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introductory disclaimer
There are many reasons why this variant may or may not be for you. I invite
you to consider them before investing the time and effort to learn the many
minor rule changes Android: Hunters introduces. First, you will probably not
appreciate this variant if you do not already enjoy the Android board game,
or if you do not normally enjoy playing solitaire games. All changes I
introduced were made in the spirit of making Android function as a single-
player game, not to “fix” the original. Second, you should not go into this
variant expecting a perfect recreation of multiplayer Android, or a finely
tuned solo game. It is somewhere in between. What I have attempted to do, to
the best of my ability, is find an excuse to get more play out of a game that
I genuinely love but have a miserable time convincing others to try. It is
far from the perfect solitaire game, even by my own standards, but I think I
have managed to preserve some of Android's strongest assets: its ability to
create an evocative narrative, the asymmetric play styles associated with its
5 detectives, and the juggling act of its multiple paths to victory and/or
defeat.
Finally, I do not own the rights to Android, and although I have done my best
not to impinge on any intellectual property owned by Fantasy Flight Games,
all material in this variant is used entirely without their express consent.
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Goal
Android: Hunters is played very much like the normal game of Android—you will
follow leads, gain and spend favors to make sure your guilty hunch does time,
your personal plots turn rosy and your personal favors are worth a damn at
the end of two weeks. You won't have to actively compete against other
detectives this time; however, you'll find each of the activities mentioned
above just a little bit tougher to achieve with a Hunter on your tail.
Instead of a race against the other players to place evidence and piece
together the conspiracy, punctuated by back-and-forth battles of light and
dark cards, Android: Hunters is a tense game of cat and mouse across the
whole of New Angeles and beyond. Expect plots you thought you had under
control to end badly, crippling dark cards to hit you out of nowhere, and a
new conspiracy that will only get you so far. It'll take careful planning and
luck in equal measures to come out of this with your life intact....
Setup
Set up Android: Hunters as you would a normal 3-player game, except as
described below. Place leads, gain starting bonuses, and put NPCs into play
as noted on your detective sheet. In addition, place the leads for your
Hunter, but do not give them NPCs, favors, or other bonuses unless
specifically noted in the “Character-Specific Rules.” Place suspects, the
scene of the crime marker, Lily Lockwell, and Jimmy the Snitch according to
the directions on the murder sheet. Do not place your hero marker at the
scene of the crime.
***
Frame: In Android: Hunters, you're the only detective on the case--the only
one who matters, anyway. Because of this, you won't be competing with other
players to place evidence on the suspects. Don't think your job's going to be
any easier because of it, though. By the time the case hit your desk, there
was already a frame job in play, and it'll take all the evidence you can find
to swing the investigation back on track.
To set up the frame, remove the following evidence tokens from play:
+4 (X2), +3 (X3), +2 (X6), +1 (X7), -1 (X4), -2 (X3), -3 (X2), surprise witness (X2), perjury (X3)
Shuffle the 32 tokens you've just removed and place them randomly face down
(without peeking!) on the four suspects, divided evenly so that each suspect
has 8 facedown tokens. The balance on each suspect sheet should be as
follows: 2 tokens on the suspect's Strong file, 3 tokens on Normal, and 3 on
Weak. These tokens represent the evidence the conspiracy has planted against
each suspect before your investigation begins.
5
At this point, you should draw your Guilty and Innocent hunch cards. Without
looking at the values on the tokens, move all of the facedown evidence from
the Strong file to the Weak file of your guilty hunch, and move all of the
evidence from the Weak file to the Strong file of your Innocent hunch. When
you are done, your Guilty hunch should have no Strong evidence, 3 Normal
evidence, and 6 Weak evidence, while your Innocent hunch should have 6 Strong
evidence, 3 Normal evidence, and no Weak evidence. The other suspects should
retain the 2-3-3 distribution they started with.
If you are Obsessed, follow the procedure listed above for your Guilty hunch.
Then, move 1 random piece of evidence from each other suspect's weak file to
their strong file.
Shuffle the remaining 28 tokens and place them in a facedown draw pile, as in
the normal setup.
Personal Affairs: For this step, you should refer to the “Character-Specific
Rules” for details. Set up your detective's Light deck as normal. However,
your Dark deck will be divided into several distinct piles depending on the
detective being used. Be sure to follow the instructions carefully so that
you can distinguish between these piles without confusion. Finally, remove
the specified cards from the Dark deck of the detective who is representing
your Hunter to create your Grudge deck for the game. Arrange your Dark Cards
into up to four separate piles, starting in the space on the board where the
Event deck is normally placed. Next, place your Light deck; and finally,
place your Grudge deck on the sixth space. Keep the Event deck near the board
instead of its usual spot. Put the remaining Dark cards and all of your
opponent's Light cards back in the box; you won't be needing them.
***
You will be needing 3 extra tokens during the game: Dirt, Grudge, and Traps.
I have used Baggage tokens to represent all 3 of these, and since there is
only one plot in play at any time, you should have enough extras to cover
them in most cases. If you run out, first see if you can remove any tokens
from your own plot card (for instance, if you have 5 light and 3 dark
baggage, you can usually remove 3 of each color, leaving only 2 light
baggage). If you still require extras, the Hunter will discard 3 Dirt tokens
to give you 1 bad baggage (usually only done on plot resolution days) until
enough tokens are freed up.
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Throughout the game, Dirt tokens and Grudge tokens are used interchangeably
with Dark cards in any cases where the latter could be gained, lost, spent or
sacrificed. The Hunter begins the game with 3 Dirt tokens. You begin the game
with 2 Light cards and 1 Grudge token.
You will need the Hunter's lead tokens, player figure, and the cards
specified in their Grudge deck. Unless specifically noted, you may return all
other materials belonging to the Hunter's character to the box. Hunters
cannot gain or lose favors, draw Light cards, or have personal plots, and
their NPC's status does not affect the outcome of the game.
General Notes
In case of conflict between the general rules and character-specific rules,
character-specific rules will always take precedent. A crucial rule change is
that unless specifically noted in the “Character-Specific Rules,” the “Play
this card when...” portion of Dark Cards is always ignored. Both you and the
Hunter have a specific method for putting Dark Cards into play, and once in
play, the cards will take effect at the earliest possible moment. The main
exception is cards that require an NPC to be alive or dead, which are
described in more detail in the “Character-Specific Rules.”
The Hunter is always considered the first player, and acts first on each day.
