit: none
  • Ability: [Mandatory] [Always] If the Lover dies, this character gets 6 Paranoia. [Optional] [Day end] If this character has at least 3 Paranoia and 1 Intrigue, you may kill the Protagonists.
  • Appears in plots: Those With Habits (subplot), A Love Affair (subplot)

Lover

  • Max limit: none
  • Ability: [Mandatory] [Always] If the Loved One dies, this character gets 6 Paranoia.
  • Appears in plots: A Love Affair (subplot)

Zombie

  • Max limit: none
  • Ability: [Mandatory] [Day end] If there is a location where there are more zombies than non-zombies, kill one character in that location (only once per day, for all zombies). [Optional] [Day end] You may move one zombie corpse to a neighboring location (only once per day, for all zombies).
  • Appears in plots: The Ones from the Grave (subplot)

Witch

  • Max limit: none
  • Mandatory Goodwill Refusal
  • Ability: none
  • Appears in plots: Witch's Curse (subplot), Panic and Obsession (subplot)

Incidents

Accidents and horrors during the script. Is it fate or merely circumstance?

Sacrilegious Murder

  • Effect: Either kill another character in the same location as the culprit, or place 1 Intrigue on the culprit's location.

The Executioner

  • When determining whether this Incident triggers or not, treat the culprit's Paranoia limit as 1 less than its printed limit.
  • Effect: The Leader chooses one character. That character is killed.

Increasing Unease

  • Effect: Place 2 Paranoia on any character, then 1 Intrigue on any other character.

Dark Rumor

  • Effect: Attach a Curse on the culprit.

Missing Person

  • Effect: Move the culprit to any location. Then place 1 Intrigue on that location.

Barricade

  • Effect: For each other character in culprit's location, pick any other location and move the character there.

Evil Contamination

  • Effect: Place 2 Intrigue on the Shrine.

Night of Madness (Mob Incident)

  • Necessary corpse count: 0 (will always occur)
  • Effect: If there are 6 or more zombies when this Incident occurs, the Protagonists will die after the day has ended.

Evangelium of the Dead (Mob Incident)

  • Necessary corpse count: 2
  • Effect: Kill all characters in the culprit's location. Then, if that location has 5 or more corpses, the Protagonists are killed.

Awakened Curse (Mob Incident)

  • Necessary corpse count: 1
  • Effect: Place a Curse on the culprit's location.

Fountain of Filth (Mob Incident)

  • Necessary corpse count: 2
  • Effect: Place 2 Paranoia on any one character, and 1 Intrigue on any location.