Tragedy Looper: Rei
Tragedy Looper: Rei Rulebook
Table of Contents
Table of Contents
Observer's Handbook
Components
- Character Cards (4)
- Four new companions have joined the pieces who adorn your game board.
- Action Cards (8)
- The Protagonists and Mastermind have access to new abilities. However, none of these cards are added to the players' hands at the start of the game. Details will follow.
- Counters and Tokens (33)
- Hope Counters (6)
- Represent the hope that a character may hold. Only the Protagonists can place these. They count as 1 Goodwill and -1 Intrigue, and remove Goodwill Refusal.
- Despair Counter (6)
- Represent the despair that a character may suffer. Only the Mastermind can place these. They count as 1 Paranoia and 1 Intrigue, and grant Goodwill Refusal.
- Perished Tokens (10)
- Mark if a character has ever died over the course of the entire game.
- Acquainted Tokens (10)
- Mark if a character's Goodwill ability was ever used/refused over the course of the entire game.
- Hope Counters (6)
Additional Rules
"Hope +1" and "Despair +1"
"Hope +1" is a Protagonist Action card, and "Despair +1" is a Mastermind Action card. These cards are by default not in the players' hands at the start of loops, but are added to their hands by various effects. These effects are included in both the new Tragedy Sets, and as an optional expansion ruleset to previous Tragedy Sets. The effects of these cards are as follows:
Hope +1
Place 1 Hope counter on this character, and remove "Hope +1" from each player's hand. If two or more players played "Hope +1" on the same day, treat all those cards as "Goodwill +1" cards instead. (Do not remove them from the players' hands.)
Despair +1
(1x∞) Place 1 Despair counter on this character.
"Paranoia +2" and "Goodwill +1"
"Paranoia +2" is a Protagonist Action card, and "Goodwill +1" is a Mastermind Action card. These cards are only used in the "Another Horizon" Tragedy Set. The effects of these cards are as follows:
Paranoia +2
(1x∞) Place 2 Paranoia counters on this character. "Forbid Paranoia" prevents the effect of this card. Resolve this card before a "Paranoia -1" on the same character.
Goodwill +1
Place 1 Goodwill counter on this character.
(Note for Masterminds: You may choose to use these cards even outside of Another Horizon as a special rule for a script. It's up to you to explore these possibilities to make a script as only you can.)
Hope and Despair Counters
These counters may be placed on characters, and each have multiple effects. To put it concisely, Hope is very good, and Despair very bad, for the Protagonists.
Hope Counters
- If a rule or effect counts Goodwill counters, this counts toward that total.
- If a rule or effect counts Intrigue counters, this counts as 1 against (to a minimum of 0).
- The character this is on loses Goodwill Refusal.
Despair Counters
- If a rule or effect counts Paranoia counters, this counts toward that total.
- If a rule or effect counts Intrigue counters, this counts toward that total.
- The character this is on gains Mandatory Goodwill Refusal.
Despite having multiple effects, a single Hope or Despair counter is still considered only a single counter. For example, if the A.I. has a Despair counter on it, its Trait will not count the Despair counter twice.
If an effect cares about whether a specific type of counter exists or not, Despair and Hope will count as Paranoia and Goodwill, and for or against Intrigue. (Think of it as if the condition checks if there is 1 or more of that type of counter.)
The effect of removing Goodwill Refusal applies to all forms of Goodwill Refusal, including Mandatory and Puppeted.
Effects that remove Goodwill Refusal supersede effects that add it. In other words, Hope does not succumb to Despair.
Perished and Acquainted Tokens
In order to determine the Roles of the characters, it is important to keep track of if their Goodwill abilities have been used, and if their death had any effects. Until now, players mostly did so by taking notes. These new tokens are used as an aide to simplify such notes.
Using these tokens is by default optional, and their inclusion is up to the Mastermind to decide. However, in the new Tragedy Set "Last Liar", they are mandatory, not optional.
Acquainted Tokens
The first time the use of a given character's Goodwill ability is declared, regardless of whether that Goodwill ability is refused, place an Acquainted token on that character. These tokens are double-sided, to help record whether the ability was refused or not. These tokens are not removed between loops.
If a Goodwill ability from a character that already has an Acquainted token is declared, do not add further such tokens. Tokens are different from counters, so effects that care about counters do not affect tokens.
Adding a token happens before the ability itself or any other effect that triggers off of using the ability resolves. As such, no effect can prevent the token from being placed.
Perished Tokens
The first time a given character dies, place a Perished token on that character's corpse. These tokens are not removed between loops.
If a character that already has a Perished token dies, do not add further such tokens. Tokens are different from counters, so effects that care about counters do not affect tokens.
If an effect such as Unkillable prevents a death from occurring entirely, do not place a Perished token. As before, the Mastermind is not obliged to indicate anything has happened (or failed to happen).
Adding a token happens before any other effect that triggers off of the death resolves. As such, if the character indeed dies, no effect can prevent the token from being placed.
Regarding 1x∞ Goodwill Abilities
Various aspects of this expansion interact with 1x∞ Goodwill abilities in important ways, so we are making a minor adjustment to the rules.
If a 1x∞ Goodwill ability is declared and then refused, that does not count towards the 1x∞ limit for that ability. Therefore, the Protagonists may attempt to use that ability again the following day (though normally it will simply be refused again).
If the Mastermind somehow uses a 1x∞ Goodwill ability, that counts towards its limit. If the Protagonists later attempt to use that ability, the Mastermind should announce that the ability has already been used.
New Characters
This expansion contains 4 new characters: Part-Timer, Part-Timer(?), Servant, and Metaworld Denizen. The Part-Timer, Servant, and Metaworld Denizen may all be included in a script as any other character would. However, the Part-Timer(?) can only be added to the game due to the Part-Timer's Trait, and cannot be written directly into a script.
Multiple Starting Locations
If a character has multiple printed starting locations, and no Trait detailing how to place them at the start of the loop, that character must be assigned one of their possible starting locations at script creation, which applies to all loops.