In this variant, the Scene of the Crime location offers a unique alternative
benefit for those who spend time there.
During the game, the Hunter may attempt to “tag” you, causing you to draw a
Dark card from your Tag deck. There are other game effects, such as the
Hunter having 10 Dirt tokens at the start of your turn, that will also cause
you to draw a card from your Tag Deck. Some negative effects (e.g. gaining a
bad baggage) are only applied in the former case; in these situations, the
rule will specify that the Hunter has physically tagged you. You may only be
physically tagged once per day, though other circumstances may cause you to
draw 2 or more cards from your Tag deck.
All plots enter play with 1 bad baggage on them (2 if you are playing as
Raymond).
Some Dark cards or Events result in the Hunter discarding the “highest-value”
or “lowest-value” faceup evidence from certain suspects. In these cases, as
when removing evidence from the strong and weak files at the end of the game,
refer only to evidence with printed numbers on it, ignoring perjury, surprise
witnesses and alibis.
Because Grudge tokens take the place of Dark cards, the normal hand size is
reduced to 5 cards normally. This corresponds to the maximum of 10 Grudge
tokens. If a detective's hand size is increased or reduced, use 5 cards as a
base. The Grudge token maximum is always double the player's hand size. For
instance, Raymond has a maximum hand size of 6 cards and 12 Grudge tokens,
8
while Floyd's plot that reduces his hand size gives him a maximum of 4 cards
and 8 Grudge tokens.
Whenever the Hunter has the opportunity to place hit tokens, they will target
your guilty hunch or your innocent hunch, in that order. The Hunter always
places 2 hits tokens at a time (except if the murder is Last Call at Roxie's,
in which case the Hunter only places 1 hit at a time).
Your Turn
The Hunter always acts first. After the “Hunter's Turn” (described after this
section, for the sake of clarity), you play your turn exactly as you would in
a normal game of Android, with the following exceptions:
Tagging and Dark Cards: If you were tagged during the previous Hunter Turn
(see “Hunter's Turn” for more details), and if the Hunter had sufficient Dirt
to pay the cost of the dark card triggered, it takes effect at the start of
your turn. After resolving all effects listed on the card and paying the cost
in Dirt tokens, you may discard it and continue with your turn. Important:
you may not, under any circumstances, enter the Hunter's location during your
turn unless moved there by a dark card.
Also, if the Hunter has 10 Dirt tokens at the start of your turn, you always
draw and resolve a card from the Tag deck, regardless of whether the Hunter
physically tagged you the previous turn.
Twilight Track:Only Light cards affect your position on the Twilight Track.
To play a Light card, you still pay the twilight cost in full, just as in the
multiplayer game of Android. However, in order to shift back from dark to
light, you may spend 1 time to discard 1 light card from your hand. Any card
you discard in this way light shifts you by a factor equal to the card's cost
(which can be increased or decreased as though you were playing a Twilight
Card normally: by matching your current plot, being Louis, etc.). It's okay
if the card's cost exceeds the amount you're able to light shift; in this
case, simply light shift fully. You may only discard 1 card per 1 time spent,
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and you may not gain any other benefit by doing this (such as a benefit for
sacrificing a light card).
The twilight track is unaffected by playing cards from your Grudge deck (see
below). Any game effect that allows you to dark shift, such as puzzle pieces
and Fights, instead allows you to gain 1 Grudge token. The exception is dark
cards that force you to dark shift fully: these move your token on the
Twilight Track, and no Grudge tokens are gained. Light shifting as a result
of either of these effects is handled as per usual.
Drawing Dark Cards: Any game effect that would allow you to draw an
opponent's Dark card, including entering a seedy location, spending 1 time at
any location, or the secondary effect of certain Dark or Light cards, instead
causes you to gain 1 Grudge token. Keep your Grudge tokens next to the Grudge
deck described in “Setup”. When you have gained a minimum of 5 Grudge tokens,
you may spend 0 time at any location to draw a card from the Grudge deck and
put it into play. You must spend its entire twilight cost in Grudge tokens,
modified by any game effects that allow you to alter the cost of Dark cards.
Unless specifically noted, treat the Hunter's plot as though it were a color
matching your own for the purposes of adjusting cost. Any leftover Grudge
tokens remain in your possession, and can be used toward your next draw from
the Grudge deck. You may never draw a card from the Grudge deck unless you
have at least 5 Grudge tokens, and this action counts as playing a Dark card
for the purpose of any game effect.
Cards from the Grudge deck take effect at the beginning of the Hunter's next
turn unless specifically noted. You may perform this action again as many
times as you like, but it costs 1 time for each additional Grudge card you
draw and resolve in the same turn. Additionally, all Grudge cards must be
applied during the Hunter's next turn, even if the effect would be redundant,
unless specifically noted. Once you have drawn a Grudge card, you may not
escape paying its cost unless you cannot afford it; this is the reason for
the 5-token minimum.
Grudge tokens can be spent or sacrificed as though they were Dark cards to
reduce the cost of Light cards played or to gain good baggage. Grudge tokens
may not be sacrificed to activate a Major Location. You may have a maximum of
10 Grudge tokens at any time.
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Following Leads: When following a lead, the player has three options: study
the evidence, discover new evidence, or uncover the conspiracy. Discovering
new evidence is identical to placing evidence in the normal game. All tokens
for this action are drawn from the 24-token evidence pool you created in the
Setup step. All evidence placed in this way is played face-up. Studying the
evidence allows the detective to determine which pieces of evidence are
genuine and which are part of the frame job planted by the conspirators. When
you choose to study the evidence, you can look at a single face-down evidence
token (in the appropriate file) on any suspect and flip that token face-up.
Uncovering the conspiracy is described in a later section.
It's possible that, in studying the evidence, you'll discover that the frame
job is so strong that there's nothing you can legally do to change the
outcome of the trial. If this happens, the best you can do is look out for
your personal plot and the overarching conspiracy. Of course, you could also
place a warrant on Humanity Labor....
Moving Leads: Unless a game effect specifically allows you to move a lead
(for example, uncovering a lead icon on a puzzle piece, or certain Plots),
leads are always moved by the Hunter, regardless of whose turn it is. To move
a lead, do the following:
Roll a six-sided die to determine which district the lead is moved to. 1
refers to the upper-left district on Heinlein, 6 is the lower-right district
on Earth, and 3 is the Beanstalk. Just like in the normal game, leads must
remain on the same type (color) of location they were moved from, and they
cannot be moved to locations that already contain a lead. They may be moved
to the Hunter's district, but can't be moved to another location in the same
district the lead started on (so the Hunter can't follow a lead and move it
to another location in the same district). If one of the above rules prevents
you from moving the lead to the district indicated by the die roll, roll
again.
