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Board Game:
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Mike Callahan
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Jan 16, 2012
ATOE_Tactics_v3.pdf (207 KB) (Log in or Register to download.)

This unofficial expansion requires no additional cards, counters, etc.


Stop running around Shadowbrook scooping up whatever you find for the final battle - instead: go looking for precise ways to hurt and frustrate the Villain well before the Showdown. Too many coffins to let Vampires escape your fights - hunt them down and destroy them! Werewolf running amok? Get Franklin the Hound and the town guard to hunt the beast through the darkened woods. Race the Headless Horseman to the Covered Bridge! Speak the ancient rites and sink the Island of the Unspeakable Horror! Sing carols and launch snowballs to disrupt the Nutcracker! Invent diving equipment to hunt the Bog Fiend! And notice the odd similarities between the ways to fight the Necromancer and Scenario Cards from Last Night On Earth!

Version 3 has streamlined and improved game systems for searching Shadowbrook, new rules for using Allies as Guides, new rules for creting your own Tactics to envision your own brand of Vampires, Werewolves, Bog Monsters, etc., a new Banshee set of tactics and ...new tactics for the Shadow Witch!


The purpose of it is to simulate the tactical options available in horror movies, such as destroying coffins, learning how to cage a werewolf, racing the spectal horseman and so forth - all things one can do to lessen the villain before the showdown and during gameplay. Such tactics are keyed to each villain and work if you have the base game or base plus expansions.
The game mechanic is such: if you have a certain item, then you bring it to a certain Corner Location in the hopes of finding a matched paritcular Investigation /Danger /Minion in the discard pile. If so, you may trigger a particular tactic - there are four such per Villain (including villains from all expansions).
. This rules set is copyright M S Callahan, based on A Touch of Evil, copyrighted by Flying Frog. Feedback to mscjec@yahoo.com

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Shoosh shoo
Canada

This is a cool idea you have here. I was reading through it and it sounds very interesting. I think there have only been 2 or 3 games where the villain didn't win. They seem very overpowered (or the people whom I play with - we all just suck at the game) so the idea of stripping the villains of their abilities seems smart. Can't wait to give this a try. Thanks.
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  • Posted Tue Jul 12, 2011 5:38 am
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Fred Cromer
United States

Georgia
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devil

FANTASTIC .....

Great job, Sir.

Turn up the volume and you did.

Thanks,

Freebird out
 
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  • Posted Thu Mar 29, 2012 3:00 pm
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Scott Sinelli
United States
Macomb
Michigan
Could you explain how the effect for "Race the Horseman" works? What is meant by "...any single Hero (players' choice) may or may not be selected to Race the Horseman. The first player decides ties." What is the selection process? Is the event tied to the event "The Horseman Rides Tonight!"? Thanks. I must say this stuff is brilliant!
 
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  • Posted Wed Apr 18, 2012 1:27 am
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Mike Callahan
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A brave Hero can distract the Horseman from his ride by intercepting the Villain at the Crossroads and run to the Covered bridge (which the Horseman is loathe to cross).
For the rest of the game, any time a ‘Relentless Charge’ occurs, any single Hero (players’choice) may or may not be selected to Race the Horseman. The First Player decides ties.
The selected hero immediately moves to the Covered Bridge and fights the Horseman as outlined in ‘Relentless Charge’. The selected player may avoid all Wounds by playing the “If I Could Just Reach” Event Card. If a Hero is selected, the ‘Relentless Charge’ is over
and does not continue to the Town Hall, there is no drop in Shadow Track, and only the selected hero gains the 2 Investigation.

---------
OK...once this tactic is activated, then it is in effect for the rest of the game. That means that any time the 'Relentless Charge' occurs (due to 'Murder' or Minion Chart's 'The Horseman Rides Tonight!' or the END of any fight with the Horseman as in the 'Relentless Charge' ability),

When it occurs the next thing to do is: the players all vote whether they want to 'Race the Horseman' or not, Any ties are resolved by the First Player.

If the vote is that they will not Race the Horseman, then the Relentless Charge continues as normal.

If they vote to Race the Horseman, then then vote again for which player will do so. Any ties will be decided by the First Player. Often this is a little contentious for competative games and much more strategic for co-op games.

When a player is selected, place their hero on the Covered Bridge Spot, where he will fight the Horseman for one round. The hero has, in effect, interrupted the Relentless Charge and lured the horseman away by being the target (brave hero!) He races ahead of the Horseman and always tries to reach the Covered Bridge, for the Legends has it the Horsmena will nto cross there. So: game-wise, sijmply place the hero at the Covered Bridge.

Then the last few feet of the race occurs...there is a battle for one round. Any wounds done to the Horseman are ignored, but the Hero gains 1 Investigation for each. Any wounds done to the Hero hit the Hero, unless someone DISCARDS 'If I could Just Reach'-- doing so removes any of the those wounds caused in this round by the Horseman but ignores the other effects of the card. this simulates that the Hero reached the Bridge, ducking and foiling the Horseman before anything bad happened!

Either way, the whole thing ends after that one fight round and that fight does not trigger another Relentless Charge, by the way! There is no drop in Shadow Track as by the normal Relentless Charge ability, and the 2 Investigation normally dropped is given directly to the Hero for his efforts.




 
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  • Posted Sun Apr 22, 2012 3:32 pm
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