(The Henchman has a Trait that specifies how his starting location works, and so continues to function as before.)
Character Introductions
Part-Timer
Adult / Male
Paranoia Limit: 1 Starting Location: City
- Trait: This card ignores its assigned Role and is a Person instead.
- Trait: At the end of the day, if there are 3 or more total counters on this character, he dies.
- Trait: At the start of the day, if this card is dead, place "Part-Timer(?)" in the City.
Part-Timer(?)
Girl
Paranoia Limit: 3 Starting Location: City
- Trait: This character has the same Role, and is the culprit of the same Incident(s), as "Part-Timer".
- Goodwill 3 (1x∞): Reveal this character's Role. Place 2 Goodwill on any character at this location.
Servant
Adult / Female
Paranoia Limit: 3 Starting Location: City/School
- Trait: If the Rich Man's Daughter or Boss would move from this character's location, she moves with that character, ignoring her original movement if needed. (If this could move her in multiple ways, the Leader decides which.) If the Rich Man's Daughter or Boss is at her location and would die, she dies instead.
- Goodwill 4 (1x∞): Choose any other character in play. For the remainder of the loop, that character is also included in the above Trait.
Metaworld Denizen
Girl
Paranoia Limit: 2 Starting Location: Shrine
- Goodwill 3 (1x∞): Place 1 Hope or Despair counter on a character at this location. If this character has Goodwill Refusal and at least 1 Goodwill counter, the Mastermind may use this ability as their own.
- (TL Note: The printed card says "another character at this location", which differs from what the rulebook says. This error has been acknowledged by BakaFire, and he has declared the version in the rulebook as official. Therefore the physical cards are currently incorrect, though he has released a corrected image online.)
Detailed Character Abilities
Part-Timer(?)
- The Leader chooses a character at the Part-Timer(?)'s location.
- The Mastermind announces the Part-Timer's Role, then places 2 Goodwill on the chosen character.
Servant
- The Leader chooses a character at any location.
- For the rest of the loop, the Servant's Trait is also affected by the chosen character. Place the Servant's Loyalty token on that character as a reminder.
Metaworld Denizen
- The Leader chooses a character at the Metaworld Denizen's location, and either Hope or Despair.
- The Mastermind places the chosen type of counter on the chosen character.
- If the Metaworld Denizen has Goodwill Refusal and at least 1 Goodwill counter, during the Mastermind abilities phase, the Mastermind may use this ability to place a Hope or Despair counter on any character at the Metaworld Denizen's location. As with Role abilities, they do not have to explain why this happened.
Character Advice
Part-Timer/Part-Timer(?)
(★★★☆☆: Intermediate)
A convenience store worker dies, and a mysterious girl appears. Her ability is powerful and revealing, but the difficulty of getting her to arrive in the first place also makes her suitable for concealing a Role. The abilities of her Role are also naturally harder to use, which allows for some fine balancing of script difficulty. Who exactly is the "Part-Time Warrior" of this world line?
Servant
(★★★★☆: Advanced)
A traditional maid, and a strict one at that. Rules-wise, her ability is fairly simple, but also fairly easy to accidentally forget or resolve incorrectly, making her best suited for advanced players. In particular, both the Mastermind and Protagonists should collaborate to keep an eye on her movement and achieve world peace. Her movement restriction is probably stronger than you imagine it to be, so separating her from her charges is difficult. It's interesting to have her in a script where the grouping of characters is important.
Metaworld Denizen
(★★★☆☆: Intermediate)
She is not human. She transcends even the so-called "Godly Beings" of the human world. Indeed, she is more of a concept than an entity, and her manifestation a quirk of the metaworld. Her ability is simple and straightforward, and can allow for more exposure to this expansion's mechanics. But be careful as Despair counters can make it easy to accidentally create a Taboo. Is she a blessing, or a curse? How does a spectator act when placed on stage?
New Rules in Previous Tragedy Sets
It is possible to include this expansion's new mechanics in previously released Tragedy Sets by augmenting them. This option is available to the Mastermind at script creation. If they choose to do so, they should append a "+" to the Tragedy Set's name on the script cards, for example "Basic Tragedy+". Adding these rules generally increases the difficulty of a script, so do so judiciously.
In an augmented Tragedy Set, an additional Subplot, Role, and 2 Incidents are available. When creating such a script, choose 2 of the now 8 possible Subplots. The Incidents may be added as any other Incident would be. The new Fragment Role requires some additional accommodation.
Fragments and the Final Guess
After all other Roles have been assigned, choose one Person to instead become a Fragment. However, during the Final Guess, the Fragment does not have to be identified as such: if the Fragment is named as a Person, that is also considered to be correct.
Additional Subplot: Crossing World Lines
- Roles: 1 Conspiracy Theorist
- Additional Rule: [Mandatory: Loop start] At the start of even numbered loops, the Mastermind adds "+1 Despair" to hand. At the start of the final loop, the Protagonists add "+1 Hope" to hand.
Additional Role: Fragment
- [Mandatory: Loop start] If this character was dead at the end of the previous loop, the Mastermind adds "+1 Despair" to hand.
- [Mandatory: Loop start] If this character was alive and had 2+ Goodwill at the end of the previous loop, the Protagonists add "+1 Hope" to hand.
Additional Incident: The Light of Hope
The Leader chooses a character. Place a Hope counter on that character. When determining whether this Incident triggers, use Goodwill counters instead of the original counter type.
Additional Incident: The Murk of Despair
Place a Despair counter on any character.
What Next?
Thank you for reading this far. This concludes the introduction of the new general rules in this expansion. Based on how you wish to enjoy the game, please consider the following options as to what to read next.
New to Tragedy Looper?
First play a game without these new rules, using "First Steps" or "Basic Tragedy", included in the base game.
Want to try Hope, Despair, and the new characters?
Try the sample script that follows, "Approaching Zero".
Want to try the new Tragedy Sets?
Read the rules for "Last Liar", and play a game using that Set. The other Tragedy Set included in this expansion, "Another Horizon", is also an appealing option, but it is intended for particularly experienced players. We strongly recommend that you first play with "Last Liar".