The Hunter will not move a lead to any location that already contains 2 Trap
tokens unless it is the only viable location in the district indicated.
If there is more than one location of the appropriate color in the indicated
district, consult the “Character-Specific Rules.”
When a game effect allows the player to move a lead, do so according to the
guidelines in the original rulebook.
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Jimmy the Snitch: Spending 2 time at Jimmy the Snitch's location lets the
player turn all the evidence in one file on any suspect sheet face up. This
can only be done once per turn. Afterward, move Jimmy the Snitch to a new
location of your choice in a non-adjacent district (the Beanstalk is
considered to separate New Angeles and Heinlein, so it is okay to move Jimmy
between the Earth and an “adjacent” district on the moon).
Uncovering the Conspiracy: In Android: Hunters, you are the only detective
working on uncovering the conspiracy. However, that doesn't mean you can
afford to stick your nose in too deep. Remember, the conspirators already
have a Hunter on your tail, which means you'll have to conduct your
investigations with extra discretion. Because of this, over the course of the
game, you can form a maximum of 3 links to separate groups in the conspiracy
over the course of the game. The moment you link to the third group, the NAPD
clamps down on your investigation, and you no longer have the option to draw
or place puzzle pieces when following a lead. You may, of course, create
multiple links from different sides of the conspiracy toward one or more of
your 3 groups, but these links must already be established by the time you
link to your third group. Haas-Bioroid and Jinteki count toward this total
(although as with any other group, multiple Haas or Jinteki links are
allowed).
Since you probably won't have a chance to deplete multiple conspiracy draw
piles, Digging Deeper becomes more valuable in this game if you want access
to the more powerful bonuses or the Haas/Jinteki links. However, this will
reduce your chances of exposing multiple links and earning your +4 bonus. In
addition, you'll have to think carefully about which 3 groups you'd benefit
the most by linking to, and how many turns you can afford to spend doing so.
If a puzzle piece's bonus allows you to draw another puzzle piece, but you
cannot do so because the third link was completed by the previous piece,
simply draw and discard the extra piece, gaining any bonuses printed on it.
All links to the conspiracy behave as printed on the game board, except that
Cardinal Reese should read: "Sad Endings are +1 VP per link." In other words,
this reduces the negative point value of Sad Endings, making them slightly
less damaging. Since Hunters don't have personal plots, the player would
never benefit from increasing the damage of Sad Endings.
Plots: Plots play out just like in the normal game. You still gain good and
bad baggage toward your plots as listed on the cards, with a few exceptions
listed in the “Character-Specific Rules.” In addition, you may gain bad
baggage as a result of specific Hunter actions, as described in “Hunter's
Turn”. This is always in addition to bad baggage gained when your plot's
negative baggage condition is fulfilled, so you can potentially gain bad
baggage at double the normal rate. Happy endings are hard to come by when
there's a Hunter on your tail.
Triggering Traps and Other Dark Cards: As the Hunter moves across the board,
he or she will leave Trap tokens behind at every location visited. If your
movement forces you to land on one of these locations, and if your Hunter has
at least 1 Dirt token, reveal a dark card from your Trap deck (described in
the “Character-Specific Rules”). If your Hunter has enough Dirt tokens to
afford its cost, the Dark card takes effect, whether or not the location that
triggered the reveal matches the type listed on the card. If your Hunter
can't afford the card's cost, it is discarded and nothing happens (no Dirt
tokens are lost and no bad baggage is gained). In either case, remove 1 trap
token from the location and continue your turn if you are able.
In addition to Trap cards, there are other actions you can take on your turn
to trigger a reveal from one of your Dark card decks, described in detail in
the “Character-Specific Rules”.
Baggage Tokens: Since you'll be using baggage tokens for a lot of different
things in this game, you might consider only tracking the net balance of your
baggage on your personal plot. If you had accumulated 4 bad baggage, and you
then gained 1 good baggage, you would track this by removing a bad baggage
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rather than adding a good one. The only exception is Caprice's "Descent Into
Madness" plot.
Suspects/Hunches: You still receive one innocent and one guilty hunch, as in
the normal game. However, since no other player has received these cards,
there will be three unused hunch cards of each kind rather than one. If any
game effect would allow you to look at the unused hunch cards, you may
instead choose to discard either your guilty or innocent hunch and randomly
draw a new one to replace it. In addition, your innocent hunch only pays off
if that character is the most innocent surviving suspect at the end of the
game. Nobody said that being a detective in New Angeles was easy!
Hunter's Turn
Grudge Cards: Any Grudge cards you played on your previous turn take effect
at the beginning of the Hunter's turn (with certain exceptions listed the
“Character-Specific Rules”). If there are multiple Grudge cards in play, the
player chooses the order in which they take effect. After resolving its
effects, discard the card. If you played a Fight card on the Hunter, you
choose the outcome (although sometimes there is only one outcome that would
have an effect). The Hunter never light or dark shifts.
Hunter Movement: The Hunter is quick and agile. When the Hunter moves, his or
her ruler is not used. Instead, the Hunter moves either directly to locations
within the Hunter's district, or moves from district to district when moving
to a new district. When moving from district to district, the Hunter spends 1
time to move to the center of any adjacent district, repeating this as
necessary until the target district is reached. The center of a district is
not considered a location, and no Trap token is left behind (see below). The
Hunter is merely “in town.”
When moving and spending time, the Hunter always applies the priorities
listed below. The Hunter will only pursue a lower-priority action if a
higher-priority action is unavailable.
2) If there is an active Event anywhere on the board, the Hunter will move
from district-to-district toward that event. If there are two or more
Events equidistant to the hunter, the Hunter prioritizes the most
recent Event.
3) If there are any leads in the Hunter's district, the Hunter will move
directly to the lead's location and then spend 1 time (if able) to
follow the lead. When following leads, the Hunter gains 2 Dirt tokens,
then moves the lead as described in the “Moving Leads” section above.
If there are multiple leads in the Hunter's district, the Hunter will
prioritize the leads closest to the player's current location,
resolving any ties by moving clockwise from the top center location of
the district (12 on an imaginary analog clock). Exception: If the
Hunter already has the maximum possible Dirt (usually 10), ignore any
behavior involving leads.
