diff --git a/translations/ko/encounters.json b/translations/ko/encounters.json index 2f7130039..43b66d716 100644 --- a/translations/ko/encounters.json +++ b/translations/ko/encounters.json @@ -1083,6 +1083,10 @@ "code": "the_lost_sister", "name": "The Lost Sister" }, + { + "code": "the_midwinter_gala", + "name": "The Midwinter Gala" + }, { "code": "the_miskatonic_museum", "name": "미스캐토닉 박물관" diff --git a/translations/ko/pack/fhv/fhvc.json b/translations/ko/pack/fhv/fhvc.json index 720950dc1..73a2be301 100644 --- a/translations/ko/pack/fhv/fhvc.json +++ b/translations/ko/pack/fhv/fhvc.json @@ -11,6 +11,42 @@ "text": "Hard / Expert - Act 1\n[skull]: -X. X is twice your location's column number.\n[cultist]: -3. If you succeed, place 1 resource on this card, as a scrap.\n[tablet]: -4. Remove 1 scrap from this card.\n[elder_thing]: -5. Take 1 damage.", "back_text": "Hard / Expert - Act 2\n[skull]: -X. X is twice your location's column number.\n[cultist]: -3. If you succeed, place 1 resource on this card, as a switch.\n[tablet]: -4. Move the Mine Cart once.\n[elder_thing]: -5. Take 1 damage." }, + { + "code": "10503", + "flavor": "The old mine is full of dilapidated machinery and an old rail track. What secrets are written in rock below?", + "name": "Underground Survey", + "text": "Forced - When this agenda advances: Move all doom on it to the next agenda.\n[action] Draw the top card of the encounter deck: Move 1 resource from your location to the scenario reference card, as a scrap. If the enconter card just drawn was a [[Power]] treachery, gain 5 resources.", + "back_name": "Caved-In", + "back_flavor": "A wooden beam buckes with a sharp crack, coming down on your skull. The impact of the blow nearly knocks you out. Further tremors rock the cave from deeper within the mine.", + "back_text": "Deal 2 damage to each investigator and 1 direct damage to each [[Ally] asset they control.\nReveal the Control Station location and move each surviving investigator to it.\nEach investigator loses all of their clues.\nAdvance the act." + }, + { + "code": "10504", + "flavor": "You now know why North Point Mine was abandoned. Writhing abominations and frenzied miners prowl the tunnels, hungry for their next meal.", + "name": "Dangerous Ride", + "text": "Locations with a story asset on them cannot be slid or swapped.\nEach enemy gains the hunter keyword and resolves its hunter keyword an additional time during the enemy phase.\nWhen an enemy moves, each adjacent location is considered to be connected to its location.", + "back_name": "Utter Collapse", + "back_flavor": "The tunnel collapses behind the mine cart to expose a cavern filled with glowing violet crystals. The cart crashes into a boulder to send you flying headlong into the dark. As more tremors rock the tunnel, you scramble to keep ahead of the cave-in, terrified of what might happen if you are trapped here. As you sprint past a rotten, slack-jawed corpse, you almost gag from the stench, then trip on a fallen rock and hit your head.\nYou wake up hours later, head pounding, and wonder in a daze until you catch the scent of fresh air and follow it out of the mine.", + "back_text": "Each surviving investigator is defeated and suffers 1 physical or 1 mental trauma." + }, + { + "code": "10505", + "flavor": "You realize the eerie hum in the air comes from vibrating crystal forations. Something feels strange, though you cannot say what...", + "name": "Descent into the Mines", + "text": "Objective - At the end of the round, if each surviving investigator is at Control Station, advance. (Hint: Get to the Control Station before the agenda advances!).", + "back_name": "No Turning Back", + "back_flavor": "A chunk of rock falls from the ceiling, narrowly missing you. More rocks come loose, forcing you deeper.", + "back_text": "Remove each [[Cave]] location from the game (discarding all enemies, tokens, and attachments at those locations). If River Hawthorne is in play but not under control of any investigator, remove them from the game.\nEach investigator loses all but 2 of their clues.\nIf it is agenda 1a, advance the agenda directly to agenda 2a (do not resolve agenda 1b).\nYour search for supplies will help you navigate whatever is ahead. Flip the scenario reference card over to its other side, moving all scraps on it to that side, as switches.\nRead Scenario interlude: The Cave-In (page 10." + }, + { + "code": "10506", + "flavor": "The only way out of North Point Mine is through the maze of rail tunnels.", + "name": "The Underground Maze", + "text": "[fast] During your turn, spend 1 [per_investigator] clues, as a group: Either slide a location into an empty adjacent space, or swap 2 adjacent locations.\n[action] Spend 1 [per_investigator] resources: Slide a revealed location into an empty adjacent space. (Group limit once per round.)\n[action] If the Prismatic Shard story asset is at your location: Take control of it.\nObjective - Get to the Rail Exit! When the Mine Card enters Rail Exit, immediately advance.", + "back_name": "Safe At Last", + "back_flavor": "Sparks fly off the tracks as you pump the cart brakes until you slow to a stop.", + "back_text": "Check the following:\n- If an investigator controls Simeon Atwood, (→R1).\n- If an investigator controls Leah Atwood, (→R2).\n- If Simeon Atwood is set aside or still in play and not under the control of an investigator, (→R3).\n- If Leah Atwood is set aside or still in play and not under the control of an investigator, (→R4). \n- If none of the above is true, (→R5)." + }, { "code": "10522", "name": "Prismatic Shard", @@ -24,12 +60,260 @@ "text": "Easy / Standard\n[skull]: -X. X is your current floor number (to a minimum of 1).\n[cultist]: -1. If your location is an enemy, exhaust it.\n[tablet]: -3. If you fail, heal 1 damage from the nearest enemy-location.\n[elder_thing]: -4. If you fail, and it is agenda 2a or 3a, after this test resolves, remove this token from the chaos bag and add it to the predation bag.", "back_text": "Hard / Expert\n[skull]: -X. X is twice your current floor number (to a minimum of 2).\n[cultist]: -2. If you succeed and your location is an enemy, exhaust it.\n[tablet]: -4. If you fail, heal 1[per_investigator] damage from the nearest enemy-location.\n[elder_thing]: -5. If it is agenda 2a or 3a, after this test resolves, remove this token from the chaos bag and add it to the predation bag." }, + { + "code": "10524", + "name": "The Predatory House", + "text": "Create a separate bag consisting of the following tokens: [cultist], [tablet], and [elder_thing]. (If you do not have a second bag, you can use a cup, bowl, or other opaque container.) This is the predation bag, and these are predation tokens. They are not chaos tokens.\nThen, add the following tokens to the predation bag based on the current day:\n- Day 1: Add [cultist], [cultist] to the predation bag.\n- Day 2: Add [cultist] to the predation bag.\n- Day 3: No change is made.\nSome abilities will instruct investigators to make a predation test. A predation test may cause the house to come alive and prey on the investigators. To resolve a predation test, reveal a random token from the predation bag and resolve the effects for that token as indicated on the other side of this card.\nFlip this card over and place it next to the scenario reference card." + }, + { + "code": "10524b", + "name": "Predation Test", + "text": "Use these results only when revealing tokens from the predation bag.\n[cultist]: Set this token aside.\n[tablet]: Each enemy-location attacks each investigator at that location. If no attack was made by this effect, the lead investigator draws the top card of the encounter deck. Return this token and each set-aside token to the predation bag.\n[elder_thing]: Set this token aside. Find the unsealed, [[Dormant]] location nearest to the lead investigator. Flip that location to its enemy-location side." + }, + { + "code": "10525", + "flavor": "Your first steps into the old manor come with a fetid odor and an intense feeling of being watched. The air is too still, and for an abandoned house, there is an unsettling lack of dust on the furniture and floors. If nobody has lived here for years, then why does it feel like everything has moved recently?", + "name": "Eerie Silence", + "back_name": "The Living House", + "back_flavor": "At the sound of creaking wood, you spin to face the hall you came from. Everything looks as it was, and yet you cannot shake the feeling that things are subtly different. Letting out a held breath, you resume your investigation, only to find the furniture in your room settling into place, like children playing a game of musical chairs. A slimy tentacle retreats between a gap in the wood.\nThe rumors regarding Hemlock House were only half right. There is something living within its walls. But it is something far worse than you could have imagined.", + "back_text": "Shuffle each copy of the set-aside Out of the Walls and Pulled In treacheries into the encounter deck, along with the encounter discard pile.\nFind the unsealed [[Dormant]] location nearest to the most investigators. Flip that location to its enemy-location side.\nFind the set-aside The Predatory House story card and resolve its text." + }, + { + "code": "10526", + "flavor": "It is no mere infestation of rats or woodland creatures that haunts this decrepit manor. Something vile lives in Hemlock House. It burrows through the floor, writhes within its walls, and watches you with invisible, hungry eyes.", + "name": "The House Stirs (v. I)", + "text": "Forced - When the mythos phase ends: Make a predation test.\n[fast] Either place 1 [per_investigator] of your clues on your location or remove a seal from it: Ready it and flip it over.", + "back_name": "It's Alive!", + "back_flavor": "The house groans and creaks, as though it is still settling. Movement stirs in the corner of your eye: the floor itself ripples like water as something moves beneath the creaking old boards.", + "back_text": "Shuffle the encounter discard pile into the encounter deck. Find the unsealed [[Dormant]] location nearest to the most investigators. Flip that location to its enemy-location side." + }, + { + "code": "10527", + "flavor": "It is no mere infestation of rats or woodland creatures that haunts this decrepit manor. Something vile lives in Hemlock House. It burrows through the floor, writhes within its walls, and watches you with invisible, hungry eyes.", + "name": "The House Stirs (v.II)", + "text": "Forced - When the mythos phase ends: Make a predation test.\n[fast] Either place 1 [per_investigator] of your clues on your location or remove a seal from it: Ready it and flip it over.", + "back_name": "Dark and Stormy", + "back_flavor": "Tumultuous rain pelts the roof of the house. The sky outside is swathed in dark clouds, illuminated only by brief flashes of light in the distance. Your skin crawls as the groans and creaks are muffled by the roar of thunder and the downpour crashing against the windows. Just then, bright light floods the room, and a resounding crack booms from the top floor of the house. The smell of burning wood drifts down into the halls. Lightning has struck the house!", + "back_text": "Find the unsealed [[Dormant]] location nearest to the most investigators. Flip that location to its enemy-location side.\nAttach a set-aside Fire! treachery to the leftmost location on the highest floor. Shuffle each other copy of Fire! into the encounter deck, along with the encounter discard pile." + }, { "code": "10528", + "flavor": "Either the house is alive, or the creature within its walls has grown to encompass it entirely. Your only hope now is to either secure all of the rooms, turn this place into rubble, or flee and make sure nobody ever ventures near this place ever again.", "name": "The Lost Sister", "text": "East / Standard\n[skull]: -X. X is half the number of revealed [[Cave]] locations in play (rounded up).\n[cultist]: -1. If you succeed, heal 1 horror.\n[tablet]: -2. If you are at a [[Cave]] location, treat this token's modifier as -4 instead.\n[elder_thing]: -2. If an [[Abomination]] enemy is at your location, reveal another token.", + "back_name": "The Walls Close In...", + "back_flavor": "Wood cracks and splinters as the walls press in around you. Furniture topples, making way for more of the creature's slithering tentacles. They wrap around your limbs and pin you to the floor as the ceiling descends, warped and contorted. It is a pulsating organ, a stomach devouring its meal. Wood, caulk, and plaster enclose you as the house's rumblings dissolve into muffled gnashing.\nYour senses are flooded with a surge of adrenaline, and you shake out of the thing's grip. Head pounding, you sprint out of the house as its doors slam open and shut like hungry mouths.", "back_text": "Hard / Expert\n[skull]: -X. X the number of revealed [[Cave]] locations in play.\n[cultist]: -1. If you succeed by 2 or more, heal 1 horror.\n[tablet]: -4. If you are at a [[Cave]] location, treat this token's modifier as -6 instead.\n[elder_thing]: -3. If an [[Abomination]] enemy is at your location, this test automatically fails instead." }, + { + "code": "10529", + "name": "Strange Infestation", + "text": "Clues cannot be discovered from locations with no investigators.\n[action] If your location is unsealed and [[Dormant]], investigators at that location spend 1 [per_investigator] clues, as a group: Place 1 resource on it, as a seal.\nObjective - At the end of the round, if a total of 7 locations are sealed and/or in the victory display, advance.", + "back_name": "Walls of Flesh", + "back_text": "If there are more seals in play than enemy-locations in the victory display:\n
Your efforts to suppress the strange infestation seem to have angered it. A noisome screech shakes the foundation of the house, and the air floods with a fetid stench of something awful down below.\nPut the set-aside Shapeless Cellar enemy-location into play on the Cellar Floor, as close to the middle column as possible.\nAdvance to the set-aside act 2a \"The Heart of the House\" and remove act 2a \"Against the House\" from the game.\n
The foundations of the house shake as another room threatens to collapse. If you bring this house down, the abomination that lives inside it won't survive long.\nAdvance to the set-aside act 2a \"Against the House\" and remove act 2a \"The Heart of the House\" from the game." + }, + { + "code": "10530", + "flavor": "Sealing this creature away won't solve anything. Whatever sort of monster has taken over Hemlock House, it needs to be destroyed.", + "name": "Against the House", + "text": "Clues cannot be discovered from locations with no investigators.\nObjective - Bring this house down! If no locations are in play, immediately advance (this occurs before investigators would be defeated by not being at a location).", + "back_name": "Fall of the House of Hemlock", + "back_flavor": "You escape just in time as the last remnant of Hemlock House collapses into rubble and ruin. Through the cloud of dirt and dust, you watch as the creature's remaining tentacles slither into its foundations and retreat underground. Whatever it was, it is gone now.", + "back_text": "(→R1) (page 18)." + }, + { + "code": "10531", + "flavor": "If you want to seal the house for good, you must delve into the loathsome sepulchre below.", + "name": "The Heart of the House", + "text": "Clues cannot be discovered from locations with no investigators.\n[action] If your location is unsealed and [[Dormant]], investigators at that location spend 1 [per_investigator] clues, as a group: Place 1 resource on it, as a seal.\nForced - After an enemy-location attacks you: Move (one location at a time) to Shapeless Cellar.\nObjective - When the Shapeless Cellar is in the victory display, advance.", + "back_name": "Laid to Rest", + "back_flavor": "The house shudders, then stills. Sealing off the crevices and nooks where the creature was breaching through the house's walls seems to have forced it to retreat, or perhaps lay dormant for a while. Hopefully it won't resurface, but in the meantime, the legacy of the Hemlock family still stands. Maybe in time, they can find a way to exterminate the creature for good.", + "back_text": "Flip each enemy-location to its location side. Place 1 resource, as a seal, on each unsealed [[Dormant]] location.\n(→R1) (page 18)." + }, + { + "code": "10532", + "flavor": "The room stirs with gentle movement, the window curtains and bedsheets swaying in a breeze you cannot feel.", + "name": "Bedroom", + "text": "X is 1 more than this location's floor number.\n[reaction] After you place a seal on this location: Draw 1 card or gain 2 resources.", + "traits": "Room. Dormant." + }, + { + "code": "10532b", + "flavor": "This time, there really is a monster under the bed.", + "name": "Living Bedroom", + "text": "Massive. Cannot make attacks of opportunity. Living Bedroom gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: Place 1 doom on it.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10533", + "flavor": "The room stirs with gentle movement, the window curtains and bedsheets swaying in a breeze you cannot feel.", + "name": "Bedroom", + "text": "X is 1 more than this location's floor number.\n[reaction] After you place a seal on this location: Draw 1 card or gain 2 resources.", + "traits": "Room. Dormant." + }, + { + "code": "10533b", + "flavor": "This time, there really is a monster under the bed.", + "name": "Living Bedroom", + "text": "Massive. Cannot make attacks of opportunity. Living Bedroom gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: It attacks each investigator at this location.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10534", + "flavor": "The room stirs with gentle movement, the window curtains and bedsheets swaying in a breeze you cannot feel.", + "name": "Bedroom", + "text": "X is 1 more than this location's floor number.\n[reaction] After you place a seal on this location: Draw 1 card or gain 2 resources.", + "traits": "Room. Dormant." + }, + { + "code": "10534b", + "flavor": "This time, there really is a monster under the bed.", + "name": "Living Bedroom", + "text": "Massive. Cannot make attacks of opportunity. Living Bedroom gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: Make a predation test.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10535", + "flavor": "The room stirs with gentle movement, the window curtains and bedsheets swaying in a breeze you cannot feel.", + "name": "Bedroom", + "text": "X is 1 more than this location's floor number.\n[reaction] After you place a seal on this location: Draw 1 card or gain 2 resources.", + "traits": "Room. Dormant." + }, + { + "code": "10535b", + "flavor": "This time, there really is a monster under the bed.", + "name": "Living Bedroom", + "text": "Massive. Cannot make attacks of opportunity. Living Bedroom gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: It attacks each investigator at this location.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10536", + "flavor": "The faucet leaks a viscous brown fluid with a steady drip. The pipes croak unnaturally in the stillness.", + "name": "Washroom", + "text": "[fast]: Move 1 clue on this location to the location directly below it. (Limit once per turn.)", + "traits": "Room. Dormant." + }, + { + "code": "10536b", + "name": "Living Washroom", + "text": "Massive. Cannot make attacks of opportunity.\nForced - When this enemy-location is revealed, if there are 1 or more clues on it: It attacks each investigator at this location.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10537", + "flavor": "The faucet leaks a viscous brown fluid with a steady drip. The pipes croak unnaturally in the stillness.", + "name": "Washroom", + "text": "[fast]: Move 1 clue on this location to the location directly below it. (Limit once per turn.)", + "traits": "Room. Dormant." + }, + { + "code": "10537b", + "name": "Living Washroom", + "text": "Massive. Cannot make attacks of opportunity.\nForced - When this enemy-location is revealed, if there are 1 or more clues on it: It attacks each investigator at this location.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10538", + "flavor": "The faucet leaks a viscous brown fluid with a steady drip. The pipes croak unnaturally in the stillness.", + "name": "Washroom", + "text": "[fast]: Move 1 clue on this location to the location directly below it. (Limit once per turn.)", + "traits": "Room. Dormant." + }, + { + "code": "10538b", + "name": "Living Washroom", + "text": "Massive. Cannot make attacks of opportunity.\nForced - When this enemy-location is revealed: Each investigator at this location discards cards at random from their hand equal to the number of clues on this location.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10539", + "name": "Library", + "text": "[reaction] After you discover the last clue from Library: You find a secret passage. Choose any location and place 1 horror token on it, as a secret passage. For the remainder of this scenario, each copy of Library is connected to the location with a secret passage, and vice versa. (Max once per game.)", + "traits": "Room. Dormant." + }, + { + "code": "10539b", + "name": "Living Library", + "text": "Massive. Cannot make attacks of opportunity.\nLiving Library gets +1 [per_investigator] health.\nForced - When this enemy-location is revealed: Each investigator at this location and each connecting location loses 2 resources.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10540", + "name": "Library", + "text": "[reaction] After you discover the last clue from Library: You find a secret passage. Choose any location and place 1 horror token on it, as a secret passage. For the remainder of this scenario, each copy of Library is connected to the location with a secret passage, and vice versa. (Max once per game.)", + "traits": "Room. Dormant." + }, + { + "code": "10540b", + "name": "Living Library", + "text": "Massive. Cannot make attacks of opportunity.\nLiving Library gets +1 [per_investigator] health.\nForced - When this enemy-location is revealed: Each investigator at this location and each connecting location takes 1 horror.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10541", + "flavor": "If there are creatures within the house's walls, maybe you can use the fireplace to smoke or burn them out?", + "name": "Parlor", + "text": "[action] Spend 1 clue: Deal 2 damage to an enemy at a connecting location. You may test [intellect] (4). If you succeed, deal 1 additional damage to that enemy. (Limit once per round.)", + "traits": "Room. Dormant." + }, + { + "code": "10541b", + "name": "Living Parlor", + "text": "Massive. Retaliate. Cannot make attacks of opportunity.\nLiving Parlor gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: It attacks each investigator at this location.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10542", + "flavor": "The hutch is filled with all manner of chipped plates and tarnished silverware. With each step you take, plates and glasses rattle precariously.", + "name": "Dining Room", + "text": "Forced - After you discover the last clue at this location: Discard 1 card at random from your hand.", + "traits": "Room. Dormant." + }, + { + "code": "10542b", + "name": "Living Dining Room", + "text": "Massive. Cannot make attacks of opportunity.\nLiving Dining Room gets +2 [per_investigator] health.\nForced - When this enemy-location is revealed: Make a predation test.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10543", + "flavor": "The grandfather clock is stopped at 11:13.", + "name": "Foyer", + "text": "[fast] During your turn: Move (to a connecting location). (Limit once per turn.)\n[action]: Resign. You flee the house.", + "traits": "Room. Dormant." + }, + { + "code": "10543b", + "name": "Living Foyer", + "text": "Massive. Cannot make attacks of opportunity.\nForced - When this enemy-location is revealed: It attacks each investigator at this location.\n[action]: Resign. You flee the house.", + "traits": "Room. Monster. Elite." + }, + { + "code": "10544", + "flavor": "\"It's got me!\"", + "name": "Grappling Spawn", + "text": "Hunter. (Night [night]) Retaliate.\nGrappling Spawn gets +X health, where X is its current floor (to a minimum of +1 health).", + "traits": "Monster. Mutated." + }, + { + "code": "10545", + "name": "Out of the Walls", + "text": "Revelation - Test [agility] (3). If you fail and...\n- ...your location is an enemy, take 1 damage and 1 horror.\n- ...your location is unsealed and [[Dormant]], flip it over.\n- ...your location is sealed, discard 1 card at random from your hand.", + "traits": "Hazard." + }, + { + "code": "10546", + "flavor": "You should really watch where you step.", + "name": "Pulled In", + "text": "Revelation - If there are no enemy-locations in play, Pulled In gains surge. Otherwise, test [combat] (4). If you fail, choose the nearest enemy-location and move (one location at a time) to it. If you failed by 4 or more, the chosen enemy-location attacks you.", + "traits": "Blunder." + }, + { + "code": "10547", + "name": "Shapeless Cellar", + "text": "Massive. Retaliate. Cannot make attacks of opportunity.\nShapeless Cellar cannot be sealed or flipped.\nForced - After you fail a skill test while investigating Shapeless Cellar: Shapeless Cellar attacks you.\nForced - If there are no clues on Shapeless Cellar: Add it to the victory display.", + "traits": "Room. Monster. Elite." + }, { "code": "10548", "name": "Little Sylvie", @@ -44,24 +328,793 @@ "text": "East / Standard\n[skull]: -X. X is half the number of [[Insect]] enemies in play and in the victory display (rounded up).