Sample Script
(TL Note: I have instead placed that script in a separate document as a form of protection against accidental spoilers.)
Approaching Zero
General FAQ
These are questions and answers concerning the new rules in this expansion. They are mostly questions we speculate will come up frequently, based on our playtesting. If you have any questions about the rules, please first read through these thoroughly.
Hope and Despair
- Q1: Can these counters be placed on locations?
- A1: No.
- Q2: Can "Despair +1"/"Hope +1" be prevented with "Forbid Intrigue"/"Forbid Goodwill"?
- A2: No. As such, "Despair +1" can also be used as an "Intrigue +1" that cannot be Forbidden, and "Hope +1" can also be used as a "Goodwill +1" in the same way.
- Q3: There is a Despair counter on the Nurse. Can her Goodwill ability be used?
- A3: Yes, if she has sufficient Goodwill. The Nurse is given Mandatory Goodwill Refusal by the Despair, but the effect of her ability means she will still not refuse anyways. The same is true for the Mystery Boy and the Copycat.
- Q4: The Doctor has 2 Goodwill and 1 Despair. Can the Mastermind use his ability?
- A4: Yes, as the Doctor is given Mandatory Goodwill Refusal. The same is true for the Metaworld Denizen.
- Q5: The A.I. has 3 Intrigue and 1 Hope, and is the culprit of an Incident. Will that Incident trigger?
- A5: Yes. The A.I. treats all counters on it as Paranoia for the purposes of triggering Incidents, including the Hope counter. While the Hope counter reduces the total amount of Intrigue on a character, the amount of Intrigue isn't being counted here.
Perished and Acquainted Tokens
- Q17: The Alien kills the Key Person Boy Student with her Goodwill ability. What is the order of resolution of effects, including placing tokens?
- A17: First, the Alien's ability is announced. This causes an Acquainted token to be placed on her. Next, the Mastermind resolves the effect of that ability, causing the Boy Student to die, which in turn causes a Perished token to be placed on her. Finally, the Key Person's ability triggers, causing the loop to end with a Protagonist loss.
- Q18: The Transfer Student is not on the game board. Does she keep her Perished and Acquainted tokens?
- A18: Yes. Neither counters nor tokens are removed when a character is removed from a board. (However, counters are removed when setting up for a new loop.) The same is true for the Illusion and the Part-Timer(?).
New Characters
- Q19: The Part-Timer died, and the next day, the Part-Timer(?) was placed in the City. On the day following that one, is another Part-Timer(?) placed?
- A19: No. There is only 1 Part-Timer(?) in the game, so more cannot be placed.
- Q20: In "Sign with me!", can the Part-Timer be assigned to be the Key Person?
- A20: No. While the Key Person would effectively be the Part-Timer(?), the Role would need to first be assigned to the Part-Timer, which is not allowed. For a similar reason, the Part-Timer can be assigned the Role of Ninja in "Male Confrontation".
- Q21: So that would mean in "The Noble Bloodline" the Key Person and Vampire could both end up being Girls. This arouses me.
- A21: I suppose that is the case, yes.
- Q22: In "Fated Connections", the Part-Timer has an Extra card. What is his Role?
- A22: He is a Key Person. First his Trait overrides his initial Role to be a Person, which is then further overridden to be a Key Person.
- Q23: The Part-Timer is an Obstinate. Must he still be the culprit of an Incident?
- A23: Yes. His Trait only changes him to be a Person while the game is actually being played. It does not affect any requirements during script creation.
Additional Rules
- Q27: In an augmented Tragedy Set, can "Crossing World Lines" be named with the Informer's Goodwill ability?
- A27: Yes.
- Q28: In an augmented Tragedy Set, can the Mystery Boy or Copycat be assigned to be the Fragment?
- A28: The Mystery Boy can't, because the Role isn't added to the Tragedy Set by normal means. The Copycat can, because there will be another character with the Role for him to copy.
Still have questions?
If you have a question, and couldn't find the answer in the above FAQ, please contact BakaFire at "ba********@*****il.com". (TL Note: I have censored the address to prevent potential abuse. The full address can be found on the game's homepage. BakaFire does speak a little bit of English, and welcomes messages from fans.)
Last Liar
Tragedy Set: Last Liar. "The cruelest lies are often told in silence." (Robert Louis Stevenson). Past the myriad worlds, what lies behind the final door?
Set Concept
Last Liar (LL) is a unique Tragedy Set. It is particularly notable in two ways. First, it was created with the assumption that Table Talk is off. Second, the possibility of Traitors breaks the foundation of One versus Many games. That's right; in this Tragedy Set, the Protagonists are not necessarily on the same side. Of course, you are no exception.
On the other hand, the complexity isn't altogether too high. So long as you have played Basic Tragedy (BT) at least once, you can dive in and enjoy LL. The Set as a whole was constructed with BT as the base, with many Roles reappearing, so those familiar with BT should find the transition quite smooth. Indeed, it could be said that if you're playing with Table Talk off for the first time, this is a better way of doing it.
It is even easier to acclimatize to the Set by first playing with the expansion's standalone rules with the sample script "Approaching Zero", from the Observer's Handbook.
The Tragedy Set is based on the concepts of "Showdown" and "Betrayal". The players have already passed through many worlds. A world controlled by lies; a world of malice and logic; a world of monsters run amok; a world trembling when faced with the vastness of the cosmos. At the end of that journey, you return to the place where you first awoke to your powers. As a wave of nostalgia washes over you, the Mastermind sneers. Something is wrong with their powers. Meanwhile, your souls are worn down and weary. Both sides can see an end to your long, long battle. A final confrontation, fought just as before. You prepare to pit all of your intelligence and determination against each other.
But something has changed. Not with you, nor with the Mastermind. Somewhere along your vast journey, they saw it. They saw the truth.
Table Talk and Player Count
When playing with this Tragedy Set, Table Talk must be set to off during loops. Furthermore, games with this Set must have exactly 4 players (1 Mastermind and 3 Protagonists), no more or less.