16
4) If the player is in the Hunter's district and the Hunter has at least 5
Dirt tokens, the Hunter will move directly to the player's location and
then spend 1 time to “tag” the player's detective. If the player is in
another district, but the Hunter has already accrued the maximum Dirt
tokens (usually 10), the Hunter will first move from district to
district toward the player, then follow the behavior above. "Tagging"
allows the Hunter to draw a powerful dark card to play against the
player, which will be resolved at the start of the player's next turn.
The player may only be physically tagged once per turn. If the player
is physically tagged, first gain 1 bad baggage to your active plot;
then, draw the top card from the Tag deck and set it on the board near
your investigator figure, placing the appropriate cost of Dirt tokens
on it. At the start of your turn, resolve the card and discard the Dirt
tokens. This is the same procedure you should follow whenever you are
instructed to draw from one of your dark decks out of turn, such as in
response to a plot card resolving.
Also note that if the Hunter has 10 Dirt tokens at the start of your turn,
you must draw and resolve a card from the Tag deck, regardless of whether you
were tagged on the previous turn. This is not considered being physically
tagged, and no bad baggage is gained as a result.
5) If the player is in the Hunter's district but the Hunter has fewer than
5 Dirt tokens, the Hunter will spend 1 time from anywhere on the board
(including the center of a district) to gain 1 Dirt token, repeating
this action as necessary until the Hunter's turn ends or the Hunter has
at least 5 Dirt tokens.
6) If there are any leads in an adjacent district, the Hunter will move
from district to district toward those leads. If there are multiple
adjacent districts containing leads, the Hunter prioritizes the
district closest to the player's current location.
7) If none of the above apply, the Hunter's turn immediately ends. If the
Hunter had 3 or more time remaining, the player gains 1 bad baggage.
Otherwise, the Hunter gains 2 Dirt tokens, if able.
Traps: Every time the Hunter moves to a new location, place a Trap token
(negative baggage token) on that location. There can be a maximum of 2 Trap
tokens in a single location at any time. This does not apply when the Hunter
is moving from district to district. If the player later enters this location
(after the Hunter has moved on), there's a chance a dark card will be
triggered. Placing a Trap token is part of a Hunter's movement; it does not
cost extra time to do so. If you run out of baggage tokens and can't remove
any as described in “General Notes,” from your character's Plot remove Trap
tokens that are already on the board, beginning with the one farthest from
the player's current location.
Events/Silencing NPCs: When a new Event is put into play, take a look at its
effect. If spending time, favors, cards etc. at a location would give a
benefit to the player doing so, the Event becomes the Hunter's primary goal.
However, the Hunter does not gain any direct benefit from this action; the
Event is merely removed from play. If the Event would allow something bad to
happen to another player, the Hunter pursues the event only if it would
affect the player. The Event is then resolved as written, except that in
either case, the Hunter always spends 2 time to resolve an Event instead of
the written cost.
Baggage: At the end of every third day, before the player's plot resolves,
the Hunter will discard unspent Dirt tokens to place addition bad baggage on
the player's plot. For every 3 tokens discarded this way, the player gains 1
bad baggage. Any leftover tokens remain in the Hunter's possession. As I said
before, happy endings are hard to come by these days. You can use the Scene
of the Crime action or intentionally trigger traps to avoid this effect.
Trauma: Hunters do not gain trauma. Any effect that would cause a Hunter to
gain trauma causes the Hunter to discard up to 2 Dirt tokens instead.
Any Event that requires the investigator to spend time, etc. to prevent a
negative result (e.g. “Noise is cooking up something nasty”) is ignored by
the Hunter. Additionally, if resolving the Event would neither help nor
hinder the player to any degree (e.g. an Event that removes a warrant when
there are none in play), it is ignored by the Hunter.
“Jimmy the Snitch is willing to talk.” This event costs you 2 time in
addition to a society favor. It costs the Hunter 2 time.
“Jinteki is involved in some form of cover-up!” The Hunter will spend 2 time
there in order to force you to discard one of the listed tokens.
“You can't just barge in wherever you please!” This event is ignored by the
Hunter unless the player has at least one warrant in play, in which case it
is resolved as written.
20
“Tanaka's testimony is vital to the case.” After spending 2 time, the Hunter
will attempt to remove a surprise witness or alibi token, if there is no
matching face-up perjury token, from the player's innocent hunch. If this is
not possible, the NPC is merely removed.
“Mr. Li doesn't like bloodshed on his turf.” This event is ignored if there
are no hits in play. Otherwise, the Hunter will always attempt to remove a
hit from any suspect.
“Kate says she wants to testify.” The Hunter places an alibi on your guilty
hunch, if there is no face-up perjury token present.
“I stumbled onto something big, yeah!” If the Hunter resolves this event,
Jimmy the Snitch is eliminated (but there is no other effect).
“Oliver, I need you to hide this for me.” This may only be used to discard
facedown evidence. If the Hunter resolves it, there is no effect.
“Director Haas said to take you for a ride.” The Hunter moves you as noted in
the “Character-Specific Rules.” This movement may trigger traps, even if it
is not your turn. The traps then take effect at the start of your next turn.
“Jimmy says he's got some real juicy info for you.” If the player does not
have at least 1 of each favor type, the Hunter ignores this event. If the
player activates this event, flip face up all the evidence in 1 file of any 2
suspects not shown on your hunch cards (you may choose a different file for
each suspect).
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Character-
Specific Rules
22
Louis Blaine
Jinteki has heard that your investigation's gotten a little too close to their
assets, and they've sent a crazy psychic assassin clone to take you out!
Hunter: Caprice
Dark Decks: Separate your dark cards into the following 4 decks. Shuffle each
deck separately before play begins.
name Trap Deck (6 cards) Evidence Deck (5 cards) Sara Deck (5 Tag Deck (5
cards) cards)
trigger Move to a location When you follow a lead, Gain a Sara Hunter tags
with a Trap token. before deciding what to favor (except you or has
do with it, roll a die. during setup) or 10 Dirt
Draw from this deck on begin/resolve a tokens at
a roll of 6. Sara plot. the start of
your turn.
contents The Krausey Case – Sara – “Sara was always Sara – “Happy Sara – “I
“I'm going to take my the smart one. The anniversary, heard about
time and enjoy this.” Krausey Case – “Keep Sara.” “Back Sara. Take
“Tanaka says hello.” your priorities off...or else.” the day
That's it, Kid. straight, Blaine.” On “You were off.” The
School's in session!” The Take – “Look, I'm supposed to call Krausey Case
On The Take – “You're not a big picture kind last night, – “No, I'm
in the wrong part of of guy.” “Be more Louis.” “Come afraid Jim
town, Copper.” “I want careful, Blaine.” on, pretty lady. isn't
you in my office now, “You're a loose cannon, Give us a kiss.” coming.”
