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The victory condition is easy: survive to the last twilight. If survivors or players have to be chosen to die, choose them randomly by assigning them to the sides of a die and throwing it. You can also shuffle and draw a card from the location deck until you get one with survivors on it and choose one of them.
The location deck is also your answer for placing magical entities.
if nobody is a culprit how do you play the game? who decides which survivors (or players) to kill and where to place magic pieces on the board, and how do the survivors win if there's noone to fight against?
- IIRC the notebook means you get to store cards from after skill checks instead of returning them to the decks, and spend them in future checks.
- IIRC, Battler had 2 Reasoning/2 Order. Since you draw 3 cards each turn (see rulebook), you can draw 2R 1O or 1R 2O.
- George and Kumasawa were never finished.
- I misremembered. Yes, because voting blindly is unwise: you put suspicion on yourself or risk getting an innocent player killed.
- You can do this with X+1 identity cards. i.e. 3 players?: put 3 Survivor cards and 1 Culprit in. There's a chance of no culprit.
-I don't get how the notebook Item card works, like when you do a skill check you attach it to one of your cards and this doubles it's effect?? I didn't get it.
-What does it mean to "draw" from your card pool? Like, if I use Battler and a card lets me draw from my pool, I can draw one card from the Order or Reasoning decks?
-I noticed a comment saying that Hideyoshi and Kanon are missing as characters, but when I play I also don't have George nor Kumasawa
-The voting sessions are triggered when on one of the parlors in the board but also when twilights occur, so is it really playable with only 3 players?
-The killer only being present in the narrative part is intriguing to me, maybe you can let the players draw and none of them knows that the culprit isn't among them, but in both this and your case how does the game work?
- The survivor NPCs don't move on their own, but can be moved by players with Order Cards.
- "A witch did it!" is a way for the culprit to advance the witch track by surprise in a key moment, revealing themselves for a major benefit. For example, if twilight cards have progressed the track to a critical stage (probably thanks to careful sabotage), the culprit can trigger a vote and declare the witch as the culprit to make chaos ensue, or potentially even win the game.
3 votes have to be placed on a culprit to kill them, and only 1 vote can be handed out per player per session. IIRC, voting sessions can only be triggered by spaces on the board.
- The killer will always be a player if the instructions are followed, but you can skip the survivor/culprit card handout stage to play a fully co-operative game. In this case, there is no "killer" except in the narrative.
Just out of curiousity, do you still have the work files for the cards (like the symbols) somewhere?
I kind of am interested to put in some work into this to complete the game, would you allow it (and can you tell me under which terms)?
I didn't play it yet but just seeing how much effort you put in the game I already loved it and was really looking forward to seeing this complete.
Yes, the game definitely requires a minimum of 3 players. The max I've tested it with is 4 but I know others have tested it with 6 and had fun aside from one or two small balance issues.
The project is sadly on indefinite hold, and is unlikely to see completion - but as you say, it's fully playable. Thank you for your kind feedback!
1. Crime Cards cause Twilight checks to automatically fail . Then, players have to succeed the skill check noted on the Crime Card to prevent its events from occurring. This makes Crime Cards a major asset to the culprit.
In short, the moment a Crime Card appears, players begin another, separate skill check for the Crime Card.
2. Location cards are used to pick random locations for effects that require it! What you do is you shuffle the location pouch by mashing R, then draw a location card and make the effect take place at the designated location. Then, put the location card back in the pouch and shuffle it again.
Still, Thank you very much for your quick response.
1. Crime cards are only activated when discovered during a skill check. Culprits will slip them in then.
2. Players take it in turns to place NPCs at the start of the game. So for example, Player 1 puts Eva somewhere in the mansion, then Player 2 puts George elsewhere, and so on. This is done after players receive their identity cards.
1. When are Crime cards played? Surely the culprit won't play them when everyone can see or is it during a skill check?
2. Where are the NPC's placed? Or do you control them like normal players?
Help would be greatly apprieciated, thanks! :)
In any case, thanks for making the game, I appreciate the work you've put in.
https://steamcommunity.com/sharedfiles/filedetails/?id=1424695563
Care to send me a screenshot of how they appear on your end?
Step 7: Crime time.
Once the culprit is determined, all of the players are blindfolded. The culprit un-blindfolds him or herself and activates the timer. During this time, the culprit can discard as many cards as they want (up to 3) and replace them with Crime Cards. Once the timer finishes, all players are un-blindfolded.
Is there a feature to blindfold players in tabletop? Or we just must "play fair"?
But i get it, thank you.