Extra Cards: The Protagonists' Secret
When setting up for the first loop, the Mastermind randomly deals Extra Cards A, B, and C to the Protagonists, face-down. The Protagonists may look at their own Extra Card, but no one else may look at that card, including the Mastermind. These cards are only dealt out once before the first loop, and persist between loops.
From now on, the Protagonist with the appropriate card will be referred to as Protagonist A, Protagonist B, or Protagonist C.
Traitors
Three of the Subplots specify a Protagonist to have their own unique victory condition. For example, "Victory Condition A" applies to Protagonist A. The same is true for B and C.
If the corresponding Subplot is in play, that Protagonist is a Traitor. Their original victory condition is replaced by the one specified by the Subplot. A Traitor wins with neither the Protagonist team nor with the Mastermind. Likewise, a Traitor who completes their victory condition wins independently, and the other players lose.
As there can be two such Subplots in play, there can be as many as two Traitors in a game.
Perished and Acquainted
Some of the rules in this Set reference Perished and Acquainted tokens. As such, when playing with this Set, the use of those tokens is mandatory. Details on the rules for those tokens can be found in the Observer's Handbook.
The Final Guess
Immediately before the Final Guess, the Mastermind must announce which Protagonists were Traitors. (This incidentally also gives information as to which Subplots were in use.) The Final Guess is made only by non-Traitor Protagonists. The specific order of events is:
- If any of the Protagonists were Traitors, reveal them.
- If Protagonist C was a Traitor, they attempt to identify the culprits of each Incident. If they do so correctly, they win the game.
- If the game still continues, the non-Traitor Protagonists make their Final Guess. If they do so correctly, they win the game.
- If the game still continues, the Mastermind wins the game.
Furthermore, in other Tragedy Sets, the Protagonists may choose to skip any remaining loops and proceed immediately to the Final Guess. This is not possible in LL.
Serial Killer Maximum
In this Set, there is a maximum of 1 Serial Killer. This is in order to make it harder to discern if Protagonist A is a Traitor or not.
Plot Overview
The Main Plots are mostly based on those in BT, and so similar cover stories (CS) can be used. The distribution of "Key Person (or Factor) death", "loop end loss", and "Protagonist death" conditions have changed slightly, so it's best to double-check while you come up with an appropriate CS. Be careful as the change from The Sealed Item to The Sealed Conclusion is especially large.
The first 3 Subplots each create a Traitor, and the remaining 4 provide support for the script. Some good things to keep in mind are: the Subplots that introduce a Traitor always have a Secretkeeper and Wildcard; the number of Secretkeepers is the same as the number of Traitors; and if there is a Conspiracy Theorist, that takes up the spot of a potential Traitor.
(Summary sheet: "Last Liar Summary.png", a translated image, is not included in the documents.)
Main Plots
The Final Plan
- Roles: Key Person, Brain, Killer
- Additional Rules: If there are 1 or more Hope counters on the Key Person, Traitors become normal Protagonists. If this is true at the end of the final loop, this carries over to the Final Guess.
The Sealed Conclusion
- Roles: Factor, Fragment
- Additional Rules: At the end of the day, if there are 2 or more Intrigue counters on the Shrine, you may kill the Protagonists. When counting Intrigue counters on a location, include Hope and Despair counters on characters at that location in the total.
World of Rebellion
- Roles: Key Person, Fragment. Both of these must be Girls.
- Additional Rules: At the end of the loop, if there are 2 or more Intrigue counters on the Key Person, the Protagonists lose.
The Demon's Script
- Roles: Watcher, Serial Killer
- Additional Rules: At the end of the loop, if Last Will or The Executor has triggered this loop, the Protagonists lose. At the end of the last day, if there are 1 or fewer total counters on the Watcher, you may kill the Protagonists.
Giant Time Bomb Yet Again
- Roles: Brain, Witch
- Additional Rules: At the end of the loop, if there are 2 or more Intrigue counters on the Witch's starting location, the Protagonists lose.
Subplots
The Real Monster
- Roles: Serial Killer, Secretkeeper, Wildcard
- Additional Rules: Victory Condition A: During the Day end phase, there are 5 or more Perished tokens.
Keeper of Mythology
- Roles: Influencer, Secretkeeper, Wildcard
- Additional Rules: Victory Condition B: During the Protagonists abilities phase, there are 6 or more Acquainted tokens.
I Am the True Detective!
- Roles: Watcher, Secretkeeper, Wildcard
- Additional Rules: Victory Condition C: Immediately before the Final Guess, Protagonist C correctly identifies the culprit of each Incident.
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.
Unsafe Trigger
- Roles: Factor
- Additional Rules: [Optional] (1x∞) During the Mastermind ability phase, you may place 1 Intrigue on a location where there is a (living) Factor.
Social Media Paranoia
- Roles: Serial Killer, Influencer, Conspiracy Theorist
- Additional Rules: (None)
The Mythomaniac's Secret
- Roles: Conspiracy Theorist
- Additional Rules: The Secretkeeper gains Goodwill Refusal. If there is no Secretkeeper during script creation, instead add an additional Killer, Brain, or Fragment to the script. (It does not count as a Role specified by this Plot.)
Roles
Key Person
- Max: None
- Abilities:
- [Mandatory] When this character dies, the Protagonists lose, and the loop immediately ends.
- Plots: The Final Plan; World of Rebellion
Killer
- Max: None
- Goodwill Refusal
- Abilities:
- [Optional] At the end of the day, if there are 2 or more Intrigue counters on the Key Person, and they are at this character's location, you may have that character die.
- [Optional] At the end of the day, if there are 4 or more Intrigue counters on this character, you may kill the Protagonists.