\n[cultist]: -1. You may shuffle a non-[[Elite]] enemy in the victory display into the encounter deck.\n[tablet]: -3. If you fail, choose an [[Insect]] enemy at your location. It engages you and makes an immediate attack.\n[elder_thing]: -2. If you are a [[Lair]] location, reveal another token.", "back_text": "Hard / Expert\n[skull]: -X. X the number of [[Insect]] enemies in play and in the victory display.\n[cultist]: -3. If you succeed, you may shuffle a non-[[Elite]] enemy in the victory display into the encounter deck.\n[tablet]: -5. Ready the nearest [[Insect]] enemy. It moves and attacks as if it were the enemy phase.\n[elder_thing]: -4. If you are a [[Lair]] location, you automatically fail." }, + { + "code": "10550", + "flavor": "The dry landscape is perfectly still. A beguiling glow hangs over everything.", + "name": "Unsettling Silence", + "text": "Forced - When doom is placed on this agenda, if the Brood Queen enemy is set aside: Reveal tokens from the chaos bag equal to the number of [[Insect]] enemies in the victory display. If a [skull] or [auto_fail] token is revealed, spawn the set-aside Brood Queen enemy.", + "back_name": "Strange Creatures", + "back_flavor": "An acrid stench wafts from somewhere deep below. The skittering of hundreds of legs fills the air before a monstrous insect emerges from underground. It has sickly, translucent skin and a pair of shriveled black wings that hang limply over its back. The creature stares at you with unfeeling beady eyes, waving its antennae to announce your presence.", + "back_text": "Discard cards from the top of the encounter deck until an [[Insect]] enemy is discarded. The lead investigator draws that enemy.\nShuffle the encounter discard pile into the encounter deck." + }, + { + "code": "10551", + "flavor": "The insects scurry to and fro, alarmed by your presence.", + "name": "Desolation (v.I)", + "text": "Each [[Insect]] enemy loses aloof.\nForced - When doom is placed on this agenda, if the Brood Queen enemy is set aside: Reveal tokens from the chaos bag equal to the number of [[Insect]] enemies in the victory display. If a token with a symbol is revealed, spawn the set-aside Brood Queen enemy.", + "back_name": "Swarmed!", + "back_flavor": "A swarm of insect soldiers descends upon you, blocking any escape. One of them buries its proboscis in your torso with near-mechanical efficiency. You feel pain, then numbness, then nothing as you pass out.\nYou come to hours later, covered in salt, in a dry cavern. Head pounding, you stagger out of the warrens into the arid heath. The wound in your side oozes a filmy blue poison, but it doesn't seem to be fatal...", + "back_text": "Each investigator who has not been eliminated is defeated and suffers 1 physical trauma." + }, + { + "code": "10552", + "flavor": "The insects scurry to and fro, alarmed by your presence.", + "name": "Desolation (v.II)", + "text": "Each [[Insect]] enemy loses aloof and patrol and gains hunter.\nForced - When doom is placed on this agenda, if the Brood Queen enemy is set aside: Reveal tokens from the chaos bag equal to the number of [[Insect]] enemies in the victory display. If a token with a symbol is revealed, spawn the set-aside Brood Queen enemy.", + "back_name": "Swarmed!", + "back_flavor": "A swarm of insects descends upon you, blocking any escape. One of them darts forward with almost mechanical efficiency, burying a proboscis in your torso. Sharp pain spasms through your body, followed by numbness. The milky white insect retracts a black proboscis dripping blue fluid as your vision begins to swim. Passing out is a mercy.\nYou come to hours later, covered in salt, in a dry chamber underground. Head pounding, you stagger out of the warrens into the arid heath. The wound in your side oozes a filmy blue poison, but it doesn't seem to be fatal...", + "back_text": "Each surviving investigator who has not been eliminated is defeated and suffers 1 physical trauma." + }, + { + "code": "10553", + "flavor": "The legacy of Pearl Ridge is a story of note amongst the locals. The Pearls were a prominent family like the Hemlocks and Atwoods, but the family vanished in a curious incident back in 1906. What could have happened here?", + "name": "A Lost Legacy", + "text": "Objective - When the round ends, investigators at the Pearl Estate Ruins may spend the requisite number of clues, as a group, to advance.", + "back_name": "\"The Warrens\"", + "back_flavor": "Amongst the ruins of the Pearl Estate, you find Susan Pearl's diary. It details attempts to explore tunnels beneath the ridge. They were called \"The Warrens\" due to their mazelike structure. Perhaps some of the Pearl family disappeared in the surrounding tunnels, but why? You resolve to investigate.", + "back_text": "Randomly put the three set-aside locations from the Horrors in the Rock encounter set into play, unrevealed, adjacent to the three starting locations as explained on page 20 of the Campaign Guide.\nTake the remaining set-aside locations (Salt Chamber, Larval Tunnel, and Crystal Nursery) along with the top 3 cards of the encounter deck. Shuffle them together and randomly deal 1 card facedown beneath each location." + }, + { + "code": "10554", + "flavor": "The Warrens are likely the final resting place of the Pearl family. Studying their remains may shed light on what really happened here.", + "name": "Searching the Heath", + "text": "[action] If there are no clues on your location: Draw the top card beneath your location.\n[fast] Investigators at your location spend 1 [per_investigator] clues, as a group: Look at the top card beneath your location. You may place that card on the bottom of its stack.\nObjective - If each undefeated investigator has resigned and there are 1 or more Crystal Remains in the victory display, advance.", + "back_name": "Laid to Rest", + "back_flavor": "The scent of decay and the strange creatures' pheromones mix to create a uniquely awful musk. Emerging from the caverns, you lay down the last member of what you assume must be the Pearl family. The acidic residue from their strange, crystalline growths burns your skin. The bodies are painful to look at, their faces frozen in silent agony. Some invisible, heavy presence fills the air above the corpses, although there is no motion, no breeze or dust. Only a movement of something in the air. You feel a deep, bone-aching weariness.", + "back_text": "Check the number of Crystal Remains in the victory display.\n- If there are exactly 3 Crystal Remains, (→R1) (page 22).\n- Otherwise, (→R2) (page 22)." + }, + { + "code": "10555", + "flavor": "The world is changing around us. I think, truly, for the better. - from the personal diary of Susan Pearl", + "name": "Crystal Grove", + "text": "[action] Investigators at Crystal Grove spend 1 [per_investigator] clues, as a group: Add a Crystal Remains you control to the victory display.", + "traits": "Blight.", + "back_flavor": "A once-living orchard looks more like a delicate glasswork gallery. The apple trees have crystallized and reflect the light in shifting patterns." + }, + { + "code": "10556", + "flavor": "The former orchard and farm has turned to powder from years of neglect. Nearly two decades have passed, yet nature has not reclaimed the opulent estate.", + "name": "Pearl Estate Ruins", + "text": "[action]: Resign. You leave the heath behind. Add all Crystal Remains you control to the victory display.", + "traits": "Ruins.", + "back_flavor": "The wreck of a once-great house stands precariously on the edge of a cliff. The decaying roofs look like an empty patchwork." + }, + { + "code": "10557", + "flavor": "The soft ash makes navigating the steep terrain especially treacherous.", + "name": "Ashen Slope", + "text": "Forced - When you reveal Ashen Slope: Test [agility] (4). If you fail, take 2 damage.", + "traits": "Blight.", + "back_flavor": "The endless stretch of ash appears to be completely devoid of life." + }, + { + "code": "10558", + "name": "Salt Chamber", + "text": "Revelation - Put Salt Chamber into play adjacent to the location from which it was drawn ([codex] Ω) (page 21).\n[action] Investigators at Salt Chamber spend 1 [per_investigator] clues, as a group: Draw the top card of the stack beneath Salt Chamber. (Group limit once per round.)", + "traits": "Cave. Lair." + }, + { + "code": "10559", + "name": "Larval Tunnel", + "text": "Revelation - Put Larval Tunnel into play adjacent to the location from which it was drawn. Search the encounter deck and discard pile for a Colorless Larva and spawn it at this location ([codex] Ψ) (page 21).\n[reaction] After you successfully evade an enemy at Larval Tunnel: Draw the top card of the stack beneath this location. (Group limit once per round.)", + "traits": "Cave. Lair." + }, + { + "code": "10560", + "name": "Crystal Nursery", + "text": "Revelation - Put Crystal Nursery into play adjacent to the location from which it was drawn ([codex] Ф) (page 21).\n[reaction] After you end your turn in Crystal Nursery, take 1 direct horror: Draw the top card of the stack beneath Crystal Nursery. (Group limit once per round.)", + "traits": "Cave. Lair. Blight." + }, + { + "code": "10561", + "name": "Commanding Resonance", + "text": "Revelation - Test [willpower] (3). For each point you fail by, choose a different option from the following, if able:\n- Take 1 damage.\n- Discard 1 card at random from your hand.\n- The nearest [[Insect]] enemy readies, moves (one location at a time) until it reaches your location, engages you, and makes an immediate attack.", + "traits": "Scheme." + }, + { + "code": "10562", + "flavor": "These ants can literally make mountains out of molehills.", + "name": "Defend the Nest", + "text": "Revelation - Test [intellect] (2). Increase the difficulty of this test by 1 for each [[Lair]] location in play. If you fail, place 1 doom on the nearest [[Insect]] enemy. (If you cannot, take 2 horror instead.)", + "traits": "Scheme." + }, + { + "code": "10563", + "flavor": "The pale fluid dripping from the larva's eyes almost resemble tears.", + "name": "Colorless Larva", + "text": "Aloof.\nForced - After Colorless Larva attacks: Defeat it.", + "traits": "Creature. Insect. Mutated." + }, + { + "code": "10564", + "flavor": "\"The creatures were 8-12 feet long. Vestigial wings. Completely blind. Their venom burned like fire.\"\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "name": "Brood Soldier", + "text": "Aloof. Patrol ([[Cave]] location with clues).\nWhile Brood Soldier is ready, its location gets +2 shroud.", + "traits": "Creature. Insect. Mutated." + }, + { + "code": "10565", + "name": "Brood Queen", + "subname": "Dying Mother", + "text": "Spawn - ([codex] Σ) (page 21).\nMassive. Alert.\n[[Insect]] enemies at Brood Queen's location lose aloof.\nBrood Queen gets +1 fight for each other [[Insect]] enemy in play and +X [per_investigator] health, where X is the current day number.", + "traits": "Creature. Insect. Mutated. Elite." + }, + { + "code": "10566", + "name": "Crystal Remains", + "subname": "The Child", + "text": "Revelation - Put Crystal Remains into play in your play area.\nIf Crystal Remains is defeated, shuffle it with the top 2 cards of the encounter deck and place them facedown in a stack beneath the nearest [[Lair]] location.\nForced - When your turn begins: Take 1 damage or horror.", + "traits": "Humanoid. Blight." + }, + { + "code": "10567", + "name": "Crystal Remains", + "subname": "The Father", + "text": "Revelation - Put Crystal Remains into play in your play area.\nIf Crystal Remains is defeated, shuffle it with the top 2 cards of the encounter deck and place them facedown in a stack beneath the nearest [[Lair]] location.\nForced - When your turn begins: Take 1 horror.", + "traits": "Humanoid. Blight." + }, + { + "code": "10568", + "name": "Crystal Remains", + "subname": "The Mother", + "text": "Revelation - Put Crystal Remains into play in your play area.\nIf Crystal Remains is defeated, shuffle it with the top 2 cards of the encounter deck and place them facedown in a stack beneath the nearest [[Lair]] location.\nForced - When your turn begins: Take 1 damage.", + "traits": "Humanoid. Blight." + }, + { + "code": "10569", + "name": "The Lost Sister", + "text": "Easy / Standard\n[skull]: -X. X is half the number of revealed [[Cave]] locations in play (rounded up).\n[cultist]: -1. If you succeed, heal 1 horror.\n[tablet]: -2. If you are at a [[Cave]] location, treat this token's modifier as -4 instead.\n[elder_thing]: -2. If an [[Abomination]] enemy is at your location, reveal another token.", + "back_text": "Hard / Expert\n[skull]: -X. X the number of revealed [[Cave]] locations in play.\n[cultist]: -1. If you succeed by 2 or more, heal 1 horror.\n[tablet]: -4. If you are at a [[Cave]] location, treat this token's modifier as -6 instead.\n[elder_thing]: -3. If an [[Abomination]] enemy is at your location, this test automatically fails instead." + }, + { + "code": "10570", + "flavor": "Waves crash on the shoreline, threatening to wipe out a set of footprints that lead into the tidal caverns. You catch the faintest glimpse of a dim, blue glow deep within the tunnels.", + "name": "Into the Caves", + "text": "Cards at [[Dark]] locations use (Night [night]) effects. Cards at all other locations use (Day [day]) effects.", + "back_name": "Hunted", + "back_flavor": "A whirring, chittering sound echoes off the tunnel walls. A large, crab-like creature emerges from a nearby tidal pool, antennae swaying in the air as if searching for you. The thing moves surprisingly fast on dozens of legs, and its carapace is covered in sharp barnacles and strings of kelp and rotten seaweed. Whatever it is, it emits the most awful, rotten stench you have ever smelled.", + "back_text": "Spawn one of the set-aside Crustacean Hybrid enemies at the [[Coastal]] location nearest to the most investigators, (In the Light) side faceup.\nEach investigator at a [[Dark]] location must discard 1 card at random from their hand.\nPlace doom on agenda 2a equal to the current day number." + }, + { + "code": "10571", + "flavor": "The cavern walls are alive with churning, shifting fungal growths. And they seem to be following you.", + "name": "Darkness Closes In", + "text": "Cards at [[Dark]] locations use (Night [night]) effects. Cards at all other locations use (Day [day]) effects.", + "back_name": "Enveloped in Moss", + "back_flavor": "You find yourself surrounded in the dark by dozens of shadowy forms, clacking and chittering. More unsettling still is the soft glowing moss that spreads across the slick walls and ceiling of the tidal cave. As the creatures and shifting moss press in, suffocatingly close, you lose your balance and fall into a thick carpet of moss. Up close, you see small buds and spiny growths in the moss that palpitate and turn toward you like a hundred tiny mouths.\nAs you feel your limbs go numb, a pair of hands pulls you from the moss. Helen Peters drags you bodily out of the cave, cursing under her breath.", + "back_text": "Each surviving investigator who has not resigned is defeated and suffers 1 mental trauma." + }, + { + "code": "10572", + "flavor": "Elizabeth Peters has gone missing in these coastal caves, chasing after the family dog. Helen is determined to get her back.", + "name": "The Missing Sibling", + "text": "Forced - After the last clue is discovered from a [[Cave]] location: Put the top card of the Caverns deck into play adjacent to that location.\nObjective - Find Elizabeth Peters! If the investigators \"found a torn dog leash\" and \"found a set of footprints,\" immediately advance.", + "back_name": "A Glowing Trail", + "back_flavor": "\"She's alive. Though I doubt Bruce is,\" Helen says, gripping the torn dog leash in one hand. You follow her as she tracks a set of footprints deeper into the darkness. As your eyes readjust to the low light, you notice the footprints glow with the leavings of the bioluminescent fungus covering the cavern floors.\n\"It's this way. Be ready for anything,\" Helen says. You steel yourself and keep step beside her. Ahead, an unsettling click and whir tell you that you are far from alone...", + "back_text": "Choose a [[Coastal]] location (with no investigators, if able). Put the set-aside Fungal Cave location into play adjacent to the chosen location.\nPut the top card of the Caverns deck into play, adjacent to the Fungal Cave. Repeat this until the Fungal Cave is connected to four locations, or the Caverns deck is empty." + }, + { + "code": "10573", + "flavor": "Lizzie's glowing footprints lead to an unexplored chamber deep in the caverns. Through your exploration, you now know how to lure the ravenous creatures with glowing moss out of the darkness and into the light.", + "name": "On the Trail", + "text": "[action] Spend 1 [per_investigator] clues and choose an enemy at a connecting [[Dark]] location: Move that enemy to your location.\nObjective - When an investigator enters Fungal Cave, immediately advance.", + "back_name": "The Lobstrosity", + "back_flavor": "\"Helen!\" Elizabeth's shrill, desperate cry cuts through the silence. A young woman with a round face and torn clothes hobbles out of the darkness to embrace her sister. As the pair embrace, their reunion is cut short by a fearsome screech. A massive crustacean the size of a house advances, pincers raised threateningly. The thing's slick, shining form is illuminated in green and blue by the cavern moss, and it emits a smell like rotten shellfish.\n\"Can you walk?\" Helen asks her sister. Lizzie shakes her head. As the massive creature comes closer, you tell the pair to run. Helen looks torn for a moment, then nods in thanks before carrying her sister away.", + "back_text": "Spawn the set-aside Limulus Hybrid at the Fungal Cave.\nRemove Helen Peters from the game. If Theo Peters is under the control of any investigator, ([codex] Σ) (page 25)." + }, + { + "code": "10574", + "flavor": "The abomination from the depths of the caves stalks you through the tunnels. You can only hope you can buy Helen and her sister enough time to escape.", + "name": "Face to Carapace", + "text": "[action] Spend 1 [per_investigator] clues and choose an enemy at a connecting [[Dark]] location: Move that enemy to your location.\nObjective - If Limulus Hybrid is defeated, immediately advance.", + "back_name": "The Bigger They Are...", + "back_flavor": "The towering abomination thrashes and squirms, its massive bulk shuddering in violent death throes. At long last, the monstrosity goes still. A filmy blue fluid leaks from its eyes and carapace, smelling like more awful, rotten shellfish. Covering your nose and mouth, you head back to Akwan.", + "back_text": "(→R1) (page 26)." + }, + { + "code": "10575", + "name": "Akwan", + "text": "[action]: Resign. You give up the search.\nIf it is Day 1 or Day 2, Akwan gains: \"[action]: Parley. You ask around the village about the coastal caves. Look at the top 3 cards of the Caverns deck. Return them to the top of the Caverns deck in any order.\"", + "traits": "Coastal.", + "back_flavor": "The fishing village of Akwan sits quietly in a rocky bay on the northern shores of Hemlock Isle. A few people mill around on the village's boardwalks." + }, + { + "code": "10576", + "flavor": "Dozens of grinning skulls and reaching skeletal arms hang down from the walls and ceiling.", + "name": "Suspended Graveyard", + "text": "[action] Take 1 horror: You dig through the bone-strewn moss covering the walls. Put the top card of the Caverns deck into play adjacent to this location. (Group limit once per game.)", + "traits": "Cave. Coastal.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"" + }, + { + "code": "10577", + "name": "Hidden Cove", + "text": "[action] Investigators at Hidden Cove spend 2 [per_investigator] clues, as a group: Remember that the investigators \"found a torn dog leash.\"\nForced - After you fail a skill test while fighting at Hidden Cove: Take 1 damage.", + "traits": "Coastal.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"" + }, + { + "code": "10578", + "name": "Weed-Choked Beach", + "text": "Forced - After you fail a skill test while attempting to evade at Weed-Choked Beach: Lose 1 action.\nForced - When you would leave Weed-Choked Beach: Reveal a chaos token. If a [skull], [tablet], [elder_thing], or [auto_fail] is revealed, you must either cancel the effects of the move or discard an [[Item]] asset you control.", + "traits": "Coastal.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"" + }, + { + "code": "10579", + "flavor": "Worse things than seaweed and jellyfish have washed up on this beach.", + "name": "Rocky Shoreline", + "text": "Forced - After you reveal Rocky Shoreline: Spawn a set-aside Crustacean Hybrid enemy at this location, (In the Light) side faceup.", + "traits": "Coastal.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"" + }, + { + "code": "10580", + "name": "Underground Pools", + "text": "[action] Investigators at Underground Pools spend 2 [per_investigator] clues, as a group: Remember that the investigators \"found a set of footprints.\"\nForced - After you fail a skill test while investigating Underground Pools: Take 1 horror.", + "traits": "Cave. Dark.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"" + }, + { + "code": "10581", + "name": "Open Cave", + "text": "[fast] During your turn: Test [agility] (2). This test gets +1 difficulty for each ready enemy at this location. If you succeed, Open Cave loses the [[Dark]] trait until the beginning of the next investigation phase (all cards at this location to use (Day [day]) effects). (Group limit once per round.)", + "traits": "Cave. Dark.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery\n - H.P. Lovecraft, \"The Festival\"" + }, + { + "code": "10582", + "name": "Fungal Cave", + "text": "[reaction] After you discover 1 or more clues from Fungal Cave: Heal 1 damage. (Group limit once per round.)\nForced - At the end of the round: Each enemy at Fungal Cave heals 2 damage.", + "traits": "Cave. Lair. Dark.", + "back_flavor": "The glowing blue mushroom caps palpitate as you approach the mouth of this chamber.", + "back_text": "As an additional cost for you to enter Fungal Cave, investigators at your location must spend 2 [per_investigator] clues, as a group." + }, + { + "code": "10583a", + "name": "Limulus Hybrid [day]", + "subname": "In the Light", + "text": "Elusive. Massive.\nLimulus Hybrid gets +3 [per_investigator] health and cannot make attacks of opportunity.\nForced - After Limulus Hybrid flips to this side: Deal 1 [per_investigator] damage to it.", + "traits": "Monster. Abomination. Elite." + }, + { + "code": "10583b", + "name": "Limulus Hybrid [night]", + "subname": "In the Dark", + "text": "Hunter. Massive. Retaliate.\nLimulus Hybrid gets +3 [per_investigator] health.\nForced - After you successfully attack Limulus Hybrid with a [[Melee]] card: Take 1 damage.", + "traits": "Monster. Abomination. Elite." + }, + { + "code": "10584a", + "name": "Crustacean Hybrid [day]", + "subname": "In the Light", + "text": "Elusive. Hunter.\nCrustacean Hybrid gets +X health, where X is the current day number.\nForced - When Crustacean Hybrid would take damage from an attack: Reduce that damage to 1.", + "traits": "Creature. Abomination. Elite." + }, + { + "code": "10584b", + "name": "Crustacean Hybrid [night]", + "subname": "In the Dark", + "text": "Hunter.\nCrustacean Hybrid gets +X health, where X is the current day number.\nForced - After Crustacean Hybrid flips to this side: Crustacean Hybrid deals 1 damage to each investigator at its location.", + "traits": "Creature. Abomination. Elite." + }, + { + "code": "10585", + "name": "Cavern Moss", + "text": "Aloof. Hunter.\nWhile Cavern Moss is attached to an asset, it may be attacked as if it were an enemy engaged with you.\nForced - After you succeed at a skill test while fighting or investigating at Cavern Moss's location, if it is ready: Attach Cavern Moss to an [[Item]] asset you control. Treat attached asset's text box as if it were blank (except for [[Traits]]).", + "traits": "Flora. Mutated." + }, + { + "code": "10586", + "name": "Reclaimed by Nature", + "text": "(Day [day]) Revelation - Test [combat] (3). If you fail, you must either take 2 damage or choose the nearest enemy. That enemy attacks you.\n(Night [night]) Revelation - Test [willpower] (3). If you fail, you must either take 2 horror, or each enemy at your location and each connecting location heals 1 damage.", + "traits": "Hazard." + }, + { + "code": "10587", + "name": "Luminous Growth", + "text": "Revelation - Attach Luminous Growth to the nearest revealed [[Dark]] location without Luminous Growth attached, if able.\nAttached location loses the [[Dark]] trait. Enemies at attached location get +1 fight and +1 damage.\n[action]: Test [agility] (3). If you succeed, discard Luminous Growth.", + "traits": "Hazard. Flora." + }, { "code": "10588", "name": "The Thing in the Depths", "text": "East / Standard\n[skull]: -X. X is half the number of [[Sunken]] locations in play (rounded up).\n[cultist]: -1. You may remove 1 sinkhole from the nearest [[Bog]] location.\n[tablet]: -3. If you fail, place 1 damage on the nearest [[Bog]] location, as a sinkhole.\n[elder_thing]: -4. If you fail, search the encounter deck and discard pile for a Grasping Tendril enemy and draw it, ignoring its surge keyword.", "back_text": "Hard / Expert\n[skull]: -X. X the number of [[Sunken]] locations in play (rounded up).