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Incidents

Drifting to Another World

[1 Intrigue on the School] Everyone in the School dies.

[Mandatory Loss condition: Protagonists Death] [2 Intrigue on the School]

Brainwashing

Place 2 Paranoia on a character of your choice, and 2 Goodwill on another character of your choice.

Assassination

Kill any other character in this location or on the diagonally opposite location. When determining whether this incident occurs or not, count Intrigue instead of Paranoia.

World End

[Mandatory Loss condition: Protagonists Death] [In Normal world] All characters die.

World Convergence

Switch world to Normal world. The world cannot be switched for the remainder of this loop

Small Force

The Protagonist Leader chooses any character and 1 Goodwill, or 1 Paranoia, or 1 Intrigue. Put one chosen counter on that character. When determining whether this incident occurs or not, the culprit is regarded as having Paranoia Limit -1.

Murder

One (1) other character in culprit’s Location dies

Increasing Unease

Place 2 Paranoia on any character, then 1 Intrigue on any other character.

Foul Evil

Place 2 Intrigue on the Shrine.

Suicide

The culprit dies.

Hospital Incident

[1 Intrigue on the Hospital] Everyone in the Hospital dies.

[Mandatory Loss condition: Protagonists Death] [2 Intrigue on the Hospital]

Faraway Murder

One character with at least 2 Intrigue dies.

Missing Person

Move culprit to any Location. Put 1 Intrigue on that Location.

Spreading

Move 2 Goodwill from any character to any other character.

Butterfly Effect

Put any counter on any character in culprit’s Location.

Sacrilegious Murder

Either kill another charcter in the same location as the culprit, or place an Intrigue on the culprit’s location.

Evil Contamination

Place 2 Intrigue on the Shrine.

The Executioner

The leader chooses one character. That charcter is killed.

Dark Rumor

Attach a Curse on the culprit.

Barricade

For each other character in cluprit’s location, pick any other location and move the character there.

Night of Madness

[Delayed Loss condition: Protagonists Death] [6 or more zombies when this incident occurs.] The Protagonists will die after the day has ended.

Mob (1)

Awakened Curse

Place a curse on the culprit’s location.

Mob (2)

Fountain of Filth

Place 2 Paranoia on any one character, and an Intrigue on any location.

Mob (2)

Evangelium of the Dead

Kill all characters in the culprits location.

[Mandatory Loss condition: Protagonists Death] [After that, if that location has 5 or more corpses]

Insane Murder

Kill any one character (including culprit) in the same location as the culprit.

Mass Suicide

[1 Intrigue on the culprit] All characters in the culprit’s location are killed.

Fire of Demise

[Mandatory Loss condition: Protagonists Death] All characters and the Protagonists are killed.

1 times per game

Hound Dog Scent

[Delayed Loss condition: Protagonists Death] When determinig whether this incident occours or not, count Intrigue instead of Paranoia. For the rest of the loop, if another Incident occours, the Protagonists are killed after the Incident step.

Discovery

Increase the Extra Gauge 1 step.

Sacrifice

[When determining whether this Incident triggers or not, treat the culprit’s Paranoia limit as 2 less than its printed limit.] Increase Extra Gauge by 1, then the Protagonist Leader chooses one character. That character is killed.

Blasphemy

Blasphemy Place 1 Paranoia and 1 Intrigue on any corpse.

Monster Liberation

Put an Extra card on the culprit’s location. Thereafter, the card is treated as a character whose title is Demon Beast and gains Nightmare’s role.

Hundred Demons Night

[Culprit is dead] At least 1 Intrigue on the shrine: Increase Extra Gauge by 4.

Curse

[Culprit is dead] Move any card on the culprit’s location to any other location.

Infestation

[Culprit is dead] Place 2 Intrigue on the culprit’s location.

Repeating Nightmare

[Culprit is dead] Increase the Extra Gauge by 1 and revive the culprit.

Repeated Culprit

Serial Murder

One other character in the culprit’s location dies. The same character may be the culprit of several Serial Murder Incidents.

Portent

[When determning wether this Incident triggers or not, treat the culprit’s Paranoia limit ats 1 less then its printed limit] Put 1 Paranoia counter on any character in the culprit’s location.

Terrorism

[1 Intrigue on the City] Everyone in the City dies.

[Mandatory Loss condition: Protagonists Death] [2 Intrigue on the City]

Bestial Murder

[When determinig wether this Incident triggers or not, treat the culprit’s Paranoia limit as 1 more than its printed limit.] Resolve “:sserialMurder:” and “Increasing Unease” in that order. Then increase the Extra Gauge by 1 more step.

A Suspicious Letter

Move any character in the culprit’s location to any location. If the character actually changed location, that character cannot be moved the next day.

Faked Suicide

Set an Extra card on the culprit. Druing the remainder of the loop, the Protagonists may not play movement cards on characte(s) with an Extra card.

Closed Circle

Reveal the culprit’s locationto. For 3 days, including the day the incident occurred, any movement to or from that location is nullified.

The Silver Bullet

The loop ends after this Incident step (resulting in a Protagonist victory unless any loss condition is fullifilled). This Incident dose not increase the Extra Gauge.

Conspiracies

Resolve either a Serial Murder or a Missing Person Incident. Check Intrigue instead of Paranoia conters to trigger the Incident.

Uproar

[1 Intrigue on the School] Everyone in the School dies.

[1 Intrigue on the City] Everyone in the City dies.

Faked

Fake Incident

[Mandatory Loss condition: Protagonists Death] [2 Intrigue on the culprit