- Plots: The Final Plan; The Mythomaniac's Secret*
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: The Final Plan; Giant Time Bomb Yet Again; The Mythomaniac's Secret*
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: The Sealed Conclusion; World of Rebellion; The Mythomaniac's Secret*
Witch
- Max: None
- Mandatory Goodwill Refusal
- Abilities: (None)
- Plots: Giant Time Bomb Yet Again
Factor
- Max: None
- Goodwill Refusal
- Abilities:
- [Mandatory] If there are 2 or more Intrigue counters on the School, this character gains the Conspiracy Theorist's ability.
- [Mandatory] If there are 2 or more Intrigue counters on the City, this character gains the Key Person's ability.
- Plots: The Sealed Conclusion; Unsafe Trigger
Serial Killer
- Max: 1 (for this Tragedy Set)
- Abilities:
- [Mandatory] At the end of the day, if there is exactly 1 other character at this character's location, that character dies.
- Plots: The Demon's Script; The Real Monster; Social Media Paranoia
Watcher
- Max: 1
- Unkillable
- Abilities:
- [Mandatory] When determining if an Incident whose culprit is at this character's location triggers, if that (living) character has 1 or more Despair counters on them, that Incident always triggers regardless of what other counters they have.
- Plots: The Demon's Script; I am the True Detective!
Influencer
- Max: None
- Abilities:
- [Mandatory] When this character dies, place 1 Paranoia counter on each character who shares this card's starting location.
- [Mandatory] (1x∞) After resolving this character's Goodwill ability, place 1 Paranoia counter and 1 Goodwill counter on each character who shares this card's starting location.
- Plots: Keeper of Mythology; Social Media Paranoia
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: Crossing World Lines; Social Media Paranoia; The Mythomaniac's Secret
Secretkeeper
- Max: None
- Abilities:
- [Mandatory] When this character dies, or after resolving this character's Goodwill ability, reveal this character's Role.
- [Mandatory] When this character's Role is revealed, if it's the first or second loop, the Mastermind may only play 1 Action card on the next day. At the end of that day, or this day if it's already the last day, kill the Protagonists.
- Plots: The Real Monster; Keeper of Mythology; I am the True Detective!
Wildcard
- Max: 1
- Mandatory Goodwill Refusal
- Unkillable
- Abilities:
- [Mandatory] If the current day is a multiple of 3, this character gains the Conspiracy Theorist's, the Brain's, and the Serial Killer's abilities.
- [Mandatory] This character must be the culprit of an Incident.
- Plots: The Real Monster; Keeper of Mythology; I am the True Detective!
Incidents
Murder
One other character at the culprit's location dies, if possible.
Increasing Unease
Place 2 Paranoia counters on any character, and 1 Intrigue counter on any other character.
Missing Person
Move the culprit to any location, then place 1 Intrigue counter on the culprit's location.
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.
The Executor
Choose a Protagonist, who chooses a character. That character dies.
Distortion
If there are 2 or more Intrigue counters on the culprit's starting location, kill the Protagonists. Otherwise, place 2 Intrigue counters on that location.
Last Will
The culprit dies. At the start of the next loop, the Protagonists add "Hope +1" to hand.
Confession
Reveal the culprit and their Role.
Spreading
Remove 2 Goodwill counters from any character, and place 2 Goodwill counters on any other character.
The Light of Hope
The Leader chooses a character. Place 1 Hope counter on that character. When determining if this Incident triggers, refer to the number of Goodwill counters on the culprit instead of the original type of counter.
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 Last Liar (LL), 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 is Weak
Great and powerful Mastermind, who controls the rules of the world. I regret to inform you that your powers have been restrained, and you are not nearly as strong here as you may be used to. On this stage, you are weak, and thus the battles ahead of you will be difficult.
Perhaps that seems an odd way to start this guide, but I wanted to get across the point that LL is designed in a way such that the Mastermind can have a tough time winning, and furthermore that you can't simply set up a PP as the focus of your script in the same way you could in other Tragedy Sets. Keep this idea strongly in mind as you craft scripts with this Set.
The main reasons for this are of course the existence of Traitors, and the lack of Table Talk. Those who have played with Table Talk off before should be aware of just how much more difficult it is for the Protagonists. On top of that, the possibility of a Traitor makes it even less likely for them to be able to work together properly. Under those conditions, if the Mastermind gives themself a powerful win condition, the chances of a Protagonist victory plummet, and can easily lead to unfun game experiences.
Secretkeepers in the Early Game
While your win conditions are weak, it is of course still important to avoid losing in early loops. Not only is an early Protagonist win anticlimactic for them, it is outright unpleasant for a Traitor to lose out of nowhere.
This is where you make use of the Secretkeeper. By preparing ways to kill the Secretkeeper, or ways for their Role to be revealed such as reliably used Goodwill abilities (e.g. Office Worker, Class Rep), you can greatly lower the risk of such an anticlimax. This also allows you to encourage the Traitor, or even just potential Traitors, into working towards their own interests.
Encouraging the Traitor
Because you are so weak, you'll need to rely on the chaos caused by the Traitor to win in the later loops. To that end, there are two important things to keep in mind. First, hint to the Traitor that they could actually be a Traitor. Second, don't put the Traitor in a position to give up on their victory condition. Allow me to explain further.
Let's consider the first point. Even if there is a Traitor, if they don't suspect that they might in fact be one, they won't bother to try to betray the others. In order to hint to a player the possibility of their treachery, you should show to the players effects (that could be) from some of the relevant Roles (Secretkeeper, Wildcard, Serial Killer, Influencer, and Watcher). Winning the loop using the Secretkeeper also furthers this goal. Hinting at a Wildcard is also effective; consider using the Conspiracy Theorist's and/or Brain's abilities aggressively on the 3rd (or 6th) day. The other three Roles are also somewhat effective for this. In particular, the Serial Killer is usually quite visible and easy to use. Because of that, it is easy to make it obvious whether or not Protagonist A is likely to be a Traitor, for better or for worse.
Onto the second point. Consider the case where it's very likely that Protagonist A is a Traitor, but it's the start of the last loop and only 2 Perished tokens have been placed. What will happen then?