\n[cultist]: -3. If you succeed, you may remove 1 sinkhole from the nearest [[Bog]] location.\n[tablet]: -5. Place 1 damage on the nearest [[Bog]] location, as a sinkhole.\n[elder_thing]: -5. Search the encounter deck and discard pile for a Grasping Tendril enemy and draw it, ignoring its surge keyword." }, + { + "code": "10589", + "flavor": "Light tremors ripple through the floating landscape. The bog is a fecund jungle of bright flowers and glassy, oily reflections.", + "name": "Sinking Ground", + "text": "[action]: Resign. You flee the bog.\nForced – When your turn ends, if you are at a [[Bog]] location: Place 1 damage on your location, as a sinkhole (2 sinkholes instead if there are 1 or 2 investigators in the game).\nForced – If a location has 3 or more sinkholes on it: Remove all sinkholes from it and flip it over.", + "back_name": "A Near Miss", + "back_flavor": "An ear-splitting roar resounds through the bog, followed by several ripples that roll through the floating landscape. You feel a low tremble below you, and dive to safety just before a horrible monstrosity erupts from below. Rows of thin, needle-sharp teeth gnash at the air where you just were, and ghastly stalks on eyes turn to regard you with hunger.", + "back_text": "Flip the center location to its [[Sunken]] side, discarding all tokens and player card attachments. Spawn the set-aside Thing in the Depths enemy at it." + }, + { + "code": "10590", + "flavor": "The bog rocks with towering waves!", + "name": "The Thing in the Bog", + "text": "Forced – When your turn ends, if you are at a [[Bog]] location: Place 1 damage on your location, as a sinkhole (2 sinkholes instead if there are 1 or 2 investigators in the game).\nForced – If a location has 3 or more sinkholes on it: Remove all sinkholes from it and flip it over.\nObjective – If the Thing in the Depths is defeated, (→R4).", + "back_name": "Almost a Meal", + "back_flavor": "As your sidestep to avoid a grasping tendril, two more wrap around your legs and neck. The noisome monstrosity emerges below you, slick with ichor, and opens its wide-angled mouth. You thrash wildly, and tear at the mossy tissue gathered around the tendrils holding you. A sudden movement of a silvery blossom turns the creature's attention away from you, and it drops you to follow its new prey. You spring back to the shoreline and collapse in a dead faint at the edge of the road.", + "back_text": "Each surviving investigator is defeated and suffers 1 physical trauma." + }, + { + "code": "10591", + "flavor": "The bog is supposedly the origin of the sample that drew Dr. Marquez to the island in the first place. You have your work cut out for you.", + "name": "A Botanical Survey", + "text": "Objective – At the end of the round, investigators at the North Shore location may spend the requisite number of clues, as a group, to advance. (See the Location Placement diagram on page 28 of the campaign guide for the North Short location.)", + "back_name": "The Wise Mound", + "back_flavor": "You come to a round still pond on the northeastern shore of the bog. Atop a mound of wildflowers is a silvery alkaloid blossom very much like the sample that drew Dr. Marquez to Hemlock Isle. When you approach, the blossom swells to release a cloud of spores, then closes. The scent of the spores is pleasant, almost like cloves, but grows bitter the longer it lingers. Suddenly the mound of flowers moves. A large reptilian head rises out of the water and looks at you with intelligent eyes before swiftly swimming away.", + "back_text": "Spawn the set-aside Chelydran Hybrid enemy at the North Shore location. Choose a location adjacent to Chelydran Hybrid's location and spawn 1 of the set-aside Grasping Tendril enemies at that location.\nShuffle each other set-aside Grasping Tendril enemy into the encounter deck along with the discard pile." + }, + { + "code": "10592", + "flavor": "The large flowering turtle-like creature is on the move. Perhaps you can herd it to safety.", + "name": "Discovery of a Lifetime", + "text": "[fast] Investigators at a single location adjacent to Chelydran Hybrid's location spend 1 [per_investigator] clues, as a group: For the remainder of the round, change Chelydran Hybrid's patrol location to that location.\nForced – At the end of the enemy phase: Chelydran Hybrid takes 1 damage for each ready [[Abomination]] enemy at its location.\nObjective – At the end of the round, if the Chelydran Hybrid is at the Starting Location, immediately advance.", + "back_name": "Strange Anatomy", + "back_text": "
You corner the reptilian creature in a shining pool, where it sinks into the mud, clearly exhausted. As it starts munching on a tangle of flowers, you take several sketches and notes of the thing's sprouting shell. The alkaloid blossom on its back seems to pulse. Producing a pair of shears, you prepare to take a sample.\n
\"Stop!\" Dr. Marquez shouts. \"That flower is parasitic. It is now part of the creature's anatomy. There's no telling how deeply it's embedded.\" She points to the flower's thick translucent stem: vicious white fluid pumps through it like an artery. \"If the flower dies, its host dies too.\"\n(→R2) (page 30)." + }, + { + "code": "10593a", + "flavor": "For some unknown reason I dreaded the thought of disturbing the ancient bog and its sunless secrets.\n – H. P. Lovecraft, \"The Moon-Bog\"", + "name": "Muddy Fen", + "traits": "Bog." + }, + { + "code": "10593b", + "flavor": "The calm ripples hide something sinister deep below.", + "name": "Open Water", + "text": "Forced - After you move into this location: Draw the top card of the encounter deck.", + "traits": "Sunken." + }, + { + "code": "10594a", + "flavor": "It was very dark, for the trees were grotesquely huge and luxuriant, and incredibly numerous.\n – H. P. Lovecraft and Winifred V. Jackson, \"The Green Meadow\"", + "name": "Tangled Thicket", + "text": "As an additional cost to move out of Tangled Thicket, you must spend an action.", + "traits": "Bog." + }, + { + "code": "10594b", + "flavor": "The calm ripples hide something sinister deep below.", + "name": "Open Water", + "text": "Forced - After you move into this location: Draw the top card of the encounter deck.", + "traits": "Sunken." + }, + { + "code": "10595a", + "flavor": "The stagnant waters, lately quite devoid of animal life, now teemed with a horde of slimy enormous frogs which piped shrilly and incessantly...\n – H. P. Lovecraft, \"The Moon-Bog\"", + "name": "Fetid Pool", + "text": "This location gets +1 shroud for each sinkhole on it.", + "traits": "Bog." + }, + { + "code": "10595b", + "flavor": "The calm ripples hide something sinister deep below.", + "name": "Open Water", + "text": "Forced - After you move into this location: Draw the top card of the encounter deck.", + "traits": "Sunken." + }, + { + "code": "10596a", + "flavor": "Stepping between the sunken boards allows you to navigate the flooded pathway.", + "name": "Flooded Path", + "text": "[fast] During your turn, place 1 damage on this location, as a sinkhole: Move (to a connecting location).", + "traits": "Bog." + }, + { + "code": "10596b", + "flavor": "The calm ripples hide something sinister deep below.", + "name": "Open Water", + "text": "Forced - After you move into this location: Draw the top card of the encounter deck.", + "traits": "Sunken." + }, + { + "code": "10597a", + "flavor": "The ruined homestead floats on the surface of the water.", + "name": "Abandoned Shack", + "text": "[fast] Spend 1 clue: Move 1 sinkhole from Abandoned Shack to an enemy at this location, as damage. (Limit once per round.)", + "traits": "Bog." + }, + { + "code": "10597b", + "flavor": "The calm ripples hide something sinister deep below.", + "name": "Open Water", + "text": "Forced - After you move into this location: Draw the top card of the encounter deck.", + "traits": "Sunken." + }, + { + "code": "10598a", + "flavor": "You ought to know better.", + "name": "Rotten Dock", + "text": "Forced - After you discover 1 or more clues at Rotten Dock: Test [agility] (3). If you fail, place 1 damage on Rotten Dock, as a sinkhole.", + "traits": "Bog." + }, + { + "code": "10598b", + "flavor": "The calm ripples hide something sinister deep below.", + "name": "Open Water", + "text": "Forced - After you move into this location: Draw the top card of the encounter deck.", + "traits": "Sunken." + }, + { + "code": "10599a", + "flavor": "The pungent flowers small like honey and musk.", + "name": "Covered Bridge", + "text": "Forced - After you reveal a token with a symbol while investigating Covered Bridge: Draw the top card of the encounter deck.", + "traits": "Bog." + }, + { + "code": "10599b", + "flavor": "The calm ripples hide something sinister deep below.", + "name": "Open Water", + "text": "Forced - After you move into this location: Draw the top card of the encounter deck.", + "traits": "Sunken." + }, + { + "code": "10600", + "name": "Thing in the Depths", + "subname": "Rising from the Deep", + "text": "Elusive. Hunter. Massive. Retaliate.\nThing in the Depths gets +5 [per_investigator] health and cannot make attacks of opportunity.\nWhile Thing in the Depths is moving, its location is considered to be connected to each [[Sunken]] location.\nForced – After Thing in the Depths attacks at a [[Bog]] location: Heal 2 damage from it.", + "traits": "Abomination. Flora. Mutated. Elite." + }, + { + "code": "10601", + "name": "Chelydran Hybrid", + "subname": "Flowering Anomaly", + "text": "Aloof. Elusive. Patrol (nearest empty location).\nChelydran Hybrid cannot move if a ready [[Abomination]] enemy is at its location, or if it is engaged with an investigator.\nForced – If this enemy is defeated, (→R3).", + "traits": "Creature. Flora. Mutated. Elite." + }, + { + "code": "10602", + "flavor": "Truthfully, 'Thing' was the best thing we could come up with to describe whatever was down there.\n – Dr. Rosa Marquez, Miskatonic Survey, 1926", + "name": "Grasping Tendril", + "text": "Surge. (Night [night]) Aloof.\nSpawn - Chelydran Hybrid's location.\nX is the current day number.", + "traits": "Abomination. Flora. Mutated." + }, + { + "code": "10603", + "flavor": "The awful tremors are followed by a stampede of terrified forest creatures.", + "name": "Ground Disturbance", + "text": "Revelation – Test [intellect] or [agility] (4). For each point you fail by, you must either take 1 damage or place 1 damage on the nearest [[Bog]] location, as a sinkhole.", + "traits": "Hazard." + }, + { + "code": "10604", + "name": "Sinking Sludge", + "text": "Revelation – If you are at a...\n- ...[[Sunken]] location, take 1 direct damage and deal 1 direct damage to each [[Ally]] asset you control.\n- ...[[Bog]] location, place 1 damage on your location, as a sinkhole.", + "traits": "Hazard." + }, { "code": "10605", "name": "The Twisted Hollow", "text": "East / Standard\n[skull]: -X. X is the current darkness level.\n[cultist]: -1. Heal 1 damage from your investigator.\n[tablet]: -3. If you fail, find the enemy in pursuit with the highest evade. Spawn it at your location.\n[elder_thing]: -4. If you fail, take 1 horror.", "back_text": "Hard / Expert\n[skull]: -X. X is twice the current darkness level.\n[cultist]: -3. If you succeed, heal 1 damage from your investigator.\n[tablet]: -4. Find the enemy in pursuit with the highest evade. Spawn it at your location.\n[elder_thing]: -5. Take 1 horror." }, + { + "code": "10606", + "flavor": "The silent woods thrum with the sounds of hungry creatures and stalking shadows.", + "name": "Deepening Dark", + "text": "Forced - After a location is revealed: Put locations from the top of the Woods deck into play above, below, to the left, and to the right of that location.\nForced - When the investigation phase ends: Each investigator at a [Dark]] location must either draw an enemy in pursuit with the highest evade or take 1 horror (cannot be canceled).", + "back_name": "Gathering Darkness", + "back_text": "Add 1 resource to the current darkness level. If the current darkness level is 6+ and you are playing in Campaign Mode, each surviving investigator is defeated and suffers 1 physical trauma.\nOtherwise, perform the following:\n- Put each enemy at a [[Dark]] location and not engaged with an investigator into the pursuit area.\n- Shuffle each unrevealed [[Dark]] location along with the top 2 cards of the Woods deck and place them on top of the Woods deck. Flip each revealed empty [[Dark]] location to its unrevealed side, discarding all tokens.\n- Put locations from the top of the Woods deck into play above, below, to the left, and to the right of each location with an investigator.\n- The investigator with the Vale Lantern tests [willpower] (X), where X is the current darkness level. If they fail, they must choose an enemy in the pursuit area to spawn engaged with them.\nFlip this card back to agenda 1a." + }, + { + "code": "10607a", + "flavor": "There must be some trace or clue of Bertie in these woods. You only hope you aren't already too late.", + "name": "Desperate Search", + "text": "Each enemy without spawn instructions gains \"Spawn - When this enemy is drawn from the encounter deck: Put this enemy in the pursuit area.\"\nObjective - At the end of the round, if each investigator is at the same [[Lair]] location, they may spend the requisite number of clues, as a group, to advance." + }, + { + "code": "10607b", + "name": "Ursine Hybrid", + "subname": "Glowing Abomination", + "text": "Spawn - ([codex] Σ) (page 37).\nHunter. Retaliate.\nUrsine Hybrid gets +2 [per_investigator] health.\nForced - When Ursine Hybrid would be defeated, if it is act 2: Heal all damage from it and put it in the pursuit area instead of the victory display.", + "traits": "Creature. Monster. Mutated. Elite." + }, + { + "code": "10608", + "flavor": "The trees close in as you follow Bertie's trail deeper into the forest.", + "name": "Where's Bertie?", + "text": "[fast] Spend 1 clue: Look at the revealed side of an adjacent location.\nObjective - Find Bertie Musgrave. He is lost deep in the forest! (Do not advance until you are instructed.)", + "back_name": "Out of the Frying Pan...", + "back_flavor": "\"Stay back!\" squeaks a familiar voice. A pinecone whizzes past your ear. Bertie peers out from a hollow in the massive trunk. \"It's you!\" he chirps excitedly. \"I thought I was done for - but here you are!\" His eyes go wide as a familiar wheezing roar echoes through the hollow.", + "back_text": "Put the set-aside Bertie Musgrave story asset into play under the control of any investigator. Put each unengaged enemy in the pursuit area. Shuffle each other location except for The Twisted Hollow location into the Woods deck and put them into play according to the diagram on page 36.\nSearch all in- and out-of-play areas for the Ursine Hybrid enemy, heal all damage from it, and spawn it at The Twisted Hollow. Advance the act and agenda deck to the \"Back to the Vale!\" special agenda, moving all doom from the current agenda to it. It is both the current act and the current agenda." + }, + { + "code": "10609", + "flavor": "With Bertie in tow, you must find your way back to Hemlock Vale.", + "name": "Back to the Vale!", + "text": "[fast] Either exhaust the Vale Lantern or spend 1 [per_investigator] clues, as a group: Look at the revealed side of an adjacent location. You may move to that location.\nObjective - If each undefeated investigator has resigned, (→R1) (page 38).", + "back_name": "The Hungering Forest", + "back_flavor": "The forest closes in and the sound of slavering jaws and gnashing fangs fills the air. A sickly howl calls out from the underbrush and the familiar sound of a wheezing, hacking cough telegraphs the bear's approach.", + "back_text": "Add 1 resource to the current darkness level. If the current darkness level is 6, each surviving investigator is defeated and suffers 1 physical trauma (→R2) (page 38.\nOtherwise, in player order, each player must choose an enemy in the pursuit area and spawn it at the nearest [[Dark]] location. If they cannot, they must discard cards from the top of the encounter deck until an enemy is discarded and spawn it at the nearest [[Dark]] location.\nFlip this card." + }, + { + "code": "10610a", + "name": "Vale Lantern", + "subname": "Beacon of Hope", + "text": "Vale Lantern's location and each connecting location lose the [[Dark]] trait.\n[reaction] When an investigator at your location moves into and reveals a [[Forest]] location, exhaust Vale Lantern: They ignore that location's forced effect(s).\nForced - When Vale Lantern would leave play: Flip it over and place it at the nearest location, instead.", + "traits": "Item. Tool. Lit. Boon.", + "slot": "Hand" + }, + { + "code": "10610b", + "name": "Vale Lantern", + "subname": "Extinguished Light", + "text": "[action]: Take control of Vale Lantern, then flip it over. Any investigator at Vale Lantern's location may trigger this ability.\nForced - When Vale Lantern would leave play: Place it at the nearest location, instead.", + "traits": "Item. Tool. Unlit. Boon.", + "slot": "Hand" + }, + { + "code": "10611a", + "name": "Vale Lantern", + "subname": "A Faint Hope", + "text": "Vale Lantern's location loses the [[Dark]] trait.\n[action] Exhaust Vale Lantern: Look at the revealed side of a connecting location. You may move to that location, ignoring its forced effect(s).\nForced - When Vale Lantern would leave play: Flip it over and place it at the nearest location, instead.", + "traits": "Item. Tool. Lit.", + "slot": "Hand" + }, + { + "code": "10611b", + "name": "Vale Lantern", + "subname": "Extinguished Light", + "text": "[fast]: Take control of Vale Lantern, then flip it over. Any investigator at Vale Lantern's location may trigger this ability.\nForced - When Vale Lantern would leave play: Place it at the nearest location, instead.", + "traits": "Item. Tool. Unlit.", + "slot": "Hand" + }, + { + "code": "10612", + "flavor": "A dim though distinct luminosity seemed to inhere in all the vegetation, grass, leaves, and blossoms alike...\n - H. P. Lovecraft, \"The Colour Out of Space\"", + "name": "Glimmering Woods", + "text": "[action]: Resign. \"I'm sure Bertie's fine!\"\n[action]: Heal 1 horror. (Limit once per round.)", + "traits": "Forest. Dark.", + "back_name": "Western Woods", + "back_flavor": "The trees grew too thickly, and their trunks were too big for any healthy New England wood. There was too much silence in the dim alleys between them, and the floor was too soft with the dank moss and mattings of infinite years of decay.\n - H. P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10613", + "flavor": "The boughs surely moved, and there was no wind.\n - H. P. Lovecraft, \"The Colour Out of Space\"", + "name": "Blighted Glade", + "text": "Forced - After you reveal Blighted Glade: Choose the enemy in pursuit with the lowest fight and spawn it at this location.", + "traits": "Forest. Blight. Dark.", + "back_name": "Western Woods", + "back_flavor": "The trees grew too thickly, and their trunks were too big for any healthy New England wood. There was too much silence in the dim alleys between them, and the floor was too soft with the dank moss and mattings of infinite years of decay.\n - H. P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10614", + "flavor": "\"Observed an intricate mycelium network with an animal-like digestive system. Fungus has reduced the wood to pulp.\"\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "name": "Poisoned Marsh", + "text": "Forced - After you reveal Poisoned Marsh: You must either take 1 direct damage, or deal 1 damage to each [[Ally]] asset you control.", + "traits": "Forest. Blight. Dark.", + "back_name": "Western Woods", + "back_flavor": "The trees grew too thickly, and their trunks were too big for any healthy New England wood. There was too much silence in the dim alleys between them, and the floor was too soft with the dank moss and mattings of infinite years of decay.\n - H. P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10615", + "name": "Fecund Thicket", + "text": "Fecund Thicket gets -X shroud, where X is the current darkness level.\nForced - After you reveal Fecund Thicket: Test [agility] (X), where X is the current darkness level. If you fail, find the enemy in pursuit with the highest printed health and spawn it at this location.", + "traits": "Forest. Dark.", + "back_name": "Western Woods", + "back_flavor": "The trees grew too thickly, and their trunks were too big for any healthy New England wood. There was too much silence in the dim alleys between them, and the floor was too soft with the dank moss and mattings of infinite years of decay.\n - H. P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10616", + "name": "Mushroom Grove", + "text": "Mushroom Grove gets +2 shroud while it is not [[Dark]].\nForced - After you reveal Mushroom Grove: Test [intellect] (X), where X is the current darkness level. If you fail, the enemy in pursuit with the highest evade attacks you.", + "traits": "Forest. Dark.", + "back_name": "Western Woods", + "back_flavor": "The trees grew too thickly, and their trunks were too big for any healthy New England wood. There was too much silence in the dim alleys between them, and the floor was too soft with the dank moss and mattings of infinite years of decay.\n - H. P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10617", + "name": "Moonlit Clearing", + "text": "While an enemy is moving, its location is considered to be connected to Moonlit Clearing.\nForced - After you reveal Moonlit Clearing: Test [willpower] (X), where X is the current darkness level. If you fail, find the enemy in pursuit with the highest fight and spawn it at this location.", + "traits": "Forest. Lair. Dark.", + "back_name": "Western Woods", + "back_flavor": "The trees grew too thickly, and their trunks were too big for any healthy New England wood. There was too much silence in the dim alleys between them, and the floor was too soft with the dank moss and mattings of infinite years of decay.\n - H. P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10618", + "flavor": "The winding paths loop back on themselves.", + "name": "Crooked Path", + "text": "X is the current darkness level.\n[reaction] After you discover a clue at this location: Look at the revealed side of a connecting location. You may move to that location.", + "traits": "Forest. Dark.", + "back_name": "Western Woods", + "back_flavor": "The trees grew too thickly, and their trunks were too big for any healthy New England wood. There was too much silence in the dim alleys between them, and the floor was too soft with the dank moss and mattings of infinite years of decay.\n - H. P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10619", + "name": "Corpse Grove", + "text": "Forced - After you reveal Corpse Grove: Take 1 horror.\nForced - After you successfully investigate Corpse Grove: Take 1 horror.", + "traits": "Forest. Lair. Dark.", + "back_name": "Western Woods", + "back_flavor": "The trees grew too thickly, and their trunks were too big for any healthy New England wood. There was too much silence in the dim alleys between them, and the floor was too soft with the dank moss and mattings of infinite years of decay.\n - H. P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10620", + "flavor": "Whatever lives here is clearly starved to the point of eating its own kind.", + "name": "Bear Den", + "text": "Forced - After you reveal Bear Den: Find the enemy in pursuit with the highest fight and spawn it engaged with you. If you cannot, draw the top card of the encounter deck.", + "traits": "Forest. Lair. Dark.", + "back_name": "Western Woods", + "back_flavor": "The trees grew too thickly, and their trunks were too big for any healthy New England wood. There was too much silence in the dim alleys between them, and the floor was too soft with the dank moss and mattings of infinite years of decay.\n - H. P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10621", + "flavor": "The knotted old tree has seen far more than you ever will.", + "name": "The Twisted Hollow", + "text": "Objective - At the end of the round, if each surviving investigator is at The Twisted Hollow, investigators may spend 2 [per_investigator] clues, as a group, to advance to act 2b.", + "traits": "Forest. Dark.", + "back_name": "Western Woods", + "back_flavor": "The trees grew too thickly, and their trunks were too big for any healthy New England wood. There was too much silence in the dim alleys between them, and the floor was too soft with the dank moss and mattings of infinite years of decay.\n - H. P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10622", + "name": "Deep Shadows", + "traits": "Hazard." + }, + { + "code": "10623", + "name": "Lurking Fear", + "text": "Revelation - Test [agility] (3). This test gets +2 difficulty if your location is [[Dark]]. If you fail, you must either (choose one):\n- Take 2 damage.\n- Find the enemy in pursuit with the highest fight and spawn it engaged with you.", + "traits": "Terror." + }, + { + "code": "10624", + "name": "Stolen Light", + "text": "Peril.\nRevelation - You must either (choose one):\n- Place 1 doom on the current agenda. This effect can cause the agenda to advance.\n- Flip the Vale Lantern to its [[Unlit]] side. Place the Vale Lantern at the empty location farthest from all investigators.", + "traits": "Scheme." + }, + { + "code": "10625", + "name": "Stalking Hybrid", + "text": "Hunter. Alert.\nX is the current darkness level.\nPrey Investigator with the Vale Lantern only.\nForced - After Stalking Hybrid attacks you, if you control the Vale Lantern: Flip the Vale Lantern to its [[Unlit]] side and place it at your location.", + "traits": "Creature. Monster. Mutated." + }, { "code": "10626", "name": "The Longest Night", "text": "East / Standard\n[skull]: -X. X is half the number of doom in play (rounded up).\n[cultist]: -2. Place 1 barrier at your location.\n[tablet]: -1. Reveal another token. If you fail, the nearest enemy readies, moves, and attacks as if it were the enemy phase.\n[elder_thing]: -4. If you fail, remove 1 barrier, decoy, or trap at your location.", "back_text": "Hard / Expert\n[skull]: -X. X is the number of doom in play.\n[cultist]: -3. If you succeed, place 1 barrier at your location.\n[tablet]: -4. The nearest enemy readies, moves, and attacks as if it were the enemy phase.\n[elder_thing]: -5. Remove a barrier, decoy, or trap at your location." }, + { + "code": "10627", + "name": "Barriers, Decoys, and Traps", + "text": "Token Effects\nEnemies that ignore a token's effects do not trigger its Forced abilities.\nResource Forced - When an enemy would move via a keyword and 1 or more barriers are between its location and the location it is moving to: Remove one of those barriers. Cancel the effects of the move.\nHorror Forced - When an enemy enters a location with a decoy: Remove the decoy. Deal 1 damage to that enemy, disengage it from each investigator, and exhaust it. That enemy cannot ready for the remainder of the round.\nDamage Forced - When an enemy enters a location with a trap: Remove the trap. Deal 2 damage to that enemy." + }, + { + "code": "10628", + "flavor": "Your only hope is to last until dawn.", + "name": "The Onslaught", + "text": "When checking the doom threshold, doom on cards other than this agenda subtract from the total doom in play instead of adding to it.\nForced - When a card effect would place doom on the agenda: Place it on The Captives story asset instead.\nForced - After doom is placed on this agenda: In player order, each investigator draws the top card of the Enemy deck.", + "back_name": "A Final Sacrifice", + "back_flavor": "The first rays of dawn send streaks of violet and crimson across the sky, blotting out the stars. As you face the oncoming dawn, a fallen monstrosity rises from a heap of mangled corpses to charge toward you. You barely have time to react!", + "back_text": "The lead investigator must decide (choose one):\n- Each undefeated investigator suffers 1 mental trauma.\n- Choose a resident under an investigator's control. That resident steps between you and the monstrosity, sacrificing themselves. In the Campaign Log, cross out the chosen resident's name. In that Resident's notes, record [name] sacrificed themselves for the investigators.\nAdvance the act." + }, + { + "code": "10629", + "flavor": "You must protect the captives!", + "name": "The Longest Night", + "text": "[fast] During your turn, spend 1 clue: Place 1 barrier, decoy, or trap at your location.\n[action]: Resign. Then, if each undefeated investigator has resigned, (→R3) (page 50).\nObjective - Survive the night and protect as many captives as you can. (Do not advance until you are instructed.)", + "back_name": "By the Skin of Your Skin", + "back_text": "If 4 or fewer damage is on The Captives:\n