Blaine!” “You've been Blaine!” “What are you “The NAPD
leaning on us too doing stalking isn't your
hard, Blaine.” my wife?” personal
goon squad.”
“I had that
dream
again.” On
The Take –
“I have an
errand for
you, Mr.
Blaine.”
23
Special Hunter Rules: Put Caprice's Sanity card in play at the start of the game.
Cards from Caprice's Grudge deck can affect her sanity, giving her more or
less time during each day.
If Caprice tags you, in addition to drawing from your Tag Deck, she will try
to use her psychic abilities to scramble your brain. Targeting the suspect
file with the most faceup evidence, she will turn all evidence in that file
face down, rearranging the tokens so that their positions are as random as
possible.
Place Caprice's warrant on Jinteki at the start of the game. This can be
removed by certain events.
If a dark card requires an NPC to be alive and that NPC has been killed or
silenced, after drawing the card, remove it from the game instead of
discarding it. The Hunter does not pay for the card's effects, but a
replacement card is not drawn (until that deck is triggered again).
Grudge deck: Caprice's Grudge deck contains the following 13 cards: Property of
Jinteki – “They were screaming as they dissolved.” “Hey there, Sweetness.”
“The techs want to run some tests on you.” “Why are you doing this? I'm your
sister!” Someone to Love – “There's one! Get her!” “We shall suffer no golem
to live.” “Where were you, Daniel?” “Why weren't you at the deposition?”
Descent into Madness – “I dreamt that everyone turned to ashes.” “No way I'm
letting a golem boss me around.” “He was sent to kill me.” “I'm still
learning to control my powers.” “The voices are too loud.”
Initial Trap setup: Place a Trap token in each of the 14 seedy locations on the
board, plus the NAPD. Remember that Traps are only triggered when you enter a
location.
Preferred Lead Locations: If there is more than one available destination when
moving leads, Hunter Caprice applies the following priorities: 1) NAPD; 2)
Seedy Locations; 3) Normal Locations; 4) Ritzy Locations; 5) Major Locations;
6) Restricted Locations.
Go For a Ride: If given the chance to move you, the Hunter will move you to the
NAPD (if you are on the moon) or Mycroft Cemetery (if you are in New Angeles
or the Beanstalk).
Louis's mood card: When Louis is in a good mood, he may reduce the cost of Light
cards he is playing by 1, or he may increase the value of Light cards he is
discarding by 1. This is in addition to any effects gained by matching his
current plot. When Louis is in a bad mood, he can reduce the cost of a Grudge
24
card by one. Flip the card to "bad mood" every time Louis spends Grudge
tokens, and flip it back to "good mood" any time Louis plays a light card.
Specific Card Effects: During the first week of the game, none of Caprice's plots
are considered to be in effect for the purpose of playing Dark Cards. During
the second week, all of her plots are considered to be in effect for the
purpose of playing Dark Cards.
If a game effect allows you to look at Caprice's hand, you may peek at 4
cards from the top of any of your dark decks. These can be the top 4 cards
from a single deck, or the top card(s) from 2 or more decks, so long as the
total of cards seen is no greater than 4. Replace the cards in the same order
after you have looked at them.
“Why weren't you at the deposition” This card remains in play until Caprice
follows a lead, then apply its effects.
“The techs want to run some tests on you.” If Caprice's warrant is no longer
on Jinteki, she discards all her Dirt tokens.
“She's why I keep doing this crummy job” If you choose dark tactics, gain
Grudge tokens until you have 5.
“The voices are too loud.” Hunter Caprice ignores any events and/or leads on
major locations for the next turn, and can't use the Beanstalk.
“That all you got?” While this card is in front of you, it costs one fewer
Dirt to play your Dark Cards.
“Don't worry. I know the judge.” Flip up all evidence on one suspect instead
of looking in secret. If played during the first week, gain one additional
negative baggage.
“Look, I'm not a big picture kind of guy.” Regardless of what you planned to
do with the lead, the action is canceled.
Reminder: cards that allow another player to draw your dark cards instead
allow Caprice to gain a Dirt token, and cards that allow you to draw another
player's dark cards allow you to gain a Grudge token. If a card allows all
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other players to draw one of your dark cards, give Caprice 5 Dirt tokens
instead.
If a light card allows Louis to look at both unused hunch cards and switch
one out for his active hunch, you may only draw one of each type of hunch
card to look at (draw randomly). You may, however, play this card multiple
times over the course of the game, potentially drawing a new suspect each
time.
26
Caprice Nisei
Human First has found out that the NAPD has contracted with Jinteki to hire
a psychic clone to investigate this latest murder, so they've hired a pawn of
their own—a tricked-out bounty hunter who will do anything for a quick
buck. Besides, it's not as though you're really human.
Hunter: Rachel
Dark Decks: Separate your dark cards into the following 4 decks. Shuffle each
deck separately before play begins.
name Trap Deck (9 cards) Major Location Deck (6 Tag Deck (7 cards)
cards)
trigger Move to a location with Move to a location with Hunter tags you or has
a Trap token, and it is a Trap token, and it is 10 Dirt tokens at the
not a Major Location or a Major Location and you start of your turn.
you have fewer than 3 have 3 or more cards in
cards in hand. hand.
Remove Rachel's Money card and 5 Cyberware cards from her light deck, and
place them near the board. Put one of Rachel's hero markers on the Rachel's
Money card, pointing at $3,000. Shuffle the Cyberware cards and keep them in
a facedown pile.
Every time a new event card is brought into play (including the Specific
Event), Rachel gains $1,000. If Rachel has more than $1,000 left over at the
end of the game, subtract the corresponding VP from your total. You can force
Rachel to lose money by playing cards from her Grudge deck.
In addition, at the end of Rachel's turn on the third day of both weeks and
the sixth day of the first week, Rachel automatically moves to Armitage
Software or Olivaw's Robotics (whichever location is closer) and you must
draw the top Cyberware card. Rachel will attempt to buy it. If she does, keep
it face up near the board; its ability remains in effect until the card is
discarded. There is no limit to the amount of Cyberware cards Rachel can have
in play. When a face-up Cyberware card is discarded, it is shuffled back into
the Cyberware deck.
“Well, you'll never need coffee again.” As printed, Rachel gains 1 extra time
each day while this card is in play.
“Give me the Berserker AI unit.” Whenever you play a Grudge card against
Rachel (unless that card forces her to discard this Cyberware), she gains 2
Dirt tokens.
“I'll take the retinal HUD.” At the start of each turn, Rachel gains 1 Dirt
token.
“How much for the painkiller gland?” Rachel will discard this card at the
start of her next turn to gain 4 Dirt tokens. If this cause her to exceed her
10-token limit, you gain a bad baggage.
“Put the poison gland under my fingertip.” The next time Rachel follows a
testimony lead that matches your guilty hunch, discard this card and place a
hit on that suspect. If your guilty hunch has already been eliminated, Rachel
goes after your innocent hunch.
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Rachel begins the game with a random Cyberware card that costs $2,000 or less
already in play. If you draw a card that costs more than $2,000, shuffle it
back into the deck and draw again. Rachel does not pay for this first card or
move from her starting location.
Grudge deck: Rachel's Grudge deck contains the following 12 cards: A Friend
Indeed – “This is a disaster.” “This was a really bad idea. I can feel it.”
“Careful! Watch the bystanders!” Father's Day – “Great. This guy thinks he's
a stunt pilot.” “I really don't need this right now.” “Slow down and tell me
what happened.” A Friend in Need – “This doesn't look good.” “I forgot about
this bill.” “You stupid hunk of junk!” “That cyberware seems to be on the
fritz.” “The mark is Esteban Ochoa, a gun runner.” “I hate to ask for it,
Rachel, but...”
Initial Trap setup: Place a Trap token in each of the 16 Major Locations on the
board.
Preferred Lead Locations: If there is more than one available destination when
moving leads, Hunter Rachel applies the following priorities: 1) Major
Locations; 2) Seedy Locations; 3) Normal Locations; 4) Ritzy Locations; 5)
Restricted Locations.
Go For a Ride: If given the chance to move you, Rachel will move you to Wydlsyde
(if in New Angeles or the Beanstalk) or the Eastside Tenements (if on the
moon).
Caprice's Sanity: This enters play and behaves exactly like it does in the normal
game.
Specific Card Effects: If a game effect allows you to look at your opponent's hand,
you may peek at 4 cards from the top of any of your dark decks. These can be
the top 4 cards from a single deck, or the top card(s) from 2 or more decks,
so long as the total of cards seen is no greater than 4. Replace the cards in
the same order after you have looked at them.
If a dark card is drawn that requires Daniel to be alive, and he has been
eliminated, it is discarded with no effect.
Any time you are required to show one or more cards from your hand to another
player, place the card(s) faceup on the board to the right of the Beanstalk.
These cards are still considered “in your hand” and can be played or
discarded normally.
29
Each time the Hunter is required to name a plot and draw 3 cards at random
from your hand, take up the revealed cards with the rest of your hand. Keep
the revealed cards face up and unrevealed cards face down. Shuffle the cards
under the table and, without looking at them, draw 3 at random without
changing their faceup/facedown status. If any of the drawn cards is a faceup
card, the Hunter is considered to have named the plot correctly.
Hunter Rachel is always considered to have the fewest possible cards in her
hand.
“You stupid hunk of junk!” For the turn after this is played, Rachel spends 2
time each time she moves. Then, at the end of that turn, she spends $2,000
(or as much as she is able) and the card is discarded.
“Report, Caprice.” You only lose the time if you have a warrant on Jinteki
(but the other effects of the card take place either way).
“You can't hide your secrets from me.” You have a choice. You may flip up 1
piece of evidence from each file of each suspect, then discard the highest-
value faceup evidence from your guilty hunch, or you may choose a type of
evidence (physical, etc.) and flip up 1 piece of evidence from only that file
for each suspect, then discard the lowest-value faceup evidence from your
innocent hunch.
“For just an instant, I could see everything.” Look at the top 2 card of all
dark card piles (including Rachel's), and choose 1 card to discard, if you
wish. Replace the other cards in the order you found them.
“I know you. I know everything about you.” Reveal 2 cards from your hand,
then look at the top 3 cards of Rachel's Grudge deck. Choose one to keep on
top and gain its cost in Grudge tokens, discarding the other cards.
Rachel Beckmann
Your father is worried you're in over your head, so he's hired a private
investigator to keep an eye on you. As soon as the PI found out what you
knew, however, he stopped returning your father's calls, and now your
safety is the last thing on his mind.
Hunter: Raymond
Dark Decks: Separate your dark cards into the following 4 decks. Shuffle each
deck separately before play begins.
name Trap Deck (6 cards) Hand Size Deck (5 Cyberware Deck Tag Deck (5 cards)
cards) (4 cards)
trigger Move to a location At the start of When you follow Hunter tags you or
with a Trap token. each turn, roll a a lead while at has 10 Dirt tokens
die. Draw from least one at the start of your
this deck if the Cyberware card turn.
result is greater is installed,
than the number roll a die. Draw
of light cards in from this deck
your hand plus if the result is
one (e.g. if your exactly equal to
hand size is 3, the number of
draw on a roll of Cyberware cards
5 or greater). you have
installed.
Before the game, decide which color plot (purple or green) will be considered
in play for Raymond during this game. Raymond's active plot never changes
after the game begins. You might consider placing one of his unused light
cards of the appropriate coloe face-up near the board to remind you what you
chose.
Even worse, Raymond gains one additional Dirt the first time he follows a
lead each day, and he maxes out at 12 Dirt tokens instead of the usual 10.
Note that you will still draw from the Tag deck if he has 10 or more Dirt at
the start of your turn, but Raymond will not physically tag you until he has
reached his maximum of Dirt tokens.
However, you can use Raymond's war memories against him. At the start of the
game, place Raymond's hero markers on the Castle Club, any location on the
moon that does not contain a lead (your choice), and any nightlife location
in New Angeles that does not contain a lead (your choice). The first time
Raymond enters a location with one of his hero markers on it, remove the hero
marker from play, and Raymond's turn immediately ends, and he discards up to
4 Dirt tokens. Remember that when placing leads, you must follow the
preferred locations listed below, breaking ties by placing the lead as far
from your investigator as possible.
Grudge deck: Raymond's Grudge deck contains the following 12 cards: Old Flame –
“Quit sticking your nose in our business.” “Everytime I come here, my
shoulder aches.” “Give us your wallet and no one gets hurt.” “Maybe just one
more drink...” “You just need to relax a bit.” “I think there was something
in my drink.” Haunted by the Past – “I don't think I can do this anymore.” “I
wish I had been the one to die.” “You're too easily distracted, Flint.” “I
32
couldn't sleep again.” “God...I can't breathe...get away from me!” “Hey,
Keene. Sorry I haven't visited lately.”
Initial Trap setup: Place a Trap token in each of the 13 ritzy locations on the
board, plus Armitage Software and Olivaw's Robotics.
Preferred Lead Locations: If there is more than one available destination when
moving leads, Hunter Raymond applies the following priorities: 1) Seedy
Locations; 2) Ritzy Locations; 3) Normal Locations; 4) Restricted Locations.
Hunter Raymond does not distinguish between Major Locations and otherwise.
Go For a Ride: If given the chance to move you, Raymond will move you to the San
Bernadino Ruins (if on the moon or the Beanstalk) or the Mycroft Cemetary (if
in New Angeles).
Rachel's Money: This enters play and behaves exactly like it does in the normal
game.
Any Grudge card that would cause Raymond's turn to end instead causes him to
lose 4 time. This effect is cumulative.
“You're too easily distracted, Flint.” You may turn over any 1 face-down
piece of evidence for free and discard it, if you wish.
Raymond Flint
Flint, you've done it again—stuck your nose in where it doesn't belong. The
bigwigs at Haas-Bioroid have found out you've been looking into their
operations, so they've dispatched an assassin-bot to erase you and your
entire investigation from the records. Well, at least it's proof that you were
on the right track.
Hunter: Floyd
Dark Decks: Separate your dark cards into the following 4 decks. Shuffle each
deck separately before play begins.
trigger Move to a location Move to a location See Raymond's Hunter tags you or
with a Trap token with a Trap token, Memory rules for has 10 Dirt tokens
and the and the location additional details. at the start of
Nightlife/Kate is a nightlife your turn.
rules do not location or you
apply. have at least one
Kate favor.
At the beginning of the second week, shuffle all of the played Grudge cards
together, including the one mentioned above, and put them face-down below the
pile of unplayed Grudge cards. The first Grudge card drawn during the second
week determines Floyd's second week's plot. Thus, it's possible for Floyd to
have the same plot for both weeks.
Hunter Floyd begins the game with 1 tech card in play: “Let's try boosting
your reflexes.” This give him a major advantage, allowing an extra movement
for 0 time, but you can force him to discard the card by playing specific
cards from his Grudge deck. At the beginning of the second week, Floyd will
reinstall any discarded tech cards unless they have been permanently removed
from play (by “The circuit is burning out!”).
Grudge deck: Floyd's Grudge deck contains the following 12 cards: Property of
Haas – “The circuit is burning out!” “Critical systems error. System
unstable.” “You'd better get that looked at soon.” (X2) Finding Himself –
“Someone sent us a toy to break, lads.” “You're on our turf now, Golem.” “For
a biorod, you can be pretty stupid.” “Sometimes I just don't understand
humans.” Thou Shalt Not Kill – “I'm going to look at the roses awhile.”
“Human First is here to end you, Golem!” “Floyd, quit wasting time already!”
“You could've saved him, you scum!”
Initial Trap setup: Place a Trap token in each of the 20 ritzy and/or nightlife
location on the board.
Preferred Lead Locations: If there is more than one available destination when
moving leads, Hunter Floyd applies the following priorities: 1) Any location
with Floyd's hero marker; 2) Nightlife Locations; 3) Ritzy Locations; 4)
Seedy Locations; 5) Normal Locations; 6) Restricted Locations. He does not
distinguish between Major Locations and otherwise.
Go For a Ride: If given the chance to move you, Floyd will move you to a
location containing one of his hero markers. If none of his hero markers are
on the board, he will move you to 0-G (if you are in New Angeles or the
Beanstalk) or the Heaven and Hell Club (if you are on the moon).
35
Wrapped Up In Himself: This card begins the game in play. Your maximum hand size
is seven cards, and you can have up to 12 Grudge tokens at a time. In
addition, once per turn, you may spend one time to choose 1 of the following
3 options: 1) Draw 2 light cards, 2) Draw 1 light card and gain 1 Grudge
token, or 3) Gain 2 Grudge tokens.
Raymond's Memory cards: Before the game begins, randomly remove from the game
one of Raymond's Memory Cards, without looking at it. Shuffle the remaining
cards. Place one of Floyd's hero markers on the Challenger Memorial Ferry
location, one on top of Raymond's Tag Deck, and one on the moon, between
Haas-Bioroid and the Order of Sol.
Specific Card Effects: If a light card allows Raymond to draw an additional piece
of the conspiracy, and the conspiracy has already been shut down, draw and
discard a puzzle piece, gaining any bonuses printed on either side of it.
Any card from Floyd's Grudge deck that requires him to end his trun at Haas-
Bioroid or the NAPD is treated like an active event. Place one of your own
hero markers at both locations, and Floyd moves toward the nearest location,
then spends 2 time at that location to remove both tokens from the board. He
may then continue his turn. If either token remains in play at the end of
Floyd's turn, you may discard one of his tech cards as printed on the card.
36
“How could I make such a stupid mistake?” Raymond cannot activate any Major
Location this turn, nor does he draw Light cards/Grudge tokens for entering
seedy/ritzy locations.
“For a bioroid, you can be pretty stupid.” Look at the top card of up to 2 of
your dark decks, and choose 1 card to discard. Floyd gains the cost of that
card in Dirt tokens, if able.
“You could've saved him, you scum!” The first time you play this card, in
addition to its effects, Father Michael is eliminated (if he hasn't been
already). Events or Grudge cards that require Father Michael to be alive no
longer have any effect (but still require the full cost in Grudge tokens).
“I'm going to look at the roses awhile.” Treat this as the most recent active
event. Until this event is resolved, Floyd's tech card is temporarily
disabled.
37
Floyd 2X3A7C
Not everybody in the NAPD is thrilled to have you on board with this
investigation. As a bioroid, you're immune to bribes, blackmail, and the rest
of the grease that keeps the justice machine from squeaking. What's more,
your enhanced senses and tireless, superhuman strength have gotten
you close to things a normal cop would never notice (or might be
persuaded to ignore). Given your connections with Haas-Bioroid, however,
you'll have to be removed...quietly.
Hunter: Louis
Dark Decks: Separate your dark cards into the following 4 decks. Shuffle each
deck separately before play begins.
name Trap Deck (7 cards) Father Michael Deck Maintenance Tag/3rd Directive
(3 cards) Deck (4 cards) Deck (7 cards)
trigger Move to a location If Father Michael is At the start of Hunter tags you or has
with a Trap token. eliminated, draw 1 each turn while 10 Dirt tokens at the
card from this deck at start of your turn. In
you have at
the start of each of addition, draw one
least 1 tech card from this deck at
your subsequent turns
card installed, the start of your
until the deck is
depleted. Do not roll a die. third turn each week
Draw from this while your 3rd
reshuffle. Reshuffle
directive is in play
this deck at the start deck on a roll
(even if a card has
of the second week. of 4-6. already been drawn).
contents Property of Haas – Thou Shalt Not Kill Property of Property of Haas –
“Hold on, Tin Man! – “I don't much care Haas – “You'd “Critical systems
We're going for a error. System
for the rest of better get that
ride!” “Sir, assaulting unstable.” “There
an officer is a crime.” you.” “You could've looked at
seems to be a
Finding Himself – “For saved him, you soon.” (X2)
glitch.” Finding
a bioroid, you can be scum!” “I miss you, “The circuit is Himself – “Sometimes
pretty stupid.” “We Father Michael.” burning out!” I just don't
don't have time for
Thou Shalt Not understand humans.”
this nonsense, Floyd!”
Kill – “I'm “Where were you,
“You're on our turf
now, Golem.” “Someone going to go Floyd?” “There's no
sent us a toy to break, look at the need to overreact.”
lads.” Thou Shalt Not roses awhile.” Thou Shalt Not Kill –
Kill – “Human First is “I seem to rub people
here to end you, the wrong way.”
Golem!” “Floyd, quit wasting
time already!”
38
Special Hunter Rules: Hunter Louis is a simple man, but he does know how to hold a
grudge. When Louis is your Hunter, all of your dark cards costs 1 less Dirt
to play (in addition to any other effects that would reduce the cost of the
card). This means he can play some of your dark cards for free, so you should
always draw a card when triggering a trap, even if Louis has 0 Dirt tokens.
In addition, some of his most powerful Grudge cards can only be played while
his NPC Tanaka is alive. At the start of the game, place Tanaka's NPC token
at Tony's Flophouse. Hunter Louis will treat Tanaka like the most current
active event, i.e. it is always his first priority, except for the following:
After moving to Tanaka's location, Louis will spend 1 time (as opposed to the
usual 2) to roll a die. On a 4-6, Tanaka is eliminated; his token is turned
face-down and removed from the game. On any other roll, Tanaka is moved, like
a lead, to a random district (use the die) on the moon (if being moved from
New Angeles) or in New Angeles (if being moved from the moon). When first
moved, Tanaka is placed beside another red location in the chosen district.
Louis ignores Tanaka as long as he is beside a location. After resolving a
crossroads in his plot (at the end of the third and sixth day of each week),
the player moves Tanaka onto the location, and he becomes Louis's top
priority again. The player chooses which red location in the district Tanaka
gets moved to.
When Tanaka is eliminated, if you draw a Grudge card that requires Tanaka to
be alive, you must spend the full cost in Grudge tokens, but the card is
discarded with no effect.
Grudge deck: Louis's Grudge deck contains the following 12 cards: Sara – “Happy
Anniversary, Sara.” “You were supposed to call last night, Louis.” “I heard
about Sara. Take the day off.” “Sara was always the smart one.” On the Take –
“Tanaka says hello.” “I'm going to take my time and enjoy this.” “You're a
loose cannon, Blaine!” “Be more careful, Blaine.” The Krausey Case – “No, I'm
afraid Jim isn't coming.” “I had that dream again.” “You're in the wrong part
of town, copper.” “I want you in my office now, Blaine!”
Initial Trap setup: Place a Trap token in each of the 14 seedy locations on the
board, plus the NAPD.
Preferred Lead Locations: If there is more than one available destination when
moving leads, Hunter Louis applies the following priorities: 1) Seedy
39
locations; 2) Ritzy Locations; 3) Normal Locations; 4) Restricted Locations.
Louis does not distinguish between Major Locations and otherwise.
Go For a Ride: If given the chance to move you, Louis will always move you to
The Old War Memorial, unless you are already in the green district. In that
case, he moves you to the Castle Club.
Floyd's Three Directives: These enter play and behave exactly like they do in the
normal game.
Specific Card Effects: Any card that would allow Louis to draw one of your dark
cards lets Louis gain 1 Dirt token for each card he would have drawn.
If you draw a Grudge card that requires Tanaka to be alive, and he has been
eliminated, you must spend the full cost of that card in Grudge tokens, but
the card is discarded with no effect.
The Hunter will always choose to have Floyd gain/lose the conditional baggage
that would be most damaging to his current plot.
The bad outcome of the “Finding Himself” plot should have you discard down to
4 light cards and 8 Grudge tokens. Similarly, if your maximum hand size is
decreased, it is decreased to 4 light cards and 8 Grudge tokens. If your hand
size is increased, it is increased to 6 light cards and 12 Grudge tokens.
“No, I'm afraid Jim isn't coming.” Treat this as an active event, except
remains Louis's highest priority until resolved and he will move toward it no
matter what his current location is.
“You were supposed to call last night, Louis.” Place Sara's NPC token in the
location indicated. Treat it as an active event. Unlike the above card, Louis
will only pursue this event if he is in the event's district or an adjacent
district.
“You're a loose cannon, Blaine!” The next lead that Louis follows gains him
no Dirt tokens, but still moves.
“Be more careful, Blaine.” The next time a lead moves (even if Louis's turn
hasn't begun yet), you move the lead, placing it according to the guidelines
in the original rulebook.
40
“Where were you, Floyd?” If you have a dropship token, you are forced to
discard it. Otherwise, the card is discarded with no effect (no Dirt tokens
paid, no bad baggage gained) and a new card is drawn to replace it.
“Floyd, quit wasting time already!” If Father Michael has been eliminated,
this card is discarded with no effect, but a replacement card is not drawn.
“For a bioroid, you can be pretty stupid.” You must completely dark shift and
discard 2 Grudge tokens, if able.