It's practically impossible for Protagonist A to kill 3 more characters while only being able to play a single card each day. Seeing that, they are likely to give up on that plan and support the other Protagonists on the chance that they weren't actually a Traitor. With the Protagonists now all working together, it becomes difficult to win as the Mastermind. To avoid this, you must make sure any possible Traitors feel they still have a chance to complete their victory condition. For practical advice, let's consider each potential Traitor individually.
Goading Protagonist A
If you're trying to make Protagonist A think they might be a Traitor, you'll want to have at least 3 Perished tokens in play by the start of the last loop. In general, don't bother with hiding the Serial Killer. You should also give some amount of help in trying to kill off characters. It makes it easier on you to give yourself incentives to do so, such as by putting characters with Roles you want dead in places where it's easy to kill them.
Another thing you can do is add other methods for Protagonists to kill, such as the Alien or certain Incidents. Both Protagonists A and B are incentivized to help with the former, and both A and C are incentivized to help with the latter.
Goading Protagonist B
If you're trying to make Protagonist B think they might be a Traitor, you'll want to have at least 4 Acquainted tokens in play by the start of the last loop, while also having some characters who can realistically still gain one. The Mastermind can't help much with Goodwill abilities during the play of the game, so it's particularly important to be careful when creating the script.
Goodwill 2 abilities can be enabled with a single played card, so let's classify characters with them as "extremely realistic". Characters such as the Class Rep and the Soldier fall in this group, and characters such as the Boy Student may as well depending on how many possible targets they have for their abilities. The Office Worker's ability requires 3 Goodwill, but he joins this group as an exceptional case.
The next tier is those with easy to use Goodwill 3 abilities, such as the Teacher and the Pop Idol, who fall under the classification of "realistic". Characters with Goodwill 3 abilities that have tighter restrictions, such as the Rich Man's Daughter or the Shrine Maiden, we'll call "mostly realistic".
Using these groupings, consider extremely realistic characters to be worth 1 point, realistic characters to be worth 0.6, and mostly realistic characters to be worth 0.3. Including a total of around 5-6 points worth of characters is by and large pretty safe. Factoring in the number of loops and days per loop would take up too much paper to explain properly, so we leave accommodating for those up to you.
As an additional idea, if you want Goodwill 4+ abilities to be an option for Protagonist B, consider removing Forbid Goodwill from the Mastermind using a special rule.
Goading Protagonist C
If you're trying to make Protagonist C think they might be a Traitor, you'll likely need there to be only 1 or 2 Incidents with unclear culprits by the start of the last loop. It's important to get them to think that deducing them is possible.
The most important thing is to have your Incidents to be directly related to you winning the game. If the Mastermind is incentivized to trigger Incidents, Protagonist C plans will automatically proceed. Also, draw a clear line between Incidents whose culprit is hard to identify (such as Increasing Unease) and those whose culprit is easy to identify (such as Missing Person). It will be a problem if a culprit is too hard to single out.
Number of Loops
Take a look at the suggested loop values in the following table. As you can see, the Main Plots are worth relatively little, but the Subplots that add Traitors are worth a full loop. This is because the chaos a Traitor creates is advantageous for the Mastermind, and because the Secretkeeper adds more flexibility.
You should also consider the fact that Table Talk is off. If the Protagonists aren't used to playing that way, it might be good to tweak your script such that the total loop value is around 0.5 less than what you actually use.
If you yourself are inexperienced with tuning loop values, setting the number of loops to a static 4 is generally safe. The number of loops has an effect on the Traitor as well, so it's hard to foresee the effects of changing it. To summarize, the safe bet is to aim for around 3.5 total loop value, and use 4 loops.
Main Plot
- The Final Plan: +1.8
- The Sealed Conclusion: +1.5
- World of Rebellion: +1.6 (for 3-4 Girls)
- The Demon's Script: +1.2 (+0.5 for each related Incident)
- Giant Time Bomb Yet Again: +1.5
Subplots
- The Real Monster: +1.0
- Keeper of Mythology: +1.0
- I Am the True Detective!: +1.0
- Crossing World Lines: +0.5
- Unsafe Trigger: +1.0
- Social Media Paranoia: +0.6
- The Mythomaniac's Secret: +0.0 (+0.8 if no Secretkeeper)
Incidents
- Hospital Incident: +0.4
- Distortion: +0.4
- 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
Intrigue in Last Liar
As the Set was based on BT, Intrigue is used in approximately the same ways and has similar value. Specifically, it matters for:
- Girls: World of Rebellion
- Characters: Key Person, Killer
- Shrine: The Sealed Conclusion
- Hospital: Hospital Incident
- School/City: Factor
- Locations: Giant Time Bomb Yet Again, Distortion
The value of Intrigue on the School/City has increased somewhat as Factors are more likely to appear, but decreased on characters as there is no Loved One in the Set.
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 Final Plan
Essentially Murder Plan. The higher likelihood of a Factor compared to BT means that 2 Intrigue on the City can make for a good CS. PPs can be on the strong side, but if you skillfully include access to Hope counters you can create an option for the Protagonists to unify and break through.
M: The Sealed Conclusion
Similar to The Sealed Item, but because Intrigue on the Shrine now leads to Protagonist death, the possible CSs are very different. You can bluff the Factor as a Key Person, or the whole Plot as The Demon's Script. Leaning into Despair counters often makes for a more interesting script.
M: World of Rebellion
Essentially Sign With Me! A Devil now joins the Goddess. Both are cute. The difficulty is about the same, so you can play the script out in a similar way to before. Two Roles are now restricted, so include more Girls than in BT; we suggest around 3-5.
M: The Demon's Script
Essentially Change of Future, but of lower difficulty. Usually you try to win with an Incident while placing Intrigue on Girls and locations. We suggest using either the Patient or Black Cat as the Watcher; doing so makes the script more stable and helps with your CS.
M: Giant Time Bomb Yet Again
Essentially Giant Time Bomb. The Brain makes it easier to use, and harder for the Protagonists. Viable CSs are Intrigue on Girls, and triggering Last Will or The Executor. There's no way for the loop to end early, so it's also good for encouraging Traitors.