Despite the seemingly endless onslaught, relatively few of the captives were harmed. As you survey the wrecked interior of the farmhouse, some captives weep into their hands, and others look at you accusingly. How can you convince them that their lives were worth saving?\n(→R1) (page 50).\n
The farm is a charnel house of gore and viscera. When confronted with the onslaught, many of the captives ran, screaming, into the jaws of the monstrosities. The morning light illuminates a scene that will haunt your dreams.\n(→R2) (page 50)." + }, + { + "code": "10630", + "name": "The Farmhouse", + "text": "The Farmhouse cannot have player card attachments, traps, or decoys.\n[fast] During your turn, spend 1 [per_investigator] resources: Move (to a connecting location).\n[action]: Gain 1 clue (from the token pool). (Group limit once per round.)", + "traits": "Sanctum.", + "back_flavor": "The aspect of the whole farm was shocking - greyish withered grass and leaves on the ground, vines falling in brittle wreckage from archaic walls and gables.\n - H.P. Lovecraft, \"The Colour Out of Space\"", + "back_text": "The Farmhouse cannot have player card attachments, traps, or decoys." + }, + { + "code": "10631", + "name": "Milkhouse", + "text": "[reaction] When you would place a decoy or a trap at Milkhouse: Place it at an adjacent location instead.\n[action]: Draw 1 set-aside Fire! treachery. Shuffle 1 copy of a set-aside Fire! treachery into the encounter deck. (Limit once per round.)", + "traits": "Farm.", + "back_name": "Atwood Farm", + "back_flavor": "The old farm is riddled with scraps, desiccated livestock, rotten feed, and rusted farming equipment." + }, + { + "code": "10632", + "flavor": "The grapes are all skin and pop like puffballs when touched.", + "name": "Vineyard", + "text": "[fast] During your turn: Engage an enemy at Vineyard. (Limit once per turn.)\nForced - When an enemy enters Vineyard: Heal 1 damage from it.", + "traits": "Farm.", + "back_name": "Atwood Farm", + "back_flavor": "The old farm is riddled with scraps, desiccated livestock, rotten feed, and rusted farming equipment." + }, + { + "code": "10633", + "name": "Coop", + "text": "While there is a decoy on Coop, this location gets -2 shroud.\nEach enemy at Coop gets +1 fight and +1 evade.\n[action]: Draw 1 set-aside Fire! treachery. Shuffle 1 copy of a set-aside Fire! treachery into the encounter deck. (Limit once per round.)", + "traits": "Farm.", + "back_name": "Atwood Farm", + "back_flavor": "The old farm is riddled with scraps, desiccated livestock, rotten feed, and rusted farming equipment." + }, + { + "code": "10634", + "flavor": "The barn looks like it could collapse at any moment.", + "name": "Barn", + "text": "Enemies at Barn get +1 damage value.\n[reaction] When Barn is revealed: Place the set-aside Ajax story asset at this location ([codex] Ω).", + "traits": "Farm.", + "back_name": "Atwood Farm", + "back_flavor": "The old farm is riddled with scraps, desiccated livestock, rotten feed, and rusted farming equipment." + }, + { + "code": "10635", + "name": "Pasture", + "text": "[fast] During your turn, if Pasture has a trap on it: Move (to a connecting location).\nForced - After a ready, unengaged enemy moves into Pasture via a keyword, if there are no barriers at Pasture: Resolve that keyword again.", + "traits": "Farm.", + "back_name": "Atwood Farm", + "back_flavor": "The old farm is riddled with scraps, desiccated livestock, rotten feed, and rusted farming equipment." + }, + { + "code": "10636", + "name": "Outer Fields", + "subname": "Bloodied Paths", + "text": "[action]: Move an enemy to a connecting location. (Group limit once per game.)\n[reaction] After you discover the last clue from this location: Heal 2 damage from The Captives. (Group limit once per game.)", + "traits": "Field. Blight.", + "back_flavor": "All the verdure was going grey, and was developing a highly singular quality of brittleness.\n - H.P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10637", + "name": "Outer Fields", + "subname": "Desolate Hills", + "text": "[fast] During your turn: Look at the top 1 [per_investigator] cards of the Enemy deck. Discard any number of them and put the rest back on top in any order. (Group limit once per game.)", + "traits": "Field. Blight.", + "back_flavor": "All the verdure was going grey, and was developing a highly singular quality of brittleness.\n - H.P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10638", + "name": "Outer Fields", + "subname": "Blighted Cornfields", + "text": "[reaction] After you discover the last clue from this location: Place 1 barrier at this location.\n[fast] During your turn: Choose a barrier at any location and move it to any other location. (Limit once per turn.)", + "traits": "Field. Blight.", + "back_flavor": "All the verdure was going grey, and was developing a highly singular quality of brittleness.\n - H.P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10639", + "name": "Outer Fields", + "subname": "Scorched Knoll", + "text": "[reaction] After you discover the last clue from this location: Place 1 trap at this location.\n[fast] During your turn: Choose a trap at any location and move it to any other location. (Limit once per turn.)", + "traits": "Field. Blight.", + "back_flavor": "All the verdure was going grey, and was developing a highly singular quality of brittleness.\n - H.P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10640", + "name": "Outer Fields", + "subname": "Rancid Crops", + "text": "[reaction] After you discover the last clue from this location: Place 1 decoy at this location.\n[fast] During your turn: Choose a decoy at any location and move it to any other location. (Limit once per turn.)", + "traits": "Field. Blight.", + "back_flavor": "All the verdure was going grey, and was developing a highly singular quality of brittleness.\n - H.P. Lovecraft, \"The Colour Out of Space\"" + }, + { + "code": "10641", + "name": "The Captives", + "subname": "Star Children", + "text": "During the enemy phase, each ready, unengaged enemy at The Farmhouse attacks as though it were engaged with The Captives. Horror dealt to The Captives in this way is dealt as damage instead.\nForced - When The Captives story asset is defeated: (→R3) (page 50).", + "traits": "Innocent. Mutated." + }, { "code": "10642", "name": "Ajax", @@ -70,12 +1123,197 @@ "traits": "Ally. Creature.", "slot": "Ally" }, + { + "code": "10643", + "name": "Ursine Hybrid", + "subname": "Starving Abomination", + "text": "Hunter. Massive. Retaliate.\nPrey - Lead investigator.\nUrsine Hybrid gets +3 [per_investigator] health and ignores barriers and decoys.\nWhile this enemy is moving, each [[Field]] location is considered connected to one another.", + "traits": "Creature. Monster. Mutated. Elite." + }, + { + "code": "10644a", + "name": "Molting Hybrid", + "text": "Spawn - Outer Fields (east).\nAloof. Patrol (The Farmhouse).\nMolting Hybrid ignores barriers.\nForced - When Molting Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated." + }, + { + "code": "10644b", + "name": "Molting Hybrid", + "text": "Spawn - Outer Fields (south).\nAloof. Patrol (The Farmhouse).\nMolting Hybrid ignores barriers.\nForced - When Molting Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated." + }, + { + "code": "10644c", + "name": "Molting Hybrid", + "text": "Spawn - Outer Fields (west).\nAloof. Patrol (The Farmhouse).\nMolting Hybrid ignores barriers.\nForced - When Molting Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated." + }, + { + "code": "10645a", + "flavor": "...strangely, they didn't howl. They laughed.\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "name": "Lupine Hybrid", + "text": "Spawn - Outer Fields (north).\nRetaliate. Patrol (The Farmhouse).\nForced - After Lupine Hybrid attacks: Heal 1 damage from it.", + "traits": "Creature. Monster. Mutated. Elite." + }, + { + "code": "10645b", + "flavor": "...strangely, they didn't howl. They laughed.\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "name": "Lupine Hybrid", + "text": "Spawn - Outer Fields (east).\nRetaliate. Patrol (The Farmhouse).\nForced - After Lupine Hybrid attacks: Heal 1 damage from it.", + "traits": "Creature. Monster. Mutated. Elite." + }, + { + "code": "10645c", + "flavor": "...strangely, they didn't howl. They laughed.\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "name": "Lupine Hybrid", + "text": "Spawn - Outer Fields (south).\nRetaliate. Patrol (The Farmhouse).\nForced - After Lupine Hybrid attacks: Heal 1 damage from it.", + "traits": "Creature. Monster. Mutated. Elite." + }, + { + "code": "10646", + "flavor": "I suppose that, like any goat, it eats everything.\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "name": "Capra Hybrid", + "text": "Spawn - Outer Fields location with the fewest enemies.\nAlert. Patrol (The Farmhouse).\nCapra Hybrid ignores decoys.", + "traits": "Creature. Monster. Mutated. Elite." + }, + { + "code": "10647a", + "name": "Equine Hybrid", + "text": "Spawn - Outer Fields (north).\nPatrol (The Farmhouse).\nEquine Hybrid ignores traps.\nForced - When Equine Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated." + }, + { + "code": "10647b", + "name": "Equine Hybrid", + "text": "Spawn - Outer Fields (east).\nPatrol (The Farmhouse).\nEquine Hybrid ignores traps.\nForced - When Equine Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated." + }, + { + "code": "10647c", + "name": "Equine Hybrid", + "text": "Spawn - Outer Fields (west).\nPatrol (The Farmhouse).\nEquine Hybrid ignores traps.\nForced - When Equine Hybrid would take any amount of damage: Reduce that amount to 1.", + "traits": "Creature. Monster. Mutated." + }, + { + "code": "10648", + "name": "Slithering Hybrid", + "text": "Spawn - Outer Fields location with the most enemies.\nAloof. Patrol (The Farmhouse).\nSlithering Hybrid ignores barriers, decoys, traps, and damage from Fire! treacheries.", + "traits": "Creature. Monster. Mutated." + }, + { + "code": "10649", + "name": "Endless Night", + "text": "Peril.\nRevelation - You must decide (choose one):\n- Remove 1 doom from the agenda.\n- Deal 2 damage to The Captives story asset.\n- Take 3 direct damage and 3 direct horror.", + "traits": "Terror." + }, + { + "code": "10650", + "name": "Incursion", + "text": "Revelation - Test [agility] (X). X is half the number of doom in play (rounded up). For each point you fail by, choose a different [[Mutated]] enemy nearest to The Farmhouse and ready it. Each chosen enemy moves, engages, and attacks as if it were the enemy phase.", + "traits": "Scheme." + }, { "code": "10651", "name": "Fate of the Vale", "text": "East / Standard\n[skull]: -X. X is 1 more than the current act number.\n[cultist]: -4. If you fail, discard 1 card at random from your hand.\n[tablet]: -5. You may place 1 doom on your investigator card to treat this token's modifier as 0, instead.\n[elder_thing]: -2. If this is a fight or evasion attempt against a Cosmic Emissary, reveal another token.", "back_text": "Hard / Expert\n[skull]: -X. X is the number of [[Colour]] enemies in play.\n[cultist]: -6. Discard 1 card at random from your hand.\n[tablet]: -8. You may place 1 doom on your investigator card to treat this token's modifier as -3, instead.\n[elder_thing]: -5. If this is a fight or evasion attempt against a Cosmic Emissary, you automatically fail instead." }, + { + "code": "10652", + "flavor": "A hoary shape flickers in spiraling gas.", + "name": "The Silence", + "text": "If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane.\nForced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).", + "back_name": "Dissolving Mind", + "back_flavor": "You feel whispers in your head, speaking an alien language of clicks and whirs and strange, lilting music. It sounds familiar. A vague shape emerges from the roiling mist and reaches out to you. As you feel your mind begin to empty, you can't help but laugh. What was it that you forgot, exactly? It must not matter.", + "back_text": "Each investigator tests [willpower] or [intellect] (4). For each point they fail by, they must either take 1 horror or shuffle the top card of their deck into The Abyss." + }, + { + "code": "10653", + "flavor": "Nightmarish shapes coalesce in the mist.", + "name": "The Miasma", + "text": "If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane.\nForced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).", + "back_name": "Dissolving Self", + "back_flavor": "Vapors rise from the ground, coalescing into harsh, corporeal shapes. A jagged, crystalline form juts out of the ground as you stumble forward in a daze. The longer you breathe the poisonous gas around you, the weaker you feel. Your life and vigor are being drained away.", + "back_text": "Each investigator tests [combat] or [agility] (4). For each point they fail by, they must either take 1 damage or shuffle the top card of their deck into The Abyss." + }, + { + "code": "10654", + "flavor": "Your vision refracts like broken glass.", + "name": "The Spiral", + "text": "If you look at the Cosmic Emissary enemy for more than 15 seconds at a time, you are driven insane.\nForced - When you would draw 1 or more cards from the encounter deck: Instead, reveal cards from the bottom of The Abyss until a card with an encounter card back is revealed and draw it (all other revealed cards are placed on top of The Abyss).", + "back_name": "A Feast of You", + "back_flavor": "The rippling air stops, then churns into myriad faces, shapes, and forms. You struggle to breathe as the air is sucked out of your lungs and drawn into a pillar of light. The brilliance ascends into the night sky like a falling star in reverse, reducing everything around you to dust. Trees wither and desiccate, and fleeing wildlife are turned to bone and ash. Your body sublimates, rising into the blinding brilliance along with everything else on Hemlock Isle.\nYou have learned your place in infinity.", + "back_text": "All of Hemlock Isle has been transfigured in the great ascendance. Each investigator is devoured by the Colour Out of Space (they are killed)." + }, + { + "code": "10655", + "flavor": "Why Ii sii Tso Obr ig htT aml drEa Min G?", + "name": "Shattered Memories", + "text": "[reaction] After you succeed at a skill test at a [[Lair]] location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw 1 of them, shuffle the rest, and place them on top of The Abyss.\n[fast] Spend 1 clue: You get +2 skill value for this skill test.\nObjective - If each player has their \"true\" investigator card, advance.", + "back_name": "Ex Nihilo", + "back_flavor": "As you come to your senses, you look up at the starry sky and blood-red moon high up above. You may be able to find a path back up to the surface.", + "back_text": "Place clues on each revealed location up to its clue value.\nCheck the Campaign Log and gather the set-aside Residents encounter set and set-aside [[Cave]] locations.\n- Mother Rachel has been devoured. Cross out Mother Rachel's name.\n- Shuffle each resident whose name is crossed out into The Abyss, along with each [[Cave]] location.\n- Each investigator may choose 1 resident at Relationship Level 4 or higher to put into play under their control, asset side faceup.\n- Set each remaining card from the Residents encounter set aside, out of play." + }, + { + "code": "10656", + "flavor": "You must find a way back to the Vale!", + "name": "Lost Self", + "text": "[reaction] After you succeed at a skill test at a [[Lair]] location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw 1 of them, shuffle the rest, and place them on top of The Abyss.\n[fast] Spend 1 clue: You get +2 skill value for this skill test.\nObjective - At the end of the round, if there are 3 or more revealed [[Cave]] locations in play with no clues on them, advance.", + "back_name": "A Fateful Choice", + "back_flavor": "Dr. Marquez points up to a precarious shelf of ascending rock that leads back up to the surface. With a clear path out of the shining chamber, you must consider what to do next.", + "back_text": "Each investigator loses all of their clues.\nCheck the Campaign Log and proceed to Scenario Interlude: Fate of the Vale (page 64). The investigators must decide their course of action (choose one):\n- \"Let's end this.\" (You may only choose this option if Dr. Marquez has a hunch and Dr. Marquez has a plan. You may also choose this option if Gideon finished the tale of the Annabelle Lee.) Proceed to Fate of the Vale 1.\n- \"Save the Vale!\" (You may only choose this option if The Hemlock Family made a truce and/or The Peters family was reunited.) Proceed to Fate of the Vale 2.\n- \"Burn it all.\" (You may only choose this option if The Vale is full of fireworks.) Proceed to Fate of the Vale 3.\n- \"Escape with our lives.\" Proceed to Fate of the Vale 4." + }, + { + "code": "10657", + "flavor": "Dr. Marquez needs your help to save the Vale!", + "name": "Fate of the Vale (v.I)", + "text": "[reaction] After you succeed at a skill test at a [[Lair]] location during your turn: Reveal cards from the bottom of The Abyss for each point you succeed by. Draw each single-sided enemy card revealed by this effect. Remove each other revealed card from the game.\n[fast] Spend 1 clue: You get +2 skill value for this skill test.\nObjective - At the end of the round, if each surviving investigator is at The Abyss, investigators may spend the requisite clues, as a group, to advance.", + "back_name": "Ad Nihilum", + "back_flavor": "You stand next to Dr. Marquez at the base of a mound of desiccated bodies. Above, the Abyss flickers in the still, cold air. A hazy humanoid shape reaches toward you as the brilliance flares again, blindingly bright. \"It's no good. We need to disrupt it. Feed it something it can't 'digest,'\" Dr. Marquez says soberly. She hands you her satchel filled with survey notes and samples. \"I want you to have this.\" You ask why. \"Someone needs to tell Dr. Armitage the story of this...\" her eyes narrow, staring up at the flickering iridescence. \"...this colour out of space.\"", + "back_text": "The investigators must decide (choose one):\n- Let Dr. Marquez carry out her plan (→R1) (page 66).\n- Do it ourselves (→R2) (page 67). (You may only choose this if an investigator controls Prismatic Shard story asset.)" + }, + { + "code": "10658", + "flavor": "You'll have to either talk sense into the frenzied residents... or knock it out of them.", + "name": "Fate of the Vale (v.II)", + "text": "[action] Choose and discard 1 card from your hand: Parley. Test [willpower] or [intellect] (3). If you succeed, draw the [[Resident]] card beneath your location, enemy side faceup. You may spend 1 [per_investigator] clues to put it into play exhausted.\nObjective - If no [[Resident]] enemies are beneath locations or in play, you may spend the requisite clues, as a group, to advance.", + "back_name": "To the Lighthouse!", + "back_flavor": "\"Get in the truck!\" A resident waves a crowd of dazed locals onto the vehicle. The remaining survivors pile into trucks and weather-beaten bikes and drive down the winding southern road. As you pass the dilapidated harbor, a pillar of pure light shoots up from the village center followed by an oily, viscous cloud. The train of survivors have just taken refuge in the southern lighthouse when a shockwave of hot air tears across the island with a hurricane force.", + "back_text": "(→R3) (page 67)." + }, + { + "code": "10659", + "flavor": "Your only hope of stopping this thing is to burn this accursed island. All of it.", + "name": "Fate of the Vale (v.III)", + "text": "[action] Spend X [per_investigator] clues: Place X resources on your location, as kindling (you may spend 5 resources or discard an [[Item]] asset you control to place 1 additional kindling).\n[action] If your location has kindling on it equal to or greater than its shroud value, remove all kindling from it: Draw 1 set-aside Fire! treachery. (Group limit once per location.)\nObjective - When the round ends, if there are 5 copies of Fire! in play, immediately advance.", + "back_name": "Up in Flames", + "back_flavor": "Fireworks shoot up into the sky as Hemlock Vale is consumed in the blaze. The whizzing lights and loud crackles almost distract from the devastating inferno as it devours the landscape. Poms of red, yellow, and blue fireworks launch into the air to explode in the night sky.\nYou and Dr. Marquez join the few remaining survivors on a trek to the island's southern reach to take refuge in a crumbling lighthouse. As you watch the inferno from a smudged window, a thread of thin, gray light shoots up from the village center, then winks out. A small, phosphorescent light plummets back into the blaze like a fallen star.", + "back_text": "(→R4) (page 67)." + }, + { + "code": "10660", + "flavor": "You must escape with your lives!", + "name": "Fate of the Vale (v.IV)", + "text": "[action] If at least 5 of the following are true (the investigators found gas, the investigators found Theo's truck, the road is clear, the survey notes were recovered, Bertie is fleeing, the samples were found): Resign. You flee the Vale.\nObjective - Escape with your lives! If each undefeated investigator has resigned, advance.", + "back_name": "Just the Beginning...", + "back_flavor": "With Dr. Marquez in tow, you gather the few survivors that remain and pile into Theo's sky blue truck. The locals shout directions as you drive south down a winding road to the southernmost point of the island. Shaking from the adrenaline, your small band of survivors takes refuge in the crumbling lighthouse.\nBefore you enter, you turn to see a sight you will never forget. A pillar of pure light shoots up from the Vale, drawing the oily viscous cloud in its wake. A shockwave tears across the island, and you fall to your knees, exhausted, as though years of your life were stolen from you in a single moment. You are transfixed by the dazzling light as it launches up through the stratosphere and into space.", + "back_text": "(→R5) (page 67)." + }, + { + "code": "10661", + "flavor": "I art thou uoht ma I", + "name": "Shattered Self", + "subname": "Who Are You?", + "text": "Your maximum hand size is reduced by 3.\nX is the number of cards in your hand (max 5).