S: The Real Monster
A betrayal by one who saw the truth in the world of Haunted Stage. It's best used if the Mastermind also wants to make use of the Serial Killer, and there are other ways for characters to die, such as Murder. See the main part of this guide for details.
S: Keeper of Mythology
A betrayal by one who saw the truth in the world of Cosmic Mythology. Pay extra attention to how easy it is to use the characters' Goodwill abilities. Think of characters whose abilities all take 4 or more Goodwill as difficult. See the main part of this guide for details.
S: Crossing World Lines
Continues from its appearance in the Observer's Handbook. 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: Unsafe Trigger
Makes its triumphant return from Midnight Zone. Like before, it's stable and easy to use. Add some other features that care about Intrigue on locations and voilà, you have an interesting script. This also can serve as a CS for The Sealed Conclusion.
S: Social Media Paranoia
Makes it less clear who the Traitor is. If you pair it with any of the Plots that adds a Traitor, it makes it possible for any of the Protagonists to be the real Traitor. Be sure to keep stringing the Traitor along by keeping their victory condition possible.
S: The Mythomaniac's Secret
Fundamentally different depending on if there's a Traitor or not. If there is, it makes hiding the Secretkeeper easier. If not, it adds an additional Role and raises the difficulty. Be careful to not make a Taboo when choosing the Role. Note that this always adds Goodwill Refusal.
Sample Script Collection
The time has come to enter the final door, and take your place upon the final stage.
The following pages contain 5 sample scripts, meant for players who wish to jump right in and experience Last Liar.
The rules of LL aren't particularly difficult to work with. The only extra setup required is dealing out the Extra Cards at the start of the game, and Protagonists can generally just play as normal until there's a moderate possibility that they are a Traitor. Which Extra Card they received even gives them a direction to work towards.
While Table Talk off is mandatory, it could be said that this is a better environment than BT to use that rule for the first time. For example, if a player makes a play that normally would be seen as a mistake, here it can also be seen as a Traitor doing their own thing. The individual responsibility of each player is lower, so it's less likely to create a hostile atmosphere, while still allowing for the presence of a hostile Traitor.
The balance of scripts in LL, however, differs greatly from that of other Tragedy Sets. We recommend you experience what that means for yourself by playing the sample scripts included here.
We suggest the first script you play is the first of these scripts, but relative to other Sets, the difference in complexity between the first, second, and third scripts isn't too big, so the latter two are also viable options. The fourth and fifth scripts are intended for experienced players, so you should only play them if everyone has played with LL at least once before.
After you've gone through the sample scripts, it's a good time to try creating your own. With your understanding of LL's unique balance, you will surely create a masterpiece that none other could. All that's left is to invite the Protagonists to your stage.
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
Table Talk must be set to off in LL.
Number of Loops
Scripts for LL don't have options for how many loops they have, and also don't have difficulty ratings.
Increasing the number of loops makes it easier for the Protagonists to win, but also gives the Traitor more time to complete their goal. Because of this, changing the number of loops doesn't serve the purpose of adjusting difficulty well. Difficulty ratings are similar; if the Protagonists have a hard time winning it may be because of the Traitor rather than the Mastermind. To that end, it's unclear exactly whom a difficulty rating would be meant for.
Scripts
(TL Note: I have instead placed the scripts each in their own separate document as a form of protection against accidental spoilers.)
- Last Liar Sample Script 1
- Last Liar Sample Script 2
- Last Liar Sample Script 3
- Last Liar Sample Script 4
- Last Liar Sample Script 5
Last Liar FAQ
Plots
- Q1: How does the timing for the Traitor victory conditions work? For example, if a Serial Killer causes Protagonist A's victory condition to be fulfilled, but there are also 2 Intrigue counters on the Shrine to enable the rule from "The Sealed Conclusion", can the Mastermind kill the Protagonists?
- A1: The conditions are constantly checked while in the appropriate phase. In this case, Protagonist A would win as soon as the Serial Killer kills.
- Q2: Does an effect that causes the Protagonists to die also cause Traitors to die? For example, a Hospital Incident causes Protagonist A's victory condition to be fulfilled, but also causes the Protagonists to die. Can Protagonist A claim victory?
- A2: Traitors are still considered Protagonists, so they die to such effects as well. As the Day end phase is never reached, the next time Victory Condition A would be checked is at the end of the first day of the next loop. If it was already the final loop in this scenario, Protagonist A has lost.
- Q3: Are tokens on cards not on the game board, such as the Transfer Student, Illusion, and Part-Timer(?) counted towards Victory Conditions A and B?
- A3: Yes. The Victory Conditions don't care about where the cards that the tokens are on are.
- Q4: In "The Final Plan", the Key Person has a Hope counter. What happens if Protagonist A or B's victory condition is met?
- A4: They are not currently Traitors, so they don't win the game from the Traitor victory conditions. However, as the Hope counter is removed between loops, it is likely that such a Traitor would win at the appropriate time on the first day of the next loop.
Roles and Incidents
- Q10: How do effects that refer to a character's starting location, such as the Influencer or Distortion, interact with the Henchman and Servant?
- A10: For the Henchman, use the location he started this loop at. For the Servant, use the location specified for her during script creation.
- Q11: There are 2 Influencers. The first used a Goodwill ability, and thus had their 1x∞ ability trigger. What happens if the second then also uses a Goodwill ability?
- A11: The second Influencer's 1x∞ ability also triggers. Unlike the Magician, the 1x∞ limit on the Influencer's ability applies to each individual, rather than to the whole Role.
- Q12: What is the meaning of "end of that day or last day" in the Secretkeeper's ability on the summary sheet?
- A12: This is to make sure the Mastermind can still win with the ability, even if it was triggered on the last day of a loop. A more explicit description is in the Last Liar rulebook.
- Q13: In the case where the Secretkeeper's ability is triggered on the last day of a loop, does that mean that the Mastermind can only play 1 Action card on the first day of the next loop?
- A13: No. "Next day" means the next day of this loop specifically.
- Q14: When choosing a Protagonist for The Executor, can the Mastermind look at the Protagonists' Extra Cards?
Another Horizon
Tragedy Set: Another Horizon. "The psi-function of the entire system would express this by having in it the living and dead cat (pardon the expression) mixed or smeared out in equal parts." (Erwin Schrödinger). On the other side of the mirror was a world we thought we knew.
Set Concept
Another Horizon Revised (AH) is a Tragedy Set aimed at advanced players. Both the complexity of the rules and the required skill level to manage them are higher than for other Sets, so before using it, players should have a good understanding of BT, and as much experience with other expansion Tragedy Sets as possible. AH is for those insatiable few who have mastered the rest of Tragedy Looper as a whole, and want to explore its innermost workings. To those people, let us proceed beyond even the "Last" stage, and into the hall of mirrors.
The Tragedy Set is based on the concepts of "Excess" and "Transcendence". It exists as a bonus stage for those who have travelled through many worlds, returned to where it all began, fought what was to be the final fight, and yet still hunger for more.
The defining feature of AH is the parallel worlds in which it takes place. The Protagonists travel between the two worlds to escape the tragedies, while being toyed with by the whims of the changing world. But the Mastermind is also subject to those whims; as the world transforms, so may the hearts of the characters that the Mastermind would call their pawns.
Games played with this Tragedy Set require both the Mastermind and the Protagonists to use their wits to a degree not yet seen in the series, as they will have to make use of not only the parallel worlds, but also the lasting effects of the looping universe in order to win. It could be said that this has transcended the realm of deduction game to become a true clash of minds.
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: "Another Horizon Summary.png", a translated image, is not included in the documents.)
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.
Left Behind
Place 1 Intrigue counter on a character at the culprit's location, then move the culprit to any location.
Dimensional Fracture
You may trigger a Warp. If there are 3 or more kinds of counters on the culprit, kill the Protagonists.
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: 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.
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.
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.)
- Another Horizon Sample Script 1
- Another Horizon Sample Script 2
- Another Horizon Sample Script 3
- Another Horizon Sample Script 4
- Another Horizon Sample Script 5
Another Horizon FAQ
Plots
- Q1: Can the A.I. be assigned to be a "L: Person / D: Serial Killer", or the Little Sister to be a "L: Key Person / D: Brain"?
- A1: Yes. Dual Roles ignore all Role assignment restrictions, including Role maxima.
- Q2: Can the Mystery Boy be assigned to be a Dual Role such as "L: Obstinate / D: Key Person"? Alternatively, if another character is a "L: Obstinate / D: Key Person", can he be assigned to be either an Obstinate or Key Person?
- A2: Neither of these are possible. The Mystery Boy must be assigned a single Role that exists in neither the Light nor Dark World. (TL Note: This feels to me like it directly contradicts the previous answer…)
- Q3: Can the Copycat copy a Dual Role, such as "L: Key Person / D: Brain"? If so, what happens if his Goodwill ability is used?
- A3: Yes, this is possible. If his Goodwill ability is used, the Mastermind should name all characters who share his current Role.
- Q4: The Subplots are "Jekyll and Hyde" and "The Plaguebringer". Can the Dual Roles be mixed-and-matched, to create "L: Key Person / D: Gossip" and "L: Pied Piper / D: Brain"?
- A4: No. The Roles are specifically "L: Key Person / D: Brain" and "L: Pied Piper / D: Gossip".
- Q5: The "L: Key Person / D: Brain" Office Worker died in the Dark World. Later, in the Light World, the Forensic Special used his second Goodwill ability to reveal the dead Office Worker's Role. What Role should be announced?
Roles
- Q12: The Police Officer is a Marionette, and has 5 Goodwill. What happens if he uses his second Goodwill ability on himself?
- A12: First, the effects of his Goodwill ability places a Guard counter on himself. After that ability resolves, the ability of the Marionette triggers. As he now has at least 2 kinds of counters (Goodwill and Guard), that effect causes him to die, and causes a Warp. The death is replaced by removing the Guard counter. The net effect is that only a Warp will happen.
- Q13: The Scientist is a Marionette, with 2+ kinds of counters on him. What happens if his Goodwill ability is used?
- A13: The Scientist will remove all counters from himself, so when the Marionette's ability triggers, it sees 0 kinds of counters and does nothing.
- Q14: The Illusion is a Marionette, with 2+ kinds of counters on her. What happens if her second Goodwill ability is used?
- A14: She is removed from the board. While not on the board, she is not considered a character, so the Marionette's ability does nothing.
- Q15: The Lullaby is a character whose ability does not target a character, such as the Office Worker or Henchman. What happens after their Goodwill ability is used?
- A15: As there is no character to kill, nothing happens.
- Q16: The Forensic Specialist is the Lullaby, and uses his first Goodwill ability to move a counter from the Office Worker to the Pop Idol. What happens?
Incidents
- Q23: The Sect Founder is the culprit of a Crime of Passion. How many Paranoia counters are needed for the Incident to trigger?
- A23: Just 1. The Sect Founder's Trait doubles the effects of her Incident, including the effect that decreases the required Paranoia.
- Q24: The Henchman is the culprit of a Dimensional Distortion. If his Goodwill ability has been used, does the Incident trigger?
- A24: No.
- Q25: On Day 2 of the first loop, The Singularity triggered in the Dark World. During the second loop, if that same Incident triggers in the Light World, do the Protagonists die? Alternatively, what happens if a different The Singularity triggers in the Light World on Day 3 of the second loop?
- A25: In the former case, the Protagonists do not die as the Incident had previously triggered this game, even though it was in the other World. In the latter case, the Protagonists would die.
- Q26: What happens if in the Light World the A.I. resolves The Singularity that had not previously triggered that game? Furthermore, what happens if that Incident then proceeds to trigger later that loop in the Light World?
- A26: In the former case, it would simply cause a Warp. The A.I.'s ability does not count as triggering the Incident, so it can't be the first time the Incident has triggered. In the latter case, the Protagonists would die.