\n[reaction] After you commit a card to a skill test you are performing: Double the skill icons on that card until the end of this test. (Limit once per test.)\n[elder_sign] effect: +2. You may draw 1 card.", + "traits": "Shattered." + }, + { + "code": "10661b", + "name": "Old Memory", + "subname": "Remnant of Humanity", + "text": "[reaction] When a card is revealed or drawn from The Abyss, spend 1 [per_investigator] clues, as a group, and remove Old Memory from the game: Either choose an investigator to draw that card, or cancel that card's revelation effect and remove it from the game.", + "traits": "Condition. Innate." + }, { "code": "10662a", "name": "Cosmic Emissary", @@ -83,6 +1321,13 @@ "text": "Massive.\nCannot make attacks of opportunity.\nForced – When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", "traits": "Emissary. Colour. Elite." }, + { + "code": "10662b", + "name": "Cosmic Emissary", + "subname": "The Abyss", + "text": "Massive.\nCosmic Emissary gets +2 [per_investigator] health.\nForced - When this enemy is defeated: Each investigator tests [willpower] (100). Each investigator who fails is devoured (they are killed).", + "traits": "Emissary. Shattered. Elite." + }, { "code": "10663a", "name": "Cosmic Emissary", @@ -90,6 +1335,13 @@ "text": "Massive. Retaliate.\nCannot make attacks of opportunity.\nForced – When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", "traits": "Emissary. Colour. Elite." }, + { + "code": "10663b", + "name": "Cosmic Emissary", + "subname": "The Phantasm", + "text": "Aloof. Hunter. Retaliate.\nPrey - Highest [combat].\nForced - After you reveal an [elder_thing] token during a skill test at this location: Either this test automatically fails, or this enemy attacks you.", + "traits": "Emissary. Shattered. Elite." + }, { "code": "10664a", "name": "Cosmic Emissary", @@ -97,6 +1349,13 @@ "text": "Massive. Alert.\nCannot make attacks of opportunity.\nForced – When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", "traits": "Emissary. Colour. Elite." }, + { + "code": "10664b", + "name": "Cosmic Emissary", + "subname": "The Miasma", + "text": "Aloof. Hunter. Alert.\nPrey - Highest [agility].\nForced - After you reveal a [cultist] token during a skill test at this location: Either this test automatically fails, or this enemy attacks you.", + "traits": "Emissary. Shattered. Elite." + }, { "code": "10665a", "name": "Cosmic Emissary", @@ -104,6 +1363,137 @@ "text": "Massive.\nCannot make attacks of opportunity.\nForced – When you successfully fight or evade this enemy: Instead of damaging or exhausting it, this enemy does not attack during the enemy phase this round.", "traits": "Emissary. Colour. Elite." }, + { + "code": "10665b", + "name": "Cosmic Emissary", + "subname": "The Brilliance", + "text": "Aloof. Elusive. Hunter.\nPrey - Highest [willpower].\nForced - After you reveal a [tablet] token during a skill test at this location: Either this test automatically fails, or this enemy attacks you.", + "traits": "Emissary. Shattered. Elite." + }, + { + "code": "10666", + "name": "Mirror Nest", + "text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.\nForced - When you end your turn at this location, if you did not successfully fight this round: You must either place 1 of your clues on this location, or discard 1 card at random from your hand.", + "traits": "Shattered. Lair.", + "back_flavor": "I was the sun, I was the shining sun in that perfect day, illuminating and whole and full and everyone laid in the tall grass and we prepared for the great ascension and she spoke and told us who we would become who we truly were...", + "back_text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions." + }, + { + "code": "10667", + "name": "Mirror Nest", + "text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.\nForced - When you end your turn at this location, if you did not successfully evade this round: You must either place 1 of your clues on this location, or discard 1 card at random from your hand.", + "traits": "Shattered. Lair.", + "back_flavor": "I was the sun, I was the shining sun in that perfect day, illuminating and whole and full and everyone laid in the tall grass and we prepared for the great ascension and she spoke and told us who we would become who we truly were...", + "back_text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions." + }, + { + "code": "10668", + "name": "Mirror Nest", + "text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.\nForced - When you end your turn at this location, if you did not successfully investigate this round: You must either place 1 of your clues on this location, or discard 1 card at random from your hand.", + "traits": "Shattered. Lair.", + "back_flavor": "I was the sun, I was the shining sun in that perfect day, illuminating and whole and full and everyone laid in the tall grass and we prepared for the great ascension and she spoke and told us who we would become who we truly were...", + "back_text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions." + }, + { + "code": "10669", + "name": "Mirror Nest", + "text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions.\nForced - When you end your turn at this location: Discard 1 card at random from your hand.\n[action] Spend 7 [per_investigator] clues, as a group: Search The Abyss for a card and draw it. (Group limit once per act.)", + "traits": "Shattered. Lair.", + "back_flavor": "I was the sun, I was the shining sun in that perfect day, illuminating and whole and full and everyone laid in the tall grass and we prepared for the great ascension and she spoke and told us who we would become who we truly were...", + "back_text": "Mirror Nest is connected to the location in the clockwise and counter-clockwise directions." + }, + { + "code": "10670", + "name": "The Abyss", + "subname": "Spiraling Oblivion", + "text": "Forced - When you enter The Abyss, if there are cards in The Abyss: You are killed.\nDuring the enemy phase, each [[Shattered]] enemy at The Abyss loses aloof.\nThe Abyss always covers the top of The Abyss deck.", + "traits": "Extradimensional. Shattered." + }, + { + "code": "10670b", + "name": "The Abyss", + "text": "This card must always cover the top of The Abyss.\nCards are always drawn and revealed from the bottom of The Abyss. When a non-weakness encounter card is discarded, it is always placed on top of The Abyss.\nForced - When you draw a card from The Abyss, if that card is ...\n- ...a treachery or an enemy: Draw it.\n- ...a [[Resident]] card: Flip it to its enemy side. It gains \"Revelation - This enemy attacks you (without engaging you). Discard this enemy.\"\n- ...a player card: Add it to its owner's hand.\n- ...a location: Put it into play, unrevealed, adjacent to the nearest Mirror Nest (that is not already connected to a [[Cave]] location, if able). For the remainder of this scenario, the two locations are connected to one another.\n- ...any investigator's \"true\" investigator card: Its owner heals all damage and horror and takes control of it. Then, they flip their Shattered Self investigator card to its Old Memory side and put it into play under their control." + }, + { + "code": "10671", + "name": "Crystal Mimic", + "text": "Elusive. Hunter.\nWhile you are fighting or evading this enemy, X is the number of cards in your hand. Otherwise, X is 6.\nForced - After Crystal Mimic attacks you: Discard 1 card at random from your hand.", + "traits": "Humanoid. Colour." + }, + { + "code": "10672", + "name": "Sublimation", + "text": "Revelation - Test [willpower] (4). If you fail, you must decide (choose one):\n- For each point you fail by, choose 1 card in your hand to place on top of The Abyss.\n- The nearest Cosmic Emissary enemy attacks you (even if it is not at your location).", + "traits": "Power." + }, + { + "code": "10673", + "name": "Fragmentation", + "text": "Revelation - Test [agility] (4). If you fail, you must decide (choose one):\n- Choose the asset in your play area with the highest printed cost and place it on top of The Abyss.\n- The nearest Cosmic Emissary enemy attacks you (even if it is not at your location).", + "traits": "Power." + }, + { + "code": "10674", + "flavor": "\"There is a heart / Within the blight /\nWe'll all go down / To purest light.\"\n - \"The Lands Beyond\", Songs of Bliss no. 235", + "name": "Euphoria", + "text": "Revelation - Test [intellect] (4). You must either take 2 horror, or place a non-story asset you control on top of The Abyss. If you fail, do both.", + "traits": "Terror." + }, + { + "code": "10676", + "flavor": "\"Most of the creatures seemed not quite usual in their aspects and motions...\"\n - H.P. Lovecraft, \"The Colour Out of Space\"", + "name": "Swarm", + "text": "Revelation - Test [agility] (3). For each point you fail by, you must either lose 1 resource or take 1 damage.", + "traits": "Hazard." + }, + { + "code": "10678", + "flavor": "\"...there descended such a blinding sheet of torrential rain that shelter became imperative.\"\n - H.P. Lovecraft, \"The Lurking Fear\"", + "name": "Downpour", + "text": "Revelation - Test [intellect] (3). For each point you fail by, you must either lose 1 action or place 1 of your clues on your location.", + "traits": "Hazard." + }, + { + "code": "10680", + "flavor": "I am the eyes I am all eyes that see", + "name": "Otherworldy Visions", + "text": "Revelation - Test [willpower] (3). This test gets +2 difficulty if there is a [[Colour]] enemy at your location. For each point you fail by, you must either take 1 horror or discard 1 card at random from your hand.", + "traits": "Terror. Power." + }, + { + "code": "10681", + "flavor": "The Miskatonic Survey is staying in Hemlock Vale and making preparations for today's expedition. The more the locals trust you, the better you will understand the nature of Hemlock Isle.", + "name": "Welcome to Hemlock Vale!", + "text": "Forced - When you draw a weakness: cancel its revelation effect and discard it.", + "back_name": "Time to Get to Work!", + "back_flavor": "Bertie approaches, absolutely winded. \"Dr. Marquez requests your immediate presence,\" he huffs, butting into your conversation. \"And believe me, she will not like it if you're late at all.\"", + "back_text": "Each investigator resigns (→R1) (page 9)." + }, + { + "code": "10682", + "flavor": "The village brims with excitement! Children play along the roadside wearing animal masks, while others hang gaudy flowers on eaves and along fences.", + "name": "Dawn of the First Day", + "text": "Investigators cannot take damage/horror or be defeated.\nObjective - Befriend the locals and prepare for the first survey! (Refer to the rules on page 6 for more information on preludes)", + "back_name": "The Brilliance", + "back_text": "If you flipped this act while or after playing the Dawn of the First Day prelude, read the following:\n
The sweetness of the air and the vibrant colors are overwhelming. Your pulse is electric as gooseflesh creeps up your arm and your skin prickles, almost as if under an invisible caress. You are not alone, you never were alone, but the one who is with you is you, and you, and you, and you, and you and you and and and and\nYou catch yourself staring up at the glassy sky, bewildered and drunk with wonder.\nYou (and only you) earn 1 bonus experience. (do not spend it until instructed.)" + }, + { + "code": "10683", + "flavor": "Dreary clouds threaten rain as thunder rumbles overhead. Locals bustle about making preparations.", + "name": "Dark Clouds", + "text": "Forced - When you draw a weakness: cancel its revelation effect and discard it.", + "back_name": "Time to Get to Work!", + "back_flavor": "You reconvene back the boarding house. Ms. Olmstead lays out a spread of warm buttered cornbread, roasted radishes the size of your fist, and a pile of grey oily eggs. Your stomach growls as you nibble on some of your field rations rather than partake.", + "back_text": "Check the campaign log:\nIf Bertie was rescued, (→R1) (page 42).\nOtherwise, (→R2) (page 42)." + }, + { + "code": "10684", + "flavor": "The village continues preparations with cheery resolve, despite the dour weather.", + "name": "Dawn of the Second Day", + "text": "Investigators cannot take damage/horror or be defeated.\nObjective - Talk to the locals and learn more about Hemlock Isle!", + "back_name": "A Mistake", + "back_text": "If you flipped this act while or after playing the Dawn of the Second Day prelude, read the following:\n
As you walk through the village, a wave of dizziness washes over you and you stumble forward, putting your hand out to steady yourself. You cut your palm on the corner of a stack of mirrors and cry out in pain as thick, heavy raindrops begin to fall.\n([codex] 17) (page 42)." + }, { "code": "10685", "name": "The Hemlock Curse", @@ -111,6 +1501,78 @@ "text": "This skill's icons subtract from your skill value instead of adding to it.\nIf this skill test fails, discard each card in your hand.\nForced - At the end of your turn, if The Hemlock Curse is in your hand: Discard 1 card at random from your hand.", "traits": "Blight. Colour." }, + { + "code": "10686", + "flavor": "The people of the Vale dance with an almost manic energy. Riotous music and a sweet perfume scent hang in the air.", + "name": "All is Full of Love", + "text": "Forced - When you draw a weakness: Cancel its revelation effect and discard it.", + "back_name": "Bertie's Choice", + "back_text": "Check the Campaign Log. If Bertie had an epiphany:\n
You reconvene with Dr. Marquez at the Boarding House. Bertie approaches you with a manic gleam in his eye, wearing the white-gold cloak of the Vale. \"I've decided to join the Feast today - for the whole day. I understand this may put my grant in jeopardy but -\" Before Dr. Marquez can chastise him, the young man scampers off past a throng of dancers.\n(→R2) (page 54).\n
You reconvene with Dr. Marquez at the Boarding House. Bertie approaches you and the professor with obvious excitement. \"I've had a revelation about Hemlock Isle. The food chain is chaos. Predators predated by prey - poetic, isn't it? Something in the food or water induces a frenzy - in fact, this entire celebration is kind of frenzy,\" he gestures to the giddy figures and dancing children.\n(→R1) (page 54)." + }, + { + "code": "10687", + "flavor": "A beautiful sheen hangs over everything, shimmering in the air around you.", + "name": "Dawn of the Final Day", + "text": "Objective - Talk to the locals and prepare yourself for the Feast.", + "back_name": "The Bliss", + "back_text": "If you flipped this act while or after playing the Dawn of the Final Day prelude, read the following:\n
you cannot say why but you know why you are here you are here to watch to see to know to perceive to feel to understand to hold in your heart the truth of the cosmos which is that you are but a mote of dust in the brilliant light of infinity and that a single puff of air will send you spiraling into oblivion a single moment and you will cease to be if you even ever were why did you look into the brilliance why did you stare so long at the shining blinding brightness of the stars\nYou must either suffer 1 mental trauma or search the collection for a random basic [[Madness]] weakness and add it to your deck. It does not count toward your deck size. You earn 2 bonus experience." + }, + { + "code": "10688", + "flavor": "Revelers dance to raucous music while others gorge themselves on rank platters of oily food. Visitors and locals alike collapse in fits of laughter while others claw at their eyes. Each of them wear a wild, gleeful smile.", + "name": "Around the Table", + "text": "Objective - Confront Mother Rachel! If Mother Rachel is defeated: (→R1).", + "back_name": "The Sleep", + "back_flavor": "Glowing spores hang in the air around the effigy, lighting up the mirrors and bathing the festival in a faerie glow. You breathe in and feel your mouth and throat buzz with a light, tingling sensation. The last thing you hear as you pass out is the sound of lilting flutes and tambourines.", + "back_text": "Each investigator is defeated and suffers 1 mental or 1 physical trauma." + }, + { + "code": "10689", + "flavor": "You must gather Mother Rachel's flock, willing or not, to their place at the table.", + "name": "Lambs to the Slaughter", + "text": "You cannot trigger [codex] codex entries.\n[reaction] After you evade a [[Resident]] enemy by 2 or more: Add them to the victory display.\nObjective - If 1 plus 1 [per_investigator] [[Resident]] cards are in the victory display, (→R3) (page 60).", + "back_name": "Back in the Fold", + "back_flavor": "\"Well done,\" Mother Rachel says to you. Lights dance in the sky overhead as the last of the Vale residents are led dutifully to their place at the table. Some look at you with rueful expressions, rightfully betrayed. As you move to assume your place at the table, Mother Rachel steps in your way.\n\"It is not your place to sit with us. You are our guest of honor,\" she smiles. You feel a sharp blow to the back of your head, and then nothing.", + "back_text": "Each investigator resigns." + }, + { + "code": "10690a", + "flavor": "Dozens of visitors gather around the base of the effigy.", + "name": "The Crossroads", + "subname": "Morning [day]", + "text": "[action]: You ask the locals about the Vale ([codex] 10).\n[fast] If there are exactly 1 or 2 investigators in the game, during your turn: Move (to a connecting location). (Group limit once per round.)", + "traits": "Hemlock Vale. Central." + }, + { + "code": "10690b", + "flavor": "A crowd of revelers dance around a roaring bonfire. Mother Rachel stands before it, smiling broadly.", + "name": "The Crossroads", + "subname": "Evening [day]", + "text": "[action]: Parley. You exhort the locals for help. Test [willpower] (3). If you succeed, move 1 damage from your investigator to a [[Resident]] enemy at The Crossroads.", + "traits": "Hemlock Vale. Central." + }, + { + "code": "10691a", + "flavor": "The mill appears to have been overtaken by sharp, knotted vines and fecund vegetation.", + "name": "The Old Mill", + "subname": "Morning [day]", + "text": "[action] [action]: Discover 1 clue at The Old Mill.", + "traits": "Hemlock Vale." + }, + { + "code": "10691b", + "flavor": "The daylight gives way to long, sinister shadows.", + "name": "The Old Mill", + "subname": "Evening [day]", + "text": "[action]: You investigate the sounds of something rustling in the undergrowth ([codex] 12).", + "traits": "Hemlock Vale." + }, + { + "code": "10692", + "name": "Frenzied Reveler", + "text": "Forced - When Frenzied Reveler is defeated: Place 1 doom on the agenda. This effect can cause the current agenda to advance.\n[action]: Parley. Test [agility] (4). If you succeed, remove Frenzied Reveler from the game.", + "traits": "Humanoid. Resident." + }, { "code": "10693", "name": "Mother Rachel", @@ -198,6 +1660,128 @@ "text": "East / Standard\n[skull]: -X. X is the current day number.\n[cultist]: +1. If this is a parley attempt, you automatically succeed.\n[tablet]: -2. If you have fewer than 3 cards in hand, treat this token's modifier as 0 instead.\n[elder_thing]: -1. If this is a parley attempt, reveal another token.", "back_text": "Hard / Expert\n[skull]: -X. X is 1 more than the current day number.\n[cultist]: -1. If this is a parley attempt, treat this token's modifier as a +1, instead.\n[tablet]: -4. If you have fewer than 2 cards in hand, treat this token's modifier as -2 instead.\n[elder_thing]: -3. If this is a parley attempt, reveal another token." }, + { + "code": "10705a", + "flavor": "They say Ms. Olmstead runs a very tight ship.", + "name": "Boarding House", + "subname": "Day [day]", + "text": "[action]: You ask around about the Vale ([codex] 9).\n[action]: Heal 1 damage or 1 horror. (Limit once per game.)", + "traits": "Hemlock Vale." + }, + { + "code": "10705b", + "name": "Boarding House", + "subname": "Night [night]", + "text": "The first encounter card drawn at this location each round gains surge.\n[action]: Test [willpower] (3), then [agility] (2), then [combat] (1). If you succeed at each of these tests, draw 3 cards. Then, if the current act is Fate of the Vale (v.IV), remember that \"the investigators found gas.\"", + "traits": "Hemlock Vale." + }, + { + "code": "10706a", + "flavor": "The elaborate effigy is the tallest structure in the Vale.", + "name": "The Crossroads", + "subname": "Day [day]", + "text": "[action]: You ask the locals about the Vale ([codex] 10).\n[fast] If there are exactly 1 or 2 investigators in the game, during your turn: Move (to a connecting location). (Group limit once per round.)", + "traits": "Hemlock Vale. Central." + }, + { + "code": "10706b", + "name": "The Crossroads", + "subname": "Night [night]", + "text": "During the enemy phase, each [[Shattered]] enemy at The Crossroads loses aloof.\n[reaction] After you successfully evade a [[Shattered]] enemy at The Crossroads by 3 or more, if the current act is Fate of the Vale (v.IV): Remember that \"the road is clear.\"", + "traits": "Hemlock Vale. Central." + }, + { + "code": "10707a", + "flavor": "The chapel looks like something out of a storybook.", + "name": "Hemlock Chapel", + "subname": "Day [day]", + "text": "[action]: You approach the overgrown chapel at the top of the hill ([codex] 11).\n[action]: Search the top 9 cards of your deck for a [[Spell]] card and draw it. Shuffle your deck. (Limit once per game.)", + "traits": "Hemlock Vale." + }, + { + "code": "10707b", + "name": "Hemlock Chapel", + "subname": "Night [night]", + "text": "Forced - After the last clue is discovered from Hemlock Chapel: Place 1 clue on each location in play. (Max once per game.)\n[action]: Heal 1 horror. Return a [[Spell]] card from your discard pile to your hand. (Limit once per game.)", + "traits": "Hemlock Vale." + }, + { + "code": "10708a", + "flavor": "The morning breeze carries the fresh scent of lupines, asters, yarrow, and meadowsweet into the Vale.", + "name": "The Old Mill", + "subname": "Day [day]", + "text": "[reaction] After you discover a clue at The Old Mill: ([codex] 12).", + "traits": "Hemlock Vale." + }, + { + "code": "10708b", + "name": "The Old Mill", + "subname": "Night [night]", + "text": "[action]: Test [agility] (8). If you succeed, heal 2 damage (if you fail you may spend 2 [per_investigator] clues to automatically succeed instead). Then, if the current act is Fate of the Vale (v.IV), remember that \"the samples were found.\"", + "traits": "Hemlock Vale." + }, + { + "code": "10709a", + "flavor": "The dour façade of the old house carries a hint of its former glory. The locals seem to avoid the property.", + "name": "The Atwood House", + "subname": "Day [day]", + "text": "[action]: You approach the old homestead ([codex] 13).", + "traits": "Hemlock Vale." + }, + { + "code": "10709b", + "name": "The Atwood House", + "subname": "Night [night]", + "text": "Forced - After you fail a skill test while investigating The Atwood House: Take 1 horror.\n[action]: Test [willpower] (8). If you succeed, heal 2 horror (if you fail, you may spend 2 [per_investigator] clues to automatically succeed instead). Then, if the current act is Fate of the Vale (v.IV), remember that \"the survey notes were recovered.\"", + "traits": "Hemlock Vale." + }, + { + "code": "10710a", + "flavor": "The general store is abustle with locals and visitors buying up supplies for the coming Feast.", + "name": "Tad's General Store", + "subname": "Day [day]", + "text": "[action]: Parley. You haggle for goods and chat with the locals ([codex] 14).", + "traits": "Hemlock Vale." + }, + { + "code": "10710b", + "flavor": "A putrid stench wafts out of the emporium.", + "name": "Tad's General Store", + "subname": "Night [night]", + "text": "Enemies at Tad's General Store get +1 fight.\n[reaction] After a kindling is placed on this location: Place 1 additional kindling. (Group limit once per round.)", + "traits": "Hemlock Vale." + }, + { + "code": "10711a", + "flavor": "Several roads lead past the schoolhouse toward Hemlock Isle's southern point.", + "name": "Vale Schoolhouse", + "subname": "Day [day]", + "text": "[action]: You peruse the school library ([codex] 15).\n[action]: Search your deck for a [[Tome]] asset and draw it. Shuffle your deck. (Limit once per game.)", + "traits": "Hemlock Vale." + }, + { + "code": "10711b", + "flavor": "Fireflies dance in the air around the schoolhouse.", + "name": "Vale Schoolhouse", + "subname": "Night [night]", + "text": "Enemies at Vale Schoolhouse get +1 evade.\n[action]: Test [willpower] or [agility] (3). If you succeed, heal 1 damage or 1 horror from an investigator or [[Ally]] asset at this location. (Limit once per round.)", + "traits": "Hemlock Vale." + }, + { + "code": "10712a", + "flavor": "The long barn-sized building is host to many dinners, dances, and community events in the Vale.", + "name": "The Commons", + "subname": "Day [day]", + "text": "[action]: You inspect the communal hall and check out the local delivery service ([codex] 16).", + "traits": "Hemlock Vale." + }, + { + "code": "10712b", + "name": "The Commons", + "subname": "Night [night]", + "text": "While an enemy is moving, its location is considered to be connected to The Commons.\n[action]: Test [intellect] (3), then [combat] (2), then [agility] (1). If you succeed at each of these tests, gain 5 resources. Then, if the current act is Fate of the Vale (v.IV), remember that \"the investigators found Theo's truck.\"", + "traits": "Hemlock Vale." + }, { "code": "10713", "flavor": "The stone is worn and smooth.", @@ -223,5 +1807,197 @@ "text": "(Day [day]) You get +1 [intellect]. (Night [night]) You get +1 [willpower].\n[reaction] After an investigator at your location draws a [[Blight]] or [[Power]] card from the encounter deck, exhaust The Pearl Diary: That investigator draws 1 card.", "traits": "Item. Tome.", "slot": "Hand" + }, + { + "code": "10716", + "flavor": "The open paths seem safe enough... but are they?", + "name": "Dry Burrow", + "text": "(Day [day]) [fast] : Move (to a connecting location). (Group limit once per round.)\n(Night [night]) Forced - After you end your turn in Dry Burrow: Take 1 horror.", + "traits": "Cave. Dark.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery.\n - H. P. Lovecraft, \"The Festival\"" + }, + { + "code": "10717", + "flavor": "The rock formations resemble a jagged grove, wreathed in poisonous red gas.", + "name": "Alkaline Forest", + "text": "Forced - After you reveal Alkaline Forest: You must either take 1 direct horror, or discard 2 cards at random from your hand.", + "traits": "Cave. Dark.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery.\n - H. P. Lovecraft, \"The Festival\"" + }, + { + "code": "10718", + "flavor": "The mirror-like walls reflect your fractured face.", + "name": "Iridescent Passage", + "text": "Forced - After you fail a skill test while investigating Iridescent Passage: Choose and discard 1 card from your hand.", + "traits": "Cave.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery.\n - H. P. Lovecraft, \"The Festival\"" + }, + { + "code": "10719", + "flavor": "Thick sinewy roots choke the surrounding tunnels.", + "name": "Overgrown Tunnel", + "text": "While Overgrown Tunnel has clues on it, you must spend 1 additional action to move out of Overgrown Tunnel.", + "traits": "Cave. Dark.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery.\n - H. P. Lovecraft, \"The Festival\"" + }, + { + "code": "10720", + "flavor": "The formations resemble a shark's many-rowed teeth, and are just as sharp.", + "name": "Mineral Tunnel", + "text": "While you are investigating Mineral Tunnel, it gets +1 shroud for each card in your hand (max +6 shroud on Easy/Standard difficulty).", + "traits": "Cave. Dark.", + "back_name": "Cavern", + "back_flavor": "After more aeons of descent I saw some side passages or burrows leading from unknown recesses of blackness to this shaft of nighted mystery.\n - H. P. Lovecraft, \"The Festival\"" + }, + { + "code": "10721", + "name": "Crystal Parasite", + "text": "Hunter. Retaliate.\n(Day [day]) Forced - After Crystal Parasite attacks: Heal 2 damage from it.\n(Night [night]) Crystal Parasite gets +2 fight and +1 damage value for every 2 damage on it.", + "traits": "Monster. Insect. Blight." + }, + { + "code": "10722", + "name": "Chroma Blight", + "text": "Revelation - Put Chroma Blight into play in your threat area. Limit 1 per investigator.\nForced - After you draw 1 or more cards from your deck: Place 1 resource on Chroma Blight, as brilliance.\nForced - If there is a total of 6 brilliance on Chroma Blight: Put a set-aside copy of Crystal Parasite into play at your location. Remove Chroma Blight from the game.", + "traits": "Power. Blight." + }, + { + "code": "10723", + "name": "Calcification", + "text": "Revelation - Put Calcification into play in your threat area. Limit 1 per investigator.\nForced - The first time you move each round: Take 1 direct damage.\n[action]: Test [agility] (3). If you succeed, discard Calcification. (You may take 1 direct damage for this test to automatically succeed.)", + "traits": "Hazard. Blight." + }, + { + "code": "10724", + "name": "Miasmatic Shadow", + "text": "Aloof. Hunter. (Night [night]) Elusive.\nCannot be damaged except by [[Spell]], [[Relic]], [[Science]], or encounter cards.\nForced - When you discard 1 or more cards from hand at Miasmatic Shadow's location, if it is ready: It engages you and makes an immediate attack.", + "traits": "Monster. Colour." + }, + { + "code": "10725", + "name": "Alien Whispers", + "text": "Revelation - Test [willpower] (3). For each point you fail by, you must (choose one):\n- Take 1 damage, which can only be assigned to an asset you control.\n- Take 1 horror, which can only be assigned to an asset you control.\n- Discard 1 card at random from your hand.", + "traits": "Power. Colour." + }, + { + "code": "10726", + "flavor": "Knotty, scaly growths erupt on the skin, resembling scales or vestigial fingernails.", + "name": "Strange Mutations", + "text": "Revelation - Test [willpower] (5). Reduce the difficulty of this test by 1 for each horror on you. If you fail, you must either take 2 horror, or discard 2 cards at random from your hand.", + "traits": "Power." + }, + { + "code": "10727", + "name": "Fungal Rot", + "text": "Revelation - Attach Fungal Rot to an [[Item]] asset you control without Fungal Rot attached. If you cannot, Fungal Rot gains surge.\nTreat attached asset's text box as if it were blank (except for [[Traits]]).\n[action]: Test [combat] (3). If you succeed, discard Fungal Rot. Otherwise, take 1 damage.", + "traits": "Hazard. Blight." + }, + { + "code": "10728", + "flavor": "The sores won't heal on their own, and emit a sharp chemical scent.", + "name": "Enervation", + "text": "Revelation - Test [combat] (5). Reduce the difficulty of this test by 1 for each damage on you. If you fail, you must either take 2 damage, or choose the card with the highest printed cost in your hand and discard it.", + "traits": "Hazard. Blight." + }, + { + "code": "10729", + "name": "Dessication", + "text": "Revelation - Put Dessication into play next to the agenda deck.\nAs an additional cost for an investigator to play a card, they must take 1 damage.\nForced - At the end of the round: Discard 1 copy of Dessication from play. (Max once per round.)", + "traits": "Blight." + }, + { + "code": "10730", + "name": "Empyrean Brilliance", + "text": "(Day [day]) Revelation - Test [willpower] (2). Increase the difficulty of this test by 2 if you have 5 or more cards in hand. If you fail, choose and discard 2 cards from your hand.\n(Night [night]) Revelation - Discard 1 card at random from your hand. Test [willpower] (X). X is that card's printed cost. If you fail, take 2 horror.", + "traits": "Power. Colour." + }, + { + "code": "10731", + "flavor": "Who do you see beyond the veil?", + "name": "Captivating Gleam", + "text": "Surge.\nRevelation - Put Captivating Gleam into play in your threat area. Limit 1 per investigator.\nForced - If you have no cards in hand: Take 5 horror and discard Captivating Gleam.", + "traits": "Power. Colour." + }, + { + "code": "10732", + "name": "Poisonblossom", + "text": "Retaliate.\n(Day [day]) Poisonblossom gets +1 health and +1 damage value for each overgrowth on it.\n(Night [night]) Poisonblossom gets +1 fight and +1 damage value for each overgrowth on it.\nForced - At the end of the round: Place 1 resource on Poisonblossom, as overgrowth.", + "traits": "Creature. Flora. Mutated." + }, + { + "code": "10733", + "flavor": "Don't even try to pet it.", + "name": "Forest Watcher", + "text": "Aloof. (Night [night]) Elusive.\nSpawn - Any location (empty, if able).\nForced - After Forest Watcher enters play: Place 1 doom on it.", + "traits": "Creature. Flora. Mutated." + }, + { + "code": "10734", + "flavor": "Half the majestic creature's flesh has been replaced with vascular, bark-like tissue.", + "name": "Cochleal Stag", + "text": "Elusive. (Night [night]) Hunter.\nEach investigator at Cochleal Stag's location and each connecting location gets -2 to all skills during the mythos phase.", + "traits": "Creature. Monster. Flora. Mutated." + }, + { + "code": "10735", + "name": "Bloom", + "text": "Revelation - Choose the nearest [[Flora]] enemy and heal all damage from it (if that enemy is [[Elite]], heal 2 [per_investigator] damage from it instead). If no damage was healed by this effect, discard cards from the top of the encounter deck until a [[Flora]] card is discarded and draw it.", + "traits": "Power." + }, + { + "code": "10736", + "name": "Wall of Thorns", + "text": "Revelation - Attach Wall of Thorns to the nearest location without Wall of Thorns attached.\n(Day [day]) Forced - When you move into attached location: Take 2 damage. Discard Wall of Thorns.\n(Night [night]) Forced - When you move into or out of attached location: Take 1 damage.", + "traits": "Hazard. Flora." + }, + { + "code": "10737", + "flavor": "\"...even the herbivores seem to have developed an unusual ability to plan, coordinate, and hunt.\"\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "name": "Call of the Wild", + "text": "Revelation - Test [agility] (3). If you fail, choose the nearest enemy. That enemy attacks you. If you failed and no enemy was chosen, take 2 damage instead.", + "traits": "Terror." + }, + { + "code": "10738", + "flavor": "\"...and their spores smell of rotting meat.\"\n - Dr. Rosa Marquez, Miskatonic Survey, 1926", + "name": "Black Amanita", + "text": "(Day [day]) Aloof. (Night [night]) Massive.\nForced - After you discover a clue at Black Amanita's location or a connecting location, if it is ready: Take 1 direct horror.", + "traits": "Flora. Mutated." + }, + { + "code": "10739", + "flavor": "The lichens animate the fleshless bones.", + "name": "Corpse Lichen", + "text": "(Day [day]) Corpse Lichen cannot move. (Night [night]) Hunter. Alert.\nForced - After Corpse Lichen attacks: Heal 1 damage from it.", + "traits": "Humanoid. Monster. Flora. Mutated." + }, + { + "code": "10740", + "name": "Psychotropic Spores", + "text": "Revelation - Put Psychotropic Spores into play in your threat area. Limit 1 per investigator.\nForced - The first time you draw 1 or more cards from your deck each round: Take 1 direct horror.\n[action]: Test [intellect] (3). If you succeed, discard Psychotropic Spores. (You may take 1 direct horror for this test to automatically succeed.)", + "traits": "Hazard. Flora." + }, + { + "code": "10741", + "name": "Sudden Mutation", + "text": "Revelation - Attach to the nearest non-[[Elite]] enemy. If you cannot, search the encounter deck and discard pile for a [[Mutated]] enemy and draw it.\nForced - When attached enemy is defeated: Discard cards from the top of the encounter deck until an enemy is discarded and spawn it at this location.", + "traits": "Power. Colour." + }, + { + "code": "10742", + "flavor": "\"It is not the strongest of the species that survives, not the most intelligent that survives. It is the one that is most adaptable to change\"\n - Charles Darwin", + "name": "Unnatural Growth", + "text": "Revelation - Place 1 doom on the nearest enemy with no doom on it. If no doom was placed by this effect, discard 2 cards at random from your hand.", + "traits": "Curse." + }, + { + "code": "10743", + "name": "Fire!", + "text": "Revelation - Attach Fire! to the nearest location with no copy of Fire! attached (connected to a location with Fire! attached, if able).\n[action]: Test [agility] (4). If you succeed, discard Fire!\nForced - At the end of the round: Each card with health at this location takes 1 direct damage.", + "traits": "Hazard." } ] diff --git a/translations/ko/pack/parallel/aof.json b/translations/ko/pack/parallel/aof.json new file mode 100644 index 000000000..7d3622813 --- /dev/null +++ b/translations/ko/pack/parallel/aof.json @@ -0,0 +1,25 @@ +[ + { + "code": "90081", + "name": "마테오 신부", + "subname": "사제", + "text": "[fast] During your turn: Seal a [bless] token on an investigator at your location with no [bless] token sealed on them. (Limit once per round.)\n[reaction] When an investigator would reveal a chaos token: Resolve the [bless] token sealed on them instead. Release that token.\n[elder_sign] effect: +1. Resolve Father Mateo's [fast] ability, ignoring its limit.", + "traits": "신자. 파수꾼.", + "back_flavor": "사제로 임명된 이래로 마테오 카스티야의 삶은 그리 순탄치 않았다. 지난 수십 년 동안 멕시코는 분쟁과 갈등을 겪으며 망가지고 있었다. 마테오 신부는 신념의 실천과 정부가 정한 전도 금지법의 테두리 사이에서 균형을 잡으려 노력했다. 그러나 마테오의 신앙을 근간부터 흔드는 문제는 따로 있었다. 최근 벌어진 수많은 살인과 납치 사건을 조사하던 마테오는 이 사건들이 자신이 애초에 우려했던 정치 폭력과는 거리가 멀다는 사실을 알아냈다. 이 사건 중 대부분은 들끓고 있는 전쟁의 핵심에 자리잡은 끔찍하고 무시무시한 이단 종교 집단이 저지른 범죄였던 것이다. 마테오는 의문을 품었다. 어찌하여 선하고 자비로우신 신께서는 마테오 자신이 그날 밤 본 끔찍한 사태가 일어나게 두신단 말인가?", + "back_text": "덱 크기: 30장.\n덱 구성 선택지: 레벨 0-3 신비주의자 카드([mystic]), 레벨 0-5 [[축복받은]] 카드, 레벨 0-5 중립 카드, 그 외의 레벨 0-5 토큰을 “봉인”하는 카드 최대 5장.\n덱 구성 요구조건 (덱 크기에 포함되지 않습니다): 시대의 고서, 이그의 뱀, 무작위 기본 약점 카드 1장.\n" + }, + { + "code": "90082", + "name": "시대의 고서", + "subname": "finis omnium nunc est", + "text": "Father Mateo deck only. Advanced. Seal ([elder_sign] or up to 3 [bless]).\nYou get +1 to each of your skills while there is a token sealed here.\n[reaction] When an investigator at your location would reveal a chaos token from the chaos bag: That investigator resolves a token sealed here instead, then releases that token. (Limit once per test.)", + "traits": "물품. 유물. 서적. 축복받은.", + "slot": "손" + }, + { + "code": "90083", + "name": "이그의 뱀", + "text": "Advanced. Prey - Father Mateo only.\nHunter.\nRevelation - Search the chaos bag and all play areas for the [elder_sign] token and each [bless] token and seal them on Serpents of Yig.", + "traits": "인간형. 괴물. 뱀." + } +] diff --git a/translations/ko/pack/parallel/pap.json b/translations/ko/pack/parallel/pap.json new file mode 100644 index 000000000..818dfaa82 --- /dev/null +++ b/translations/ko/pack/parallel/pap.json @@ -0,0 +1,26 @@ +[ + { + "code": "90084", + "flavor": "“Oh honey, I'm making this up as I go along.”", + "name": "제니 반즈", + "subname": "호사가", + "text": "[reaction] After your turn begins: Play a [[Talent]] asset, reducing its cost by 1.\n[fast] Discard a [[Talent]] asset you control: Gain resources equal to that asset's printed cost. (Limit 5 resources per round.)\n[elder_sign] effect: +0. If you succeed, gain 3 resources.", + "traits": "방랑자. 유명인사.", + "back_flavor": "제니 반즈는 물질적인 안락함과 멋진 저녁 식사, 그리고 최신 유행을 찾아다니는 데에 젊은 시절을 보냈다. 하지만 그러한 삶도 동생 이자벨이 보낸 편지를 받고 난 이후 변하고 말았다. 편지에서, 이자벨은 불가사의한 힘이 자신에게 가해지고 있으며 그로 인해 어떤 초자연적인 위협의 희생양이 될까봐 두렵다고 적어 놓았다. 그것이 제니가 사랑하는 동생으로부터 받은 마지막 편지였다. 그 후, 제니는 미국으로 돌아와 오컬트와 관련된 사건을 닥치는 대로 추적하고 조사했다. 꽃이 쉽사리 시들지 않듯, 제니는 명사수인 동시에 미지에 대한 두려움이 없는 명석한 조사자로서 활약했다. 이자벨의 실종 사건을 밝혀내기 전까지 제니는 결코 수색을 멈추지 않을 것이다.", + "back_text": "덱 크기: 30장.\n덱 구성 선택지: 레벨 0-3 무법자 카드([rogue]), 레벨 0-5 중립 카드, 그 외의 레벨 0-5 영속이 아닌 [[재능]] 카드 최대 10장.\n덱 구성 요구조건 (덱 크기에 포함되지 않습니다): 제니의 45구경 쌍권총, 이자벨을 찾아서, 무작위 기본 약점 카드 1장." + }, + { + "code": "90085", + "name": "제니의 45구경 쌍권총", + "subname": "손에 딱 맞는 무기", + "text": "Jenny Barnes deck only. Advanced. Uses (X ammo).\n[action] Spend 1 ammo: Fight. You get +2 [combat] for this attack. This attack deals +1 damage.\n[reaction] After you defeat an enemy using the above ability, exhaust Jenny's Twin .45s: Gain resources equal to that enemy's printed health.", + "traits": "물품. 무기. 총.", + "slot": "손 x2" + }, + { + "code": "90086", + "name": "이자벨을 찾아서", + "text": "Advanced.\nRevelation - Attach Searching for Izzie to the location farthest from you. Attached location gets +2 shroud.\n[action] [action]: Investigate. If you succeed, instead of discovering clues, discard Searching for Izzie.\nForced - When the game ends, if Searching for Izzie is in play: You suffer 1 mental trauma.", + "traits": "과업." + } +] diff --git a/translations/ko/pack/parallel/rop_encounter.json b/translations/ko/pack/parallel/rop_encounter.json index 27fbb9b6e..6fc858291 100644 --- a/translations/ko/pack/parallel/rop_encounter.json +++ b/translations/ko/pack/parallel/rop_encounter.json @@ -4,5 +4,98 @@ "name": "과거의 유물", "text": "쉬움 / 보통\n[skull]: -X. X는 파멸이 하나 이상 놓인 장소의 개수입니다.\n[cultist]: -1. 당신이 중독되어 있다면, 다른 혼돈 토큰을 하나 더 공개합니다.\n[tablet]: -3. 실패하면, 당신이 위치한 장소에 파멸을 1개 놓습니다.\n[elder_thing]: -3. 실패하면, 준비 상태이고 교전 상태가 아닌 가장 가까운 [[뱀]] 적이 당신이 위치한 장소를 향해 1칸 이동합니다.", "back_text": "어려움 / 전문가\n[skull]: -X. X는 “파멸이 하나 이상 놓인 장소의 개수+1”입니다.\n[cultist]: -2. 당신이 중독되어 있다면, 다른 혼돈 토큰을 하나 더 공개합니다.\n[tablet]: -4. 당신이 위치한 장소에 파멸을 1개 놓습니다.\n[elder_thing]: -5. 이번 테스트를 해결한 후, 준비 상태이고 교전 상태가 아닌 가장 가까운 [[뱀]] 적이 당신이 위치한 장소를 향해 1칸 이동합니다." + }, + { + "code": "90066a", + "flavor": "You've made your way to the Eztli ruins in search of ancient artifacts.", + "name": "뭔가가 움직인다...", + "text": "*This agenda gets +1 [per_investigator] doom threshold.\nForced - When this agenda advances: Do not remove doom from locations in play.\nForced - When an investigator is defeated: That investigator shuffles each [[Ancient]] story asset they control into the exploration deck." + }, + { + "code": "90066b", + "name": "구덩이 매복자", + "subname": "과거를 지키는 수호자", + "text": "Hunter. Retaliate. Spawn - Engaged with Monterey Jack.\nDweller in the Pit gets +1 [per_investigator] health and +1 fight for each vengeance point in the victory display (max +3 fight).\nForced - After Dweller in the Pit deals damage to you, check your supplies: If you do not have the satchel, shuffle each [[Ancient]] asset you control into the exploration deck.", + "traits": "생물. 정예." + }, + { + "code": "90067", + "flavor": "From the darkness of the tunnel before you, the creature lumbers forward with a reptilian hiss.", + "name": "유물의 수호자", + "text": "*This agenda gets +1 [per_investigator] doom threshold.\nForced - When an investigator is defeated: That investigator shuffles each [[Ancient]] story asset they control into the exploration deck.", + "back_name": "궤멸적인 유적", + "back_flavor": "The constant hissing echoes throughout the ruin. Snakes and serpentine humanoids close in on you, fangs beared and blades raised. Delving into these ruins has proved too dangerous to continue. You throw what few objects you had recovered at your pursuers, and then turn to flee back the way you came. At least, you think it was the way you came...", + "back_text": "Each investigator who has not been eliminated is defeated and suffers 1 physical trauma." + }, + { + "code": "90068", + "flavor": "As you traverse the tight corridors of the ruin, you feel a deep rumbling beneath your feet.", + "name": "허물어지는 유적", + "text": "[action] If there are no clues on your location: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.\nObjective - When each surviving investigator is at Inner Chamber, they may spend the requisite number of clues, as a group, to advance.", + "back_name": "묘실에 갇히다", + "back_flavor": "You cautiously step into the inner chamber, a room that has been sealed away for untold ages. As you look around at the various markings covering the floor and walls, you hear the grinding of stone on stone behind you. You wheel about to see the secret passage sliding closed. With a resounding thud, it slams shut, leaving only an unmarked wall in its place. You’re trapped!", + "back_text": "Move each unengaged [[Elite]] enemy directly to Inner Chamber.\nShuffle each of the following cards into the exploration deck: Each of the set-aside [[Ancient]] story assets, the set-aside Vengeant Past treachery, each single-sided location in play, and 1 copy of the set-aside Brood of Yig enemy for each vengeance point in the victory display.\nPlace 1 [per_investigator] clues on each revealed location (up to a maximum of its clue threshold)." + }, + { + "code": "90069", + "name": "탈출로를 찾아라!", + "text": "[action] If there are no clues on your location: Explore. Draw the top card of the exploration deck. If it is a connecting location, put it into play and move to it.\nObjective - Get out with as many [[Ancient]] relics as you can! If each surviving investigator has resigned, advance.", + "back_name": "드디어 탈출", + "back_flavor": "At long last, you have found your way back to the entrance of the tomb and have left the creatures in the darkness behind you.", + "back_text": "(→R1)" + }, + { + "code": "90070", + "name": "비밀 통로", + "text": "Revelation - If Secret Passage is connected to your location, put it and the set-aside Inner Chamber into play. Otherwise, shuffle it into the exploration deck.\nForced - After you enter Secret Passage: Check your supplies. If you have the compass, discover 1 clue from Secret Passage.", + "traits": "고대. 유적." + }, + { + "code": "90071", + "name": "유적 내실", + "text": "[action] Spend X clues: Reveal the top X cards of the exploration deck. Draw 1 of the revealed cards and check your supplies. If you have chalk, you may choose 1 additional card and draw it. Shuffle the remaining cards into the exploration deck.", + "traits": "잊힌. 유적.", + "back_flavor": "The floor of this central chamber is intricately carved and glows strangely. The walls and floor are scuffed with signs of some past struggle." + }, + { + "code": "90072", + "flavor": "The crumbling hall dares you to venture deeper.", + "name": "고대의 전당", + "text": "Forced - After doom is placed on Ancient Hall: Shuffle the top card of the encounter deck into the exploration deck. Any investigator at Ancient Hall may spend 3 resources to cancel this effect.", + "traits": "고대. 유적." + }, + { + "code": "90073", + "name": "비취 악어", + "subname": "수호자의 조각상", + "text": "Revelation - Put Jade Crocodile into play under your control. You must either place 1 doom on your location, or take 2 damage.\nForced - When you resign: Add Jade Crocodile to the victory display.", + "traits": "물품. 유물. 고대." + }, + { + "code": "90074", + "name": "흑요석 재규어", + "subname": "사냥꾼의 조각상", + "text": "Revelation - Put Obsidian Jaguar into play under your control. You must either place 1 doom on your location, or the nearest enemy attacks you.\nForced - When you resign: Add Obsidian Jaguar to the victory display.", + "traits": "물품. 유물. 고대." + }, + { + "code": "90075", + "name": "황수정 뱀", + "subname": "자손의 조각상", + "text": "Revelation - Put Citrine Snake into play under your control. If you are poisoned, take 1 direct damage. If you are not poisoned, put a set-aside Poisoned weakness into play in your threat area.\nForced - When you resign: Add Citrine Snake to the victory display.", + "traits": "물품. 유물. 고대." + }, + { + "code": "90076", + "name": "터키석 독수리", + "subname": "감시자의 조각상", + "text": "Revelation - Put Turquoise Eagle into play under your control. You must either place 1 doom on your location, or take 2 horror.\nForced - When you resign: Add Turquoise Eagle to the victory display.", + "traits": "물품. 유물. 고대." + }, + { + "code": "90077", + "name": "앙갚음하는 과거", + "text": "Peril.\nRevelation - For each [[Ancient]] story asset controlled by an investigator, you must either (choose one):\n- Deal 1 damage or horror to that asset's controller.\n- Shuffle that asset into the exploration deck.\nAfter this effect resolves, shuffle Vengeant Past into the exploration deck.", + "traits": "권능." } ] diff --git a/translations/ko/pack/side/tmg_encounter.json b/translations/ko/pack/side/tmg_encounter.json new file mode 100644 index 000000000..51d25543a --- /dev/null +++ b/translations/ko/pack/side/tmg_encounter.json @@ -0,0 +1,555 @@ +[ + { + "code": "71001", + "name": "The Midwinter Gala", + "text": "Easy / Standard\n[skull]: -X. X is the current agenda number.\n[cultist]: -X. X is the number of [[Guest]] assets at your location (to a maximum of 5).\n[tablet]: -2. (-4 instead if you are at a [[Private]] location).\n[elder_thing]: -3. If you fail or if The Bloodless Man is at your location, take 1 horror.", + "back_text": "Hard / Expert\n[skull]: -X. X is 1 plus the current agenda number.\n[cultist]: -X. X is the number of story assets at your location.\n[tablet]: -3 (-5 instead if you are at a [[Private]] location).\n[elder_thing]: -4. If you fail or if The Bloodless Man is at your location, take 1 horror." + }, + { + "code": "71002", + "flavor": "Promising to be a night of intrigue and wonder, the gala is expected to be filled with secrets and whispers that are as much a part of the entertainment as the drinks and music.", + "name": "Masked Revelers", + "text": "Each [[Lantern Club]] enemy cannot be dealt damage.\nDoom cannot be removed from this agenda by card effects.\nForced - When a single-sided [[Guest]] asset would leave play: It becomes spellbound instead (flip it facedown, lose control of it, and heal all damage and horror from it).", + "back_name": "Who Let the Gugs Out?", + "back_flavor": "A crash resounds from somewhere deeper in the manor, followed by a scream. Declan Pearce emerges to calm the crowd in the ballroom, but you can't help but notice the masked attendants have positioned themselves in front of each of the manor's many exits.", + "back_text": "Shuffle each set-aside [[Monster]] enemy, both copies of the Vicious Ambush treachery, and the encounter discard pile into the encounter deck." + }, + { + "code": "71003", + "flavor": "Commotion stirs deeper within the manor as various guests ask the attendants to be let out. Other guests shuffle through the manor with dead eyes and blank stares.", + "name": "Unexpected Guests", + "text": "Parley abilities on each [[Lantern Club]] enemy cannot be triggered.\nDoom cannot be removed from this agenda by card effects.\nForced - When a single-sided [[Guest]] asset would leave play: It becomes spellbound instead (flip it facedown, lose control of it, and heal all damage and horror from it).", + "back_name": "Mayhem Ensues", + "back_text": "If The Bloodless Man (Silent Lurker) is in play:\n
You turn around to see the Bloodless Man striding toward you with murderous intent. Before you can react, the imposing figure staggers, then falls face first onto the red carpet.\nFlip The Bloodless Man (Silent Lurker) to his (Unleashed) side.\n
Moments later, a sharp sound of ripping cloth breaks the silence. Glistening appendages erupt from the Bloodless Man's torn suit and limbs, blossoming into a grotesque amalgam of flesh and writhing tentacles. Your stomach churns as the creature's bone-white mask stares down at you, set in a maw of nightmarish limbs and gnashing fangs.
The clamor around you seems to quiet for a moment.\nEach investigator may heal 1 horror from an investigator or [[Guest]] asset at their location." + }, + { + "code": "71004", + "flavor": "The party descends into utter mayhem, with guests throwing themselves out of glass doors and windows to escape the otherworldly monstrosities.", + "name": "A Killer Party", + "text": "Parley abilities on each [[Lantern Club]] enemy cannot be triggered.\nDoom cannot be removed from this agenda by card effects.\nForced - When a single-sided [[Guest]] asset would leave play: It becomes spellbound instead (flip it facedown, lose control of it, and heal all damage and horror from it).", + "back_name": "A Kingsport Goodbye", + "back_flavor": "A rank stench pervades the once-stately manor. As more and more nightmarish creatures overtake wounded or dazed guests, you dash out from a hiding place to make a beeline for the exit. A ravenous creature, the stuff of nightmares, catches wind of your scent and pursues you doggedly to the exit. You feel its claws on your throat as you throw yourself through the solid pane of glass, straight onto a gory pile of bodies covered in lightly falling snow.", + "back_text": "Each investigator is defeated and suffers 1 mental trauma." + }, + { + "code": "71005", + "flavor": "You notice the Jewel is no longer in the ballroom. Maybe a guest saw someone move it?", + "name": "Meet and Greet", + "text": "[[Guest]] assets do not take up ally slots.\n[action] Choose a [[Guest]] asset and a skill icon on it at your location: Parley. Test that skill (3). If you succeed, take control of that asset.\n[action] If you control a [[Guest]] asset: Give control of it to another investigator at your location.\nObjective - If each undefeated investigator controls a [[Guest]] asset and the current agenda is 2a or 3a, they may spend the requisite amount of clues, as a group, to advance.", + "back_name": "Contacts Acquired", + "back_flavor": "You and your contact meet with several guests, who each confirm that the Jewel was taken by Declan Pearce from the display case in the Ballroom. Furthermore, strange sounds have begun to emanate from the second floor of the manor...", + "back_text": "Choose one of the set-aside [[Second Floor]] locations at random and put it into play directly above the Lobby. For the rest of the game, that location is connected to the Lobby, and vice versa. Put the other 2 set-aside locations into play in a row to the right of the previously placed [[Second Floor]] location.\nPut the set-aside rival story card into play next to the agenda, [[Rival]] side faceup, and follow its Setup text.\nRead Interlude: The Fabled Jewel (page 13)." + }, + { + "code": "71006", + "flavor": "You must help your contact and their associates, no matter the cost.", + "name": "Finding the Jewel", + "text": "[[Guest]] assets do not take up ally slots.\n[action] Choose a [[Guest]] asset and a skill icon on it at your location: Parley. Test that skill (3). If you succeed, take control of that asset.\nObjective - Complete the objective on your faction story card, and try to accomplish as many tasks as you can (see page 24 of the rulebook).", + "back_name": "The Party's Over", + "back_flavor": "You take a deep breath as you stagger out into the cold night air. Snow falls thickly on the once-pristine lawn, now stained red with blood. The manor is dead silent behind you. The Jewel of Sarnath pulses with an unearthly light in your palm, and for a moment you feel a balmy breeze, the scent of another place both familiar and dreamlike. Was the gem worth all this devastation?", + "back_text": "(→R1)." + }, + { + "code": "71007", + "flavor": "The winter chill lingers in your bones. Something feels wrong.", + "name": "Lobby", + "text": "[fast] If the current agenda is 2a or 3a, spend 1 [per_investigator] resources: Someone is fashionably late. Reveal the top card of the Guest deck and put it into play at this location. (Group limit once per round.)", + "traits": "Manor. Ground Floor.", + "back_flavor": "The front door of the mansion leads to a room filled with art, attendees, and a beautiful chandelier. Grab yourself a drink; it could be a long night." + }, + { + "code": "71008", + "name": "Lantern Chamber", + "text": "[fast] During your turn, name a card: Draw the top card of the encounter deck. If it is the named card, cancel its effects and discard it. Discover 1 clue at this location. (Limit once per turn.)\n[action] If this location has no clues: Test [willpower] (4). If you succeed, flip over any spellbound card.", + "traits": "Manor. Private. Basement.", + "back_flavor": "You feel an icy chill when you put your hand on the knob to the silent sanctum.", + "back_text": "As an additional cost to enter this location, you must take 1 horror." + }, + { + "code": "71009", + "flavor": "There's nothing quite like the pieces on display here.", + "name": "Art Gallery", + "text": "[action]: There's more to be discovered in this room full of strange works of art. Place up to 2 clues (from the token pool) on this location. Gain 2 resources. (Group limit once per round.)", + "traits": "Manor. Ground Floor.", + "back_name": "Ground-Floor Room", + "back_flavor": "The stately halls are filled with the sound of music and laughter." + }, + { + "code": "71010", + "flavor": "They're playing \"Sogno e Follia in D Minor\" by a little known composer named E. Zann.", + "name": "Ballroom", + "text": "[action]: Parley. You persuade two of the guests to have a dance. Exhaust 2 [[Guest]] assets at this location. Then, heal 1 horror from each of them.", + "traits": "Manor. Ground Floor.", + "back_name": "Ground-Floor Room", + "back_flavor": "The stately halls are filled with the sound of music and laughter." + }, + { + "code": "71011", + "flavor": "\"This jag juice has a nice kick!\"", + "name": "Barroom", + "text": "[fast] Spend 1 resource: Buy a drink! Heal 1 damage or 1 horror from an investigator or [[Guest]] asset at this location. (Group limit once per round.)", + "traits": "Manor. Ground Floor.", + "back_name": "Ground-Floor Room", + "back_flavor": "The stately halls are filled with the sound of music and laughter." + }, + { + "code": "71012", + "name": "Bedroom", + "text": "[action] Choose an enemy at any [[Second Floor]] location: Fight. You may use [agility] instead of [combat] for this attack. If you succeed, you may spend 1 clue for this attack to deal +2 damage. (Limit once per turn.)", + "traits": "Manor. Private. Second Floor.", + "back_name": "Second-Floor Room", + "back_flavor": "The second floor is eerily silent." + }, + { + "code": "71013", + "name": "Library", + "text": "You get +1 skill value while parleying at this location.\n[fast] If the Jewel of Sarnath is at this location: Test [intellect] (3). If you succeed, either place 1 damage on the Jewel of Sarnath or remove 1 token from it. (Group limit once per game.)", + "traits": "Manor. Private. Second Floor.", + "back_name": "Second-Floor Room", + "back_flavor": "The second floor is eerily silent." + }, + { + "code": "71014", + "flavor": "A moon-beast in a bottle? How bizarre.", + "name": "Parlor", + "text": "This location gets -1 shroud for each [[Guest]] asset at it (to a minimum of 1 shroud).\n[fast] If you control the Jewel of Sarnath: Exhaust an enemy at any location. (Group limit once per game.)", + "traits": "Manor. Private. Second Floor.", + "back_name": "Second-Floor Room", + "back_flavor": "The second floor is eerily silent." + }, + { + "code": "71015", + "flavor": "The 'authorities' seem to want you to acquire the Jewel by force. Good luck taking it from the Bloodless Man.", + "name": "The Foundation [guardian]", + "text": "Forced - When The Bloodless Man (Unleashed) is defeated: If the Jewel of Sarnath is attached to him, attach it to his location.\n[action] If the Jewel of Sarnath is at your location and The Bloodless Man is not in play: Take control of the Jewel of Sarnath and place 1 damage on it.\nObjective - At the end of the round, if the investigators control the Jewel of Sarnath, they may spend 2 [per_investigator] clues, as a group, to advance the act.\nEnd of game scoring:\n4 points if no non-weakness enemies are in play (2 points instead if exactly one non-weakness enemy is in play).", + "traits": "Allied." + }, + { + "code": "71015b", + "flavor": "The Foundation doesn't take kindly to your interest in the Jewel. If you make a show of force, you might convince them to back down.", + "name": "The Foundation [guardian]", + "text": "Setup: Shuffle the set-aside Rookie Cop enemy into the encounter deck. Put the set-aside Valeriya Antonova card into play at the lead investigator's location, enemy side faceup.\n[action] If Valeriya Antonova is at your location: Parley. Test [combat] (3). If you succeed, place 1 of your clues on this story card.\nForced - When there are 1 plus 1 [per_investigator] clues on this story card: Add it and Valeriya Antonova to the victory display. Search the encounter deck, encounter discard pile, and all play areas for Rookie Cop and remove it from the game. If the encounter deck was searched, shuffle it.", + "traits": "Rival." + }, + { + "code": "71016", + "name": "Valeriya Antonova", + "subname": "Wants Out of Here", + "text": "You get +1 [combat].\n[action] Exhaust Valeriya Antonova: Ready another [[Guest]] asset at your location. You get +1 to your next skill test this round for each [[Guest]] asset at your location.\nForced - When Valeriya Antonova leaves play: Remove her from the game.", + "traits": "Leader. Guest. Agency." + }, + { + "code": "71016b", + "name": "Valeriya Antonova", + "subname": "Don't Mess With Her", + "text": "Aloof. Hunter.\nValeriya Antonova cannot be damaged.\nEach investigator at this location gets -1 to each of their skills if they control an exhausted [[Guest]] asset.\nForced - When the round ends: Exhaust each [[Guest]] asset at this location.", + "traits": "Humanoid. Leader. Rival. Elite." + }, + { + "code": "71017", + "name": "Archibald Hudson", + "subname": "Astute Agent", + "text": "[fast] During your turn, exhaust Archibald Hudson: Search the top 9 cards of the encounter deck for an enemy, draw it, and shuffle the encounter deck. Then, exhaust that enemy and gain 3 resources.\n[action] Spend 1 resource: Move 1 damage from an asset at our location to a non-[[Elite]] enemy at your location.", + "traits": "Ally. Guest. Agency.", + "slot": "Ally" + }, + { + "code": "71018", + "flavor": "\"Say hello to my lil' boy, Tommy!\"", + "name": "Special Agent Callahan", + "subname": "Weapons Expert", + "text": "[action]: Fight. Reduce the difficulty of this test by 1.\n[reaction] After you trigger an [action] ability on an [[Ally]] or [[Weapon]] asset, exhaust Special Agent Callahan: Deal 1 damage to an enemy at your location.", + "traits": "Ally. Guest. Agency.", + "slot": "Ally" + }, + { + "code": "71019", + "name": "Horacio Martinez", + "subname": "Brash Bodyguard", + "text": "While you control Horacio Martinez, he may be assigned damage dealt to other investigators at your location.\n[reaction] After a non-[[Elite]] enemy attacks you, exhaust Horacio Martinez: Exhaust that enemy and it cannot ready this round (do not disengage from it).", + "traits": "Ally. Guest. Agency.", + "slot": "Ally" + }, + { + "code": "71020", + "name": "Rookie Cop", + "text": "Surge. Aloof. Hunter.\nForced - After an investigator at this location attacks another enemy: Deal 1 damage to that investigator.", + "traits": "Humanoid. Police. Rival." + }, + { + "code": "71021", + "flavor": "You are assisting Dean Caldwell with \"acquiring\" the Jewel, but first you will have to persuade Declan Pearce to give it up.", + "name": "Miskatonic University [seeker]", + "text": "Declan Pearce cannot be damaged or leave play while the Jewel of Sarnath is attached to him.\n[action] If Declan Pearce is at your location: Parley. Place up to 2 of your clues on Declan Pearce. Then, if 3 [per_investigator] or more clues are on him, take control of the Jewel of Sarnath and add Declan Pearce to the victory display.\nObjective - At the end of the round, if the investigators control the Jewel of Sarnath, they may advance the act.\nEnd of game scoring:\n1 point per 2 [per_investigator] total cards in hand among all investigators (to a maximum of 4 points).", + "traits": "Allied." + }, + { + "code": "71021b", + "flavor": "The eggheads at Miskatonic University seem to think this Jewel belongs in their museum. Perhaps you can help them see reason.", + "name": "Miskatonic University [seeker]", + "text": "Setup: Shuffle the set-aside Confusion treachery into the encounter deck. Put the set-aside Caldwell Philips card into play at the lead investigator's location, enemy side faceup.\n[action] If Caldwell Philips is at your location: Parley. Test [intellect] (3). If you succeed, place 1 of your clues on this story card.\nForced - When there are 1 plus 1 [per_investigator] clues on this story card: Add it and Caldwell Philips to the victory display. Search the encounter deck and discard pile for Confusion and remove it from the game. Shuffle the encounter deck.", + "traits": "Rival." + }, + { + "code": "71022", + "name": "Caldwell Philips", + "subname": "Enthralled by Legends", + "text": "You get +1 [intellect].\n[reaction] After you discover 1 or more clues, exhaust Caldwell Philips: Draw that number of cards (to a maximum of 3).\nForced - When Caldwell Philips leaves play: Remove him from the game.", + "traits": "Leader. Guest. Miskatonic." + }, + { + "code": "71022b", + "name": "Caldwell Philips", + "subname": "Compelled by Dreams", + "text": "Aloof. Hunter.\nCaldwell Philips cannot be damaged.\nForced - When you end your turn at this location: Choose and discard a non-weakness card from your hand.", + "traits": "Humanoid. Leader. Rival. Elite." + }, + { + "code": "71023", + "flavor": "\"Disturbingly lifelike, isn't it?\"", + "name": "Dr. Mya Badry", + "subname": "Medical Examiner", + "text": "Your maximum hand size is increased by 2.\n[action] Exhaust Dr. Mya Badry: Investigate. Your base [intellect] value for this investigation is equal to the number of cards in your hand.", + "traits": "Ally. Guest. Miskatonic.", + "slot": "Ally" + }, + { + "code": "71024", + "name": "Lucas Tetlow", + "subname": "Faculty Curator", + "text": "[reaction] After the last clue is discovered at your location, exhaust Lucas Tetlow: Search the top 9 cards of your deck for an [[Item]] asset and draw it. If it is a [[Relic]], gain 2 resources. If it is a [[Tome]], you may play it (paying its cost). If it is a [[Tool]], discover 1 clue at a connecting location. Shuffle your deck.", + "traits": "Ally. Guest. Miskatonic.", + "slot": "Ally" + }, + { + "code": "71025", + "flavor": "\"Has anyone else tried the giggle juice? It's fantastic!\"", + "name": "Elizabeth Conrad", + "subname": "Completely Zozzled", + "text": "[reaction] After you draw a card during your turn, exhaust Elizabeth Conrad: Choose an investigator at your location to move to a connecting location.", + "traits": "Ally. Guest. Miskatonic.", + "slot": "Ally" + }, + { + "code": "71026", + "flavor": "What is this???", + "name": "Confusion", + "text": "Surge. Confusion cannot be canceled.\nRevelation - Place 2 of your clues on your location. For each clue you cannot place, take 1 horror.", + "traits": "Blunder. Rival." + }, + { + "code": "71027", + "flavor": "It's a job, and nothing more. If you can abscond with the Jewel, you know you'll be handsomely rewarded.", + "name": "The Syndicate [rogue]", + "text": "[action] Spend 1 [per_investigator] clues: Look at a mystery (a facedown card) beneath your location.\n[fast] During your turn, if there are 1 [per_investigator] or fewer clues on a location with a mystery: Draw that mystery.\nObjective - Find the Jewel of Sarnath and escape. At the end of the round, if an investigator at the Lobby controls the Jewel of Sarnath, the investigators may spend 4 [per_investigator] clues, as a group, to advance the act.\nEnd of game scoring:\n1 point per 3 [per_investigator] resources among all investigators (to a maximum of 4 points).", + "traits": "Allied." + }, + { + "code": "71027b", + "flavor": "The mob are easily angered, but you might be able to convince Johnny Valone that giving up the Jewel is in his best interest...", + "name": "The Syndicate [rogue]", + "text": "Setup: Shuffle the set-aside Cold Streak treachery into the encounter deck. Put the set-aside Johnny Valone card into play at the lead investigator's location, enemy side faceup.\n[action] If Johnny Valone is at your location: Parley. Test [agility] (3). If you succeed, place 1 of your clues on this story card.\nForced - When there are 1 plus 1 [per_investigator] clues on this story card: Add it and Johnny Valone to the victory display. Search the encounter deck and discard pile for Cold Streak and remove it from the game. Shuffle the encounter deck.", + "traits": "Rival." + }, + { + "code": "71028", + "flavor": "\"Fifty clams when the job's done.\"", + "name": "Johnny Valone", + "subname": "Ready to Make a Deal", + "text": "You get +1 [agility].\n[reaction] After you gain 1 or more resources via a card effect, exhaust Johnny Valone: Draw 1 card and gain 1 resource.\nForced - When Johnny Valone leaves play: Remove him from the game.", + "traits": "Leader. Guest. Syndicate." + }, + { + "code": "71028b", + "flavor": "\"The debt must be paid!\"", + "name": "Johnny Valone", + "subname": "Here to Collect", + "text": "Aloof. Hunter.\nJohnny Valone cannot be damaged.\nForced - When you end your turn at Johnny Valone's location: Lose 2 resources.", + "traits": "Humanoid. Leader. Rival. Elite." + }, + { + "code": "71029", + "flavor": "\"You slay me.\"", + "name": "Miranda Keeper", + "subname": "Antiquities \"Trader\"", + "text": "Uses (3 supplies).\n[fast] Spend 1 supply: Place 1 resource on your location, as an antiquity. You get +2 to your next skill test this round.\n[reaction] After you succeed at a skill test by 2 or more, remove an antiquity from your location: Gain 2 resources.", + "traits": "Ally. Guest. Syndicate.", + "slot": "Ally" + }, + { + "code": "71030", + "name": "Arsène Renard", + "subname": "Gentleman Thief", + "text": "[fast]: Place 1 resource on each location, as an antiquity. (Group limit once per game.)\n[fast]: If there is an exhausted enemy at your location, remove an antiquity from your location: Either draw 1 card or gain 2 resources.", + "traits": "Ally. Guest. Syndicate.", + "slot": "Ally" + }, + { + "code": "71031", + "name": "Nova Malone", + "subname": "Commanding Gangster", + "text": "[action] Exhaust Nova Malone: Fight. Your base [combat] value for this fight is equal to the number of resources in your resource pool (to a maximum of 7). This attack deals +1 damage.\n[reaction] After you defeat an enemy: Gain 1 resource. (Limit once per round.)", + "traits": "Ally. Guest. Syndicate.", + "slot": "Ally" + }, + { + "code": "71032", + "flavor": "It's just not your night.", + "name": "Cold Streak", + "text": "Surge. Cold Streak cannot be canceled.\nRevelation - Lose 4 resources. For each resource you cannot lose, take either 1 damage or 1 horror.", + "traits": "Misfortune. Rival." + }, + { + "code": "71033", + "flavor": "Carl Sanford has promised you a lavish reward for acquiring the Jewel. But can you really trust him?", + "name": "Silver Twilight Lodge [mystic]", + "text": "[action]: You try to sense the Jewel's presence. Discard the top card of the encounter deck. You may draw that card. (Group limit twice per round.)\nObjective - Find the Jewel of Sarnath. At the end of the round, if the investigators control the Jewel of Sarnath, they may spend 5 [per_investigator] clues, as a group, to advance the act.\nEnd of game scoring:\n1 point for each treachery with no victory points in the victory display (to a maximum of 4 points).", + "traits": "Allied." + }, + { + "code": "71033b", + "flavor": "Perhaps you can gently convince Sanford and the Lodge to leave well enough alone.", + "name": "Silver Twilight Lodge [mystic]", + "text": "Setup: Shuffle the set-aside Ward of Preservation treachery into the encounter deck. Put the set-aside Carl Sanford card into play at the lead investigator's location, enemy side faceup.\n[action] If Carl Sanford is at your location: Parley. Test [willpower] (3). If you succeed, place 1 of your clues on this story card.\nForced - When there are 1 plus 1 [per_investigator] clues on this story card: Add it and Carl Sanford to the victory display. Search the encounter deck, encounter discard pile, and all play areas for Ward of Preservation and remove it from the game. Shuffle the encounter deck.", + "traits": "Rival." + }, + { + "code": "71034", + "name": "Carl Sanford", + "subname": "Lusting for Power", + "text": "You get +1 [willpower]. You have one additional arcane slot.\n[reaction] After a revelation effect on a non-weakness treachery is canceled, exhaust Carl Sanford: Add that treachery to the victory display. Draw 1 card.\nForced - When Carl Sanford leaves play: Remove him from the game.", + "traits": "Leader. Guest. Silver Twilight." + }, + { + "code": "71034b", + "flavor": "\"The Jewel is mine.\"", + "name": "Carl Sanford", + "subname": "Intimidating Presence", + "text": "Aloof. Hunter.\nCarl Sanford cannot be damaged.\nEach investigator at this location gets -1 [willpower].", + "traits": "Humanoid. Leader. Rival. Elite." + }, + { + "code": "71035", + "name": "Prudence Douglas", + "subname": "Pragmatic Occultist", + "text": "Uses (3 portents).\n[fast] During your turn, spend 1 portent and exhaust Prudence Douglas: Look at the top 4 cards of the encounter deck. Discard up to 2 non-[[Elite]] cards from among them and put the rest back on top in any order.", + "traits": "Ally. Guest. Sorcerer. Silver Twilight.", + "slot": "Ally" + }, + { + "code": "71036", + "flavor": "\"Ares, Hades, heel. Good boys!\"", + "name": "Sarah Van Shaw", + "subname": "Lodge Warden", + "text": "[action] Spend up to 2 resources and exhaust Sarah Van Shaw: Fight. Add your [willpower] value to your skill value for this attack. For each resource spent, this attack deals +1 damage.", + "traits": "Ally. Guest. Silver Twilight.", + "slot": "Ally" + }, + { + "code": "71037", + "name": "Raymond Loggins", + "subname": "Mysterious Benefactor", + "text": "Uses (4 truths).\n[reaction] When you draw a non-weakness treachery, spend 1 truth: Cancel that card's revelation effect and discard it. Then, take 1 horror.", + "traits": "Ally. Guest. Sorcerer. Silver Twilight.", + "slot": "Ally" + }, + { + "code": "71038", + "name": "Ward of Preservation", + "text": "Surge. Ward of Preservation cannot be canceled.\nRevelation - Put Ward of Preservation into play in your threat area.\nForced - When you play an event: Cancel its effects and take 1 horror. Then, discard Ward of Preservation.", + "traits": "Spell. Rival." + }, + { + "code": "71039", + "flavor": "Bain has hinted at the dangerous power of the Jewel. Perhaps if you can wrest control of it from Declan Pearce, this nightmare will end.", + "name": "Locals of Kingsport [survivor]", + "text": "Forced - When Declan Pearce is defeated: Attach the Jewel of Sarnath to his location.\n[action] If the Jewel of Sarnath is attached to your location: You attempt to purge the corruption from the Jewel. Test [combat] or [agility] (3). If you succeed, remove 1 token from it. You may take control of it.\nObjective - At the end of the round, if the investigators control the Jewel of Sarnath and it has no tokens on it, they may spend 3 [per_investigator] clues, as a group, to advance the act.\nEnd of game scoring:\n4 points, minus 1 point for each card in the guest deck (to a minimum of 0 points).", + "traits": "Allied." + }, + { + "code": "71039b", + "flavor": "The locals don't seem to have taken kindly to your involvement. Perhaps you can show them you don't mean any harm.", + "name": "Locals of Kingsport [survivor]", + "text": "Setup: Shuffle the set-aside Unlucky treachery into the encounter deck. Put the set-aside William Bain card into play at the lead investigator's location, enemy side faceup.\n[action] If William Bain is at your location: Parley. Test any skill (4). If you succeed, place 1 of your clues on this story card.\nForced - When there are 1 plus 1 [per_investigator] clues on this story card: Add it and William Bain to the victory display. Search the encounter deck, encounter discard pile, and all play areas for Unlucky and remove it from the game. Shuffle the encounter deck.", + "traits": "Rival." + }, + { + "code": "71040", + "name": "William Bain", + "subname": "Looking for Those Lost", + "text": "While there are 1 or more cards committed to a skill test you are performing, you get +1 to each of your skills.\n[reaction] After you commit 1 or more cards to a skill test, spend 1 [per_investigator] resources and exhaust William Bain: Reveal the top card of the Guest deck and put it into play at the Lobby.\nForced - When William Bain leaves play: Remove him from the game.", + "traits": "Leader. Guest. Kingsport." + }, + { + "code": "71040b", + "flavor": "\"Phonus balonus; I know you're with them.\"", + "name": "William Bain", + "subname": "Defiant to the Last", + "text": "Aloof. Hunter.\nWilliam Bain cannot be damaged.\nEach investigator at this location cannot commit cards to skill tests.", + "traits": "Humanoid. Leader. Rival. Elite." + }, + { + "code": "71041", + "flavor": "\"That club made me do terrible things. We must stop them.\"", + "name": "Delores Gadling", + "subname": "Lantern Club Infiltrator", + "text": "While investigating and parleying, you get +1 [intellect] for each [[Humanoid]] enemy at your location.\nYou may ignore each attack of opportunity made by [[Humanoid]], non-[[Elite]] enemies against you.", + "traits": "Ally. Guest. Kingsport.", + "slot": "Ally" + }, + { + "code": "71042", + "name": "Thomas Olney", + "subname": "Inquisitive Adventurer", + "text": "[fast] Name a [[Trait]] and exhaust Thomas Olney: Discard the top card of the encounter deck. If that card has the named [[Trait]], gain 2 resources.\n[fast] During a skill test at your location, exhaust Thomas Olney: Discard the top card of your deck. You may commit that card to this skill test, if able.", + "traits": "Ally. Guest. Wayfarer.", + "slot": "Ally" + }, + { + "code": "71043", + "flavor": "\"I should've stayed home.\"", + "name": "Claire Wilson", + "subname": "Entirely Unimpressed", + "text": "[reaction] After you commit 1 or more cards to a skill test you are performing, exhaust Claire Wilson: You get +1 skill value for this test.", + "traits": "Ally. Guest. Kingsport.", + "slot": "Ally" + }, + { + "code": "71044", + "name": "Unlucky", + "text": "Surge. Unlucky cannot be canceled.\nRevelation - Put Unlucky into play in your threat area. You get -2 to each of your skills.\nForced - When the round ends: Discard Unlucky.", + "traits": "Misfortune. Rival." + }, + { + "code": "71045", + "name": "The Bloodless Man", + "subname": "Silent Lurker", + "text": "Aloof. Patrol (nearest location with a [[Guest]]).\nForced - When this enemy is defeated: Instead flip him over, exhaust him, and heal all but 3 [per_investigator] damage from him.\nForced - When the investigation phase ends, if this enemy is ready: Deal 1 horror to each investigator and [[Guest]] asset at this location. If The Pale Lantern is attached to this enemy, each [[Guest]] asset at this location becomes spellbound.", + "traits": "Humanoid. Lantern Club. Elite." + }, + { + "code": "71045b", + "name": "The Bloodless Man", + "subname": "Unleashed", + "text": "Hunter. Massive.\nForced - After this enemy attacks you: Remove a [[Guest]] asset you control from the game, ignoring the agenda's [[Forced]] effect.", + "traits": "Monster. Abomination. Elite." + }, + { + "code": "71046", + "name": "The Pale Lantern", + "subname": "Hypnotic Glow", + "text": "[action] If The Bloodless Man has 1 or more damage on him or is in the victory display: Test [combat] or [agility] (3). If you succeed, take control of The Pale Lantern and flip it over. Any investigator at this location may trigger this ability.\nForced - When The Pale Lantern would leave play: Attach it to its location instead.", + "traits": "Item. Relic." + }, + { + "code": "71046b", + "name": "The Pale Lantern", + "subname": "Beguiling Aura", + "text": "[action]: Flip over a spellbound card at your location.\n[action] Exhaust The Pale Lantern: Test [combat] or [agility] (2). If you succeed, place 1 damage on it. Then, if there is 4 damage on it, you break it; add it to the victory display (ignoring its Forced effect) and flip over each spellbound card.\nForced - When The Pale Lantern would leave play: Flip it over and attach it to its location instead.", + "traits": "Item. Relic." + }, + { + "code": "71047", + "flavor": "\"I wasn't expecting this kind of entertainment!\" - Elizabeth Conrad", + "name": "Enraged Gug", + "text": "Alert. Hunter.\nHorror dealt by this enemy must be assigned to [[Guest]] assets you control, if able.", + "traits": "Monster. Dreamlands. Gug." + }, + { + "code": "71048", + "flavor": "\"Life imitates Art far more than Art imitates Life.\" - Oscar Wilde", + "name": "Abhorrent Moon-Beast", + "text": "Hunter. Retaliate.\nDamage dealt by this enemy must be assigned to [[Guest]] assets you control, if able.", + "traits": "Monster. Dreamlands. Servitor." + }, + { + "code": "71049", + "flavor": "And they whispered also that the rumoured Shantak-birds are no wholesome things... - H.P. Lovecraft, The Dream-Quest of Unknown Kadath", + "name": "Savage Shantak", + "text": "Hunter.\nSavage Shantak gets +1 fight and +1 evade for each [[Guest]] asset at its location.", + "traits": "Monster. Dreamlands. Shantak." + }, + { + "code": "71050", + "name": "Vicious Ambush", + "text": "Revelation - If no [[Monster]] enemies are in play, Vicious Ambush gains surge. Otherwise, the nearest [[Monster]] enemy readies, moves (one location at a time) until it reaches your location, engages you, and makes an immediate attack.", + "traits": "Scheme." + }, + { + "code": "71051", + "name": "Declan Pearce", + "subname": "Lantern Club Nomarch", + "text": "Hunter.\nDeclan Pearce gets +2 [per_investigator] health.\nWhile Declan Pearce is engaged with you, you get 1 fewer action during your turn.\nForced - At the end of the enemy phase, if Declan Pearce is ready: Heal 1 damage from each enemy in play.", + "traits": "Humanoid. Lantern Club. Elite." + }, + { + "code": "71052", + "name": "Jewel of Sarnath", + "subname": "Turning Dreams into Reality", + "text": "Revelation - Put Jewel of Sarnath into play under your control with 3 damage and 1 doom on it.\nForced - When Jewel of Sarnath leaves play: Shuffle it into the encounter deck.\n[fast] Exhaust Jewel of Sarnath: Test [willpower] or [agility] (1). If you succeed, move 1 token on it to an enemy at your location.", + "traits": "Item. Relic." + }, + { + "code": "71053", + "flavor": "\"I hear Nomarch Pearce has quite the evening in store.\"", + "name": "Lantern Club Member", + "text": "[action] Spend 1 resource: Parley. Automatically evade this enemy (you may spend 2 additional resources to discard it instead).", + "traits": "Humanoid. Lantern Club." + }, + { + "code": "71054", + "flavor": "They needed redecorating anyway.", + "name": "Bleeding Walls", + "text": "Revelation - Test [willpower] (X). X is the shroud value of your location. If you fail, lose 1 action and take 1 horror.", + "traits": "Terror." + }, + { + "code": "71055", + "name": "Entrap", + "text": "Revelation - Test [agility] (3). If you fail and...\n- ...The Bloodless Man is at your location, a [[Guest]] asset you control becomes spellbound.\n- ...The Bloodless Man is at another location, he readies, moves (one location at a time) until he reaches your location, and engages you.\n- ...The Bloodless Man is not in play, Entrap gains surge.", + "traits": "Hazard." + }, + { + "code": "71056", + "name": "Inexplicable Cold", + "text": "Revelation - Test [agility] (4). For each point you fail by, you must choose one:\n- Choose and discard 1 card from your play area.\n- Choose and discard 1 card from your hand.\n- Take 1 damage.", + "traits": "Hazard." + }, + { + "code": "71057", + "name": "Mind Extraction", + "text": "Revelation - Test [willpower] (X). X is 1 plus the current agenda number. If you fail, take 2 horror. Then, if The Bloodless Man is in play and an investigator controls The Pale Lantern, flip it over and attach it to The Bloodless Man (leaving all tokens on it).", + "traits": "Power." + }, + { + "code": "71058", + "name": "Noxious Fumes", + "text": "Revelation - In player order, each investigator at your location must choose:\n- Test [agility] (3) to attempt to flee before the gas fills the room. If you succeed, move to a connecting location. If you fail, take 2 damage.\n- Test [combat] (3) to attempt to hold your breath. For each point you fail by, take 1 damage.", + "traits": "Hazard." + }, + { + "code": "71059", + "flavor": "Push it.", + "name": "Pushed into the Beyond", + "text": "Revelation - Choose and shuffle a non-story asset you control into its owner's deck. Discard the top 3 cards of that deck. If a copy of that asset is discarded, take 2 horror.", + "traits": "Hex." + }, + { + "code": "71060", + "name": "Secret Door", + "text": "Revelation - Attach to the location with the most investigators, and without a Secret Door attached.\nInvestigators cannot leave this location.\n[action]: Test [willpower] (3) to search for the passage or [intellect] (3) to discern the way out. If you succeed, discard Secret Door.", + "traits": "Obstacle." + }, + { + "code": "71061", + "name": "Terror Gate", + "text": "Revelation - Test [willpower] (2). This test gets +2 difficulty if a [[Rival]] enemy is in play. If you fail and you allied with...\n- ...the [guardian] faction, take 2 damage.\n- ...the [seeker] faction, discard 2 cards from your hand.\n- ...the [rogue] faction, lose 3 resources.\n- ...the [mystic] faction, take 2 horror.\n- ...the [survivor] faction, lose 1 action.", + "traits": "Terror." + }, + { + "code": "71062", + "name": "Violent Commands", + "text": "Revelation - Put Violent Commands into play in your threat area.\n[action]: Deal 2 damage to an investigator at your location and discard Violent Commands.\nForced - At the end of your turn: Test [willpower] (3). If you fail, take 1 horror.", + "traits": "Terror." + } +] diff --git a/translations/ko/pack/tsk/tskc.json b/translations/ko/pack/tsk/tskc.json index 8e68fde10..d4e350bec 100644 --- a/translations/ko/pack/tsk/tskc.json +++ b/translations/ko/pack/tsk/tskc.json @@ -143,18 +143,18 @@ }, { "code": "09519a", - "flavor": "File #5-A19 / Subject Class: Yellow / Key appears as small red marble found lodged in eyesocket of deceased Coterie operative. Paradimensional capabilities unknown.", + "flavor": "일련번호 #5-A19 / 분류 등급: 황색 / 동지회 공작원 시신의 안와에 박힌 상태로 발견된 열쇠로, 작은 루비구슬의 형태를 하고 있음. 아직 어떤 초차원적인 기능을 가졌는지 확인되지 않음.", "name": "까마귀 눈", "subname": "으스스한 루비 구슬", - "text": "Shift - During a skill test at your location, the performing investigator sets their base skill value for this test to 6. Flip this key to its [[Unstable]] side.", + "text": "변환 - 당신이 위치한 장소에서의 능력 테스트 동안, 테스트를 수행하는 조사자가 이번 테스트에서 자신의 기본 능력값을 6으로 고정합니다. 이 열쇠를 [[불안정한]] 면으로 뒤집습니다.", "traits": "안정한." }, { "code": "09519b", - "flavor": "...completely impregnable despite all piercing and crushing attempts. What could possibly be inside? A device? Or another world entirely?", + "flavor": "...어떠한 파쇄 시도에도 온전한 상태를 유지함. 내부에 든 것은 무엇인가? 장치? 완전히 다른 세계?", "name": "까마귀 눈", "subname": "으스스한 루비 구슬", - "text": "Shift - Draw the top card of the encounter deck. Then, if an investigator shifted this key, flip it to its [[Stable]] side.", + "text": "변환 - 조우 덱 맨 위 카드를 1장 뽑습니다. 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "불안정한." }, { @@ -289,7 +289,7 @@ { "code": "09536", "flavor": "A piercing howl resounds through the dusty streets, accompanied by the sound of feeding. Bystanders flee packs of the hungry dead as you traverse the city. All around you is the scent of rot and blood. Only you can save the people of this city from a terrible fate.", - "name": "민간인을 구하라s", + "name": "민간인을 구하라", "text": "The civilians of Marrakesh are under attack! By getting them out of harm's way, you may be able to avert a massacre. (Note: Civilians still on locations are neither rescued nor slain.)\n[action] Spend 1 clue: Rescue a civilian from your location (place it on this card).\nForced - When the game ends: flip this card (keep all tokens on it)." }, { @@ -360,18 +360,18 @@ }, { "code": "09544a", - "flavor": "File #11-B31 / Subject Class: Red / Key appears as flora of extraterrestrial origin, with long, black prehnsile vines that attach intravenously with host.", + "flavor": "일련번호 #11-B31 / 분류 등급: 적색 / 해당 열쇠는 외계 기원의 식물체로 보이며, 길고 검은색의 부착성 덩굴을 통해 숙주의 정맥과 연결됨.", "name": "마지막 꽃송이", "subname": "인과율을 벗어난 기생체", - "text": "Shift - Heal 1 damage and 1 horror from each investigator at your location. Flip this key to its [[Unstable]] side.", + "text": "변환 - 당신이 위치한 장소에 있는 모든 조사자에게서 피해 1씩과 공포 1씩을 회복합니다. 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "안정한." }, { "code": "09544b", - "flavor": "...forming a neural link with host, much like the symbiotic relationship of a parasite, with access to host's thoughts and memories.", + "flavor": "...기생충과 비슷한 방식으로 숙주에게 부착되며, 숙주와 신경 연결을 이루어 사고와 기억에 접근할 수 있는 것으로 추정됨.", "name": "마지막 꽃송이", "subname": "인과율을 벗어난 기생체", - "text": "Shift - Heal 1 damage from each enemy in play. Then, if an investigator shifted this key, flip it to its [[Stable]] side.", + "text": "변환 - 플레이 상태인 모든 적에게서 피해를 1씩 회복시킵니다. 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "불안정한." }, { @@ -527,18 +527,18 @@ }, { "code": "09565a", - "flavor": "File #16-D25 / Subject Class: Green / Once assembled, Key appears as small statuette of unidentified woman, weeping trandimensional, red flue (\"tears?\") of unknown origin.", + "flavor": "일련번호 #16-D25 / 분류 등급: 녹색 / 조각난 열쇠 파편을 합친 결과, 신원 미상의 여인 조각상의 형태가 갖춰짐. 조각상의 눈에서는 근원 불명의 붉은색 초차원 액체(“눈물?”)가 흘러내림.", "name": "부서진 조각상", "subname": "우는 여인", - "text": "Shift - Discover 1 clue at your location or a connecting location. Flip this key to its [[Unstable]] side.", + "text": "변환 - 당신이 위치한 장소 또는 이어진 장소 한 곳에서 단서 1개를 발견합니다. 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "안정한." }, { "code": "09565b", - "flavor": "...emergence of unknown substance does not cease despite external manipulation. Fluid pH 11. Constains no impurities or known bacteria of any kind.", + "flavor": "...어떠한 외적 조작에도 미지의 액체 용출을 멎지 않음. 붉은 액체는 pH 11의 알칼리성을 띠고 있으며, 인류가 밝혀낼 수 있는 부류의 세균을 비롯하여 어떤 불순물도 검출되지 않음.", "name": "부서진 조각상", "subname": "우는 여인", - "text": "Shift - Each investigator must discard an asset they control, if able. Then, if an investigator shifted this key, flip it to its [[Stable]] side.", + "text": "변환 - 모든 조사자는 (가능하다면) 자신이 조종하는 자산을 하나씩 버려야 합니다. 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "불안정한." }, { @@ -739,18 +739,18 @@ }, { "code": "09590a", - "flavor": "File #21-F30 / Subject Class: Red / Key is a trapezohedron-shaped crystal of unknown mineral, roughly 19 cm in length, impervious to both matter and light.", + "flavor": "일련번호 #21-F30 / 분류 등급: 적색 / 본 열쇠는 미지의 광물질로 구성된 19 cm 길이의 부등변다면체꼴 결정임. 물질과 빛에 비침투성을 보임.", "name": "뒤틀린 안티프리즘", "subname": "무한한 어둠의 주구", - "text": "Shift - Look at the top 3 cards of your deck. Draw 1 of those cards and shuffle the rest back into your deck. Flip this key to its [[Unstable]] side.", + "text": "변환 - 당신의 덱 맨 위 카드 3장을 확인해 봅니다. 그 카드 중 1장을 뽑고 나머지는 당신의 덱에 섞어넣습니다. 이 열쇠를 [[불안정한]] 면으로 뒤집습니다.", "traits": "안정한." }, { "code": "09590b", - "flavor": "...do not store in darkness under any circumstances.", + "flavor": "...어떠한 상황에서도 어두운 곳에 보관하지 말 것.", "name": "뒤틀린 안티프리즘", "subname": "무한한 어둠의 주구", - "text": "Shift - The nearest investigator must place 1 doom on an asset they control, an encounter card at their location, or the current agenda. Then, if an investigator shifted this key, flip it to its [[Stable]] side.", + "text": "변환 - 가장 가까운 조사자는 (자신이 조종하는 자산/자신이 위치한 장소에 있는 조우 카드/현재 주요사건) 중 한 곳에 파멸을 1개 놓아야 합니다. 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "불안정한." }, { @@ -1116,18 +1116,18 @@ }, { "code": "09634a", - "flavor": "File #33-K31 / Subject Class: Green / Subject is a warped lens of indeterminate translucent material. Layer appears as window to other layers when viewed through lens.", + "flavor": "일련번호 #33-K31 / 분류 등급: 녹색 / 본 개체는 정체물명의 물질로 구성된 뒤틀린 반투명 렌즈임. 렌즈를 통해 현실의 층위를 관찰할 시, 해당 층위 너머의 다른 차원을 관찰할 수 있는 것으로 추정.", "name": "거뭇한 확대경", "subname": "전위된 렌즈", - "text": "Shift - Look at the revealed side of each concealed mini-card at your location (without exposing them). Flip this key to its [[Unstable]] side.", + "text": "변환 - 당신이 위치한 장소에 있는 모든 소형 은신 카드의 공개 면을 확인해 봅니다(노출시키지는 않습니다). 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "안정한." }, { "code": "09634b", - "flavor": "...beware of prolonged exposure to paradimensional viewpoint / other side can see you, too...", + "flavor": "...렌즈를 통해 초차원적 관찰에 장기간 노출되는 것에 유의 바람 / 이 경우 렌즈 반대편의 존재도 관찰자를 볼 수 있음", "name": "거뭇한 확대경", "subname": "전위된 렌즈", - "text": "Shift - Each investigator sets the non-weakness card in their hand with the highest printed cost aside, out of play, as a hollow. Then, if an investigator shifted this key, flip it to its [[Stable]] side.", + "text": "변환 - 모든 조사자는 자신의 손에서 약점이 아닌 카드 중 인쇄된 비용이 가장 높은 카드를 비플레이 상태로 치워 둡니다(현실에서 말소됩니다). 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "불안정한." }, { @@ -1340,18 +1340,18 @@ }, { "code": "09659a", - "flavor": "File #38-N31 / Subject Class: Yellow / Subject is a crystalline container filled with rippling liquid of unknown origin. Key emits sapphire light and is warm to the touch.", + "flavor": "일련번호 #38-N31 / 분류 등급: 황색 / 본 개체는 물결치는 유래 불명의 액체가 담긴 수정 유리병임. 열쇠는 사파이어빛을 방출하며 접촉 시 따뜻하게 느껴짐.", "name": "파로스의 빛", "subname": "산호색 프리즘", - "text": "Shift - Play a card from your hand, at -3 cost. Flip this key to its [[Unstable]] side.", + "text": "변환 - 당신의 손에서 비용을 3 낮춰 카드를 1장 플레이합니다. 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "안정한." }, { "code": "09659b", - "flavor": "...liquid cannot be allowed to leak from container. In event of catastrophic containment failure, alert Foundation operatives at once.", + "flavor": "수정 유리병에서 액체가 누출되지 않도록 유의할 것. 유리병에서 누출되는 참사가 발생하여 액체의 격리에 실패할 경우, 재단 요원에게 즉각 통보할 것.", "name": "파로스의 빛", "subname": "산호색 프리즘", - "text": "Shift - Each investigator must discard 2 random non-weakness cards from their hand. Then, if an investigator shifted this key, flip it to its [[Stable]] side.", + "text": "변환 - 모든 조사자는 자신의 손에서 무작위로 약점이 아닌 카드를 2장씩 버려야 합니다. 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "불안정한." }, { @@ -1565,18 +1565,18 @@ }, { "code": "09680a", - "flavor": "File #46-Q27 / Subject Class: Red / Key unknown", + "flavor": "일련번호 #46-Q27 / 분류 등급: 적색 / 알려지지 않은 열쇠", "name": "그늘 수확자", "subname": "비통을 거두어들이다", - "text": "Shift - Choose a non-[[Elite]] enemy at your location. You may move that enemy to a connecting location. You may force that enemy to attack another enemy at its location, dealing its horror as damage. Flip this key to its [[Unstable]] side.", + "text": "변환 - 당신이 위치한 장소에 있는 [[정예]]가 아닌 적 하나를 선택합니다. 당신은 그 적을 이어진 장소로 이동시켜도 됩니다. 당신은 그 적으로 하여금, 그 적이 위치한 장소에 있는 다른 적 하나를 공격하도록 해도 됩니다(이때, 그 적의 공포값만큼도 피해로 줍니다). 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "안정한." }, { "code": "09680b", - "flavor": "...capable of metaphysical absorption? / release conforms to indicated patterns of neural suppression...", + "flavor": "...비물질적인 요소를 흡수하는 능력? / 에너지 방출은 일종의 신경 신호 억제와 유사한 형태를 가진 것으로 보임...", "name": "그늘 수확자", "subname": "비통을 거두어들이다", - "text": "Shift - Each investigator loses 1 action (or if it is not their turn, loses 1 action during their next turn). Then, if an investigator shifted this key, flip it to its [[Stable]] side.", + "text": "변환 - 모든 조사자는 행동을 1번씩 잃습니다(자기 차례가 아닌 조사자는, 다음 번 자신의 차례 동안 행동을 1번 잃습니다). 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "불안정한." }, { @@ -1668,10 +1668,10 @@ }, { "code": "09692", - "flavor": "\"The final shift - has it told you what it means?\"", + "flavor": "“최후의 변환... 혹시, 놈이 그게 무슨 뜻인지 말이라도 했습니까?”", "name": "붉은 장갑을 낀 남자", "subname": "그는 항상 거기에 있었다", - "text": "[reaction] After you successfully fight or evade an [[Outsider]] enemy by 2 or more, exhaust The Red-Gloved Man: Deal 1 damage to that enemy and discover 1 clue at your location.", + "text": "[reaction] 당신이 [[바깥개체]] 적 하나를 대상으로 전투나 회피하는 데 난이도를 넘어선 차이 2 이상으로 성공한 후, ‘붉은 장갑을 낀 남자’를 소진합니다: 그 적에게 피해를 1 주고 당신이 위치한 장소에서 단서를 1개 발견합니다.", "traits": "조력자. 음모자." }, { @@ -1679,7 +1679,7 @@ "flavor": "“... ... ...”", "name": "알리키 조니 우페레트리아", "subname": "진홍색 허리띠를 두른 소녀", - "text": "[reaction] After a concealed mini-card is exposed, exhaust Aliki Zoni Uperetria: Choose a set-aside hollow. Its owner draws it.", + "text": "[reaction] 소형 은신 카드 하나가 노출된 후, ‘알리키 조니 우페레트리아’를 소진합니다: 치워 두었던 현실에서 말소된 카드 1장을 선택합니다. 그 카드의 소유자가 그 카드를 뽑습니다.", "traits": "조력자. 음모자." }, { @@ -2238,95 +2238,95 @@ }, { "code": "09762", - "flavor": "If you know both yourself and your enemy, you can win a hundred battles without a single loss. - Sun Tzu", + "flavor": "“지피지기, 백전불태” - 손자", "name": "플린트 경감", "subname": "자부심과 신중함으로 무장한", - "text": "[reaction] When you expose a decoy, exhaust Inspector Flint: Cancel the exposing of that decoy, flip it facedown and either draw 1 card or choose a different concealed mini-card at that location to expose.", + "text": "[reaction] 당신이 유인책 하나를 노출시킬 때, ‘플린트 경감’을 소진합니다: 그 유인책의 노출을 취소하고 뒷면으로 뒤집고, 카드를 1장 뽑거나 그 장소에 있는 다른 소형 은신 카드 1장을 선택해 노출시킵니다.", "traits": "조력자. 요원. 탐정.", "slot": "조력자" }, { "code": "09763", - "flavor": "\"The truth is out there.\"", + "flavor": "“진실은 저 너머에 있습니다.”", "name": "아리 퀸 요원", "subname": "재단 연구원", - "text": "While there is a concealed mini-card at your location, you get +1 [intellect], +1 [combat], and +1 [agility].\n[reaction] After you expose a card in the shadows, exhaust Agent Ari Quinn: Draw 1 card.", + "text": "당신이 위치한 장소에 소형 은신 카드가 있는 동안, 당신은 +1 [intellect], +1 [combat], +1 [agility]을 얻습니다.\n[reaction] 당신이 그림자 속에 있는 카드 하나를 노출시킨 후, ‘아리 퀸 요원’을 소진합니다: 카드를 1장 뽑습니다.", "traits": "조력자. 요원. 탐정.", "slot": "조력자" }, { "code": "09764", "name": "데위 이라완 박사", - "subname": "\"Cryptozoologist\"", - "text": "You get +1 [willpower].\n[fast] Exhaust Dr. Dewi Irawan: Either reveal a card from your hand to shuffle each copy of that card that is set-aside as a hollow into its owner's deck, or discard a card from your hand to shuffle any set-aside hollow into its owner's deck. In either case, gain 1 resource for each card shuffled in this way.", + "subname": "“신비동물학자”", + "text": "당신은 +1 [willpower]을 얻습니다.\n[fast] ‘데위 이라완 박사’를 소진합니다: 당신의 손에서 카드를 1장 공개하면서 치워 두었던 현실에서 말소된 카드 가운데 그 카드의 모든 사본을 각기 소유자의 덱에 섞어넣습니다. (또는) 치워두었던 현실에서 말소된 카드 가운데 1장을 소유자의 덱에 섞어 넣기 위해 당신의 손에서 카드를 1장 버립니다. 둘 중 어떤 것을 택하든 간에, 이렇게 섞어넣은 카드마다 자원을 1개씩 획득합니다.", "traits": "조력자. 학자.", "slot": "조력자" }, { "code": "09765", "name": "쾌속 여행권", - "text": "Permanent.\nWhile embarking to a new destination on the map, you may exile Expedited Ticket and mark 1 time in your Campaign Log to travel anywhere on the map.", + "text": "영속.\n지도 상에서 새로운 목적지를 향해 임무 개시를 하는 동안, 지도 상의 어디로든 여행하기 위해, 당신은 ‘쾌속 여행권’을 추방하고 캠페인 기록지의 경과한 시간에 체크 표시 1개를 해도 됩니다.", "traits": "물품." }, { "code": "09766", - "flavor": "This dossier, while filled with important findings, isn't related to your situation in the slightest. You should probably drop it off at the sanctum Taylor indicated at your earliest convenience.", + "flavor": "본 첩보 문건은 중요한 보고 내역으로 가득 차 있지만, 현재 당신의 상황과 조금이라도 관련 있는 내용은 전혀 없습니다. 테일러 국장의 지시대로 가능한 한 빨리 재단 성소에 전달하는 것이 좋겠습니다.", "name": "재단 첩보", - "text": "Foundation Intel cannot leave your hand.", + "text": "‘재단 첩보’는 당신의 손에서 나갈 수 없습니다.", "traits": "물품. 증거." }, { "code": "09767", "name": "초차원적인 이해", - "text": "Revelation - You must either (choose one):\n- Immediately shift an [[Unstable]] key you control.\n- Flip each [[Stable]] key you control to its [[Unstable]] side.", + "text": "폭로 - 당신은 다음 중 하나를 선택해야 합니다:\n- 당신이 조종하는 [[불안정한]] 열쇠 하나를 즉시 변환합니다.\n- 당신이 조종하는 모든 [[안정한]] 열쇠를 [[불안정한]] 면으로 뒤집습니다.", "traits": "정신이상. 역설." }, { "code": "09768a", - "flavor": "File #52-U13 / Subject Class: Red / Subject is glasslike shard 26 cm in length and less than 3 mm at thinnest edge, sharp enough to cut through any known material.", + "flavor": "일련번호 #52-U13 / 분류 등급: 적색 / 본 개체는 26 cm 길이에 가장 얇은 곳의 두께가 3 mm 미만인 유리 모양 파편으로, 지금까지 알려진 어떠한 물질도 절삭할 수 있을 정도로 날카로움.", "name": "비추는 칼날", "subname": "오직 폭력만을 비춘다", - "text": "Shift - Deal 2 damage to an enemy at your location, or 1 damage to all enemies at your location. Flip this key to its [[Unstable]] side.", + "text": "변환 - 당신이 위치한 장소에 있는 적 하나에게 피해를 2 주거나 (또는) 당신이 위치한 장소에 있는 모든 적에게 피해를 1씩 줍니다. 이 열쇠를 [[불안정한]] 면으로 뒤집습니다.", "traits": "안정한." }, { "code": "09768b", - "flavor": "...different for each individual who perceives reflection. No known explanation for this discrepancy.", + "flavor": "...개인마다 칼날에 투영되는 형체를 다르게 인지함. 이 불일치 현상에 아직 적합한 이론은 존재하지 않음.", "name": "비추는 칼날", "subname": "오직 폭력만을 비춘다", - "text": "Shift - Each investigator takes 1 direct damage. Then, if an investigator shifted this key, flip it to its [[Stable]] side.", + "text": "변환 - 모든 조사자는 직접적인 피해를 1씩 받습니다. 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "불안정한." }, { "code": "09769a", - "flavor": "File #54-W14 / Subject Class: Green / Subject appears to be mechanical apparatus of unknown design. Engineering purpose eludes any known school of science.", + "flavor": "일련번호 #54-W14 / 분류 등급: 녹색 / 본 개체는 모종의 기계 장치로 추정되나 그 구동 방식을 알 수 없음. 어떤 학계의 관점에서도 본 장치의 공학적 의도를 파악할 수 없음.", "name": "다발 엔진", "subname": "명부의 기계 장치", - "text": "Shift - Add 1 ammo, charge, secret, supply, or evidence to an asset controlled by an investigator at your location. Fliip this key to its [[Unstable]] side.", + "text": "변환 - 당신이 위치한 장소에 있는 조사자가 조종하는 자산 하나에 (탄약 1발/충전 1회/비밀 1개/소모품 1개/증거 1개) 중 하나를 추가합니다. 이 열쇠를 [[불안정한]] 면으로 뒤집습니다.", "traits": "안정한." }, { "code": "09769b", - "flavor": "...currently does not recommend activation of device, without understanding of indirect consequences.", + "flavor": "...본 장치를 가동함으로써 촉발될 수 있는 간접적인 결과에 대한 이해 없이는 본 장치를 활성화하지 않을 것을 권고함.", "name": "다발 엔진", "subname": "명부의 기계 장치", - "text": "Shift - Each investigator loses 3 resources. Then, if an investigator shifted this key, flip it to its [[Stable]] side.", + "text": "변환 - 모든 조사자는 자원을 3개씩 잃습니다. 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "불안정한." }, { "code": "09770a", - "flavor": "File #45-P15 / Subject Class: Yellow / Subject appears as small bell made of black metallic substance. Despite lack of clapper, subject resounds with paradimensional acoustics when disturbed.", + "flavor": "일련번호 #45-P15 / 분류 등급: 황색 / 본 개체는 검은색 금속으로 구성된 작은 종 모양 조형물로 보임. 추가 매달려 있지 않음에도 본 개체에 충격을 가할 시, 초차원적인 음향을 방출함.", "name": "파멸의 종", "subname": "고요한 불협화음", - "text": "Shift - Automatically evade all enemies at your location. Flip this card to its [[Unstable]] side.", + "text": "변환 - 당신이 위치한 장소에 있는 모든 적을 자동 회피합니다. 이 열쇠를 [[불안정한]] 면으로 뒤집습니다.", "traits": "안정한." }, { "code": "09770b", - "flavor": "...unclear what parameters establish capability to hear or endure subject frequency. Use with caution.", + "flavor": "...본 개체가 발하는 음파를 가청하거나 견딜 수 있도록 하는 매개변수가 무엇인지는 명확하지 않음. 주의해서 사용할 것을 권고.", "name": "파멸의 종", "subname": "고요한 불협화음", - "text": "Shift - Each investigator takes 1 direct horror. Then, if an investigator shifted this key, flip it to its [[Stable]] side.", + "text": "변환 - 모든 조사자는 직접적인 공포를 1씩 받습니다. 그런 다음, 조사자가 이 열쇠를 변환했다면, 이 열쇠를 [[안정한]] 면으로 뒤집습니다.", "traits": "불안정한." } ] diff --git a/translations/ko/packs.json b/translations/ko/packs.json index 222ef6201..d2cc8005c 100644 --- a/translations/ko/packs.json +++ b/translations/ko/packs.json @@ -1,4 +1,8 @@ [ + { + "code": "aof", + "name": "Aura of Faith" + }, { "code": "aon", "name": "모 아니면 도" @@ -179,6 +183,10 @@ "code": "otr", "name": "또다시 길거리로" }, + { + "code": "pap", + "name": "Pistols and Pearls" + }, { "code": "pnr", "name": "돌아갈 수 없는 다리" @@ -287,6 +295,10 @@ "code": "tic", "name": "인스머스에 드리운 음모" }, + { + "code": "tmg", + "name": "The Midwinter Gala" + }, { "code": "tmm", "name": "미스캐토닉 박물관" diff --git a/translations/ko/types.json b/translations/ko/types.json index 995681123..2fa7aab0a 100644 --- a/translations/ko/types.json +++ b/translations/ko/types.json @@ -15,6 +15,10 @@ "code": "enemy", "name": "적" }, + { + "code": "enemy_location", + "name": "Enemy-Location" + }, { "code": "event", "name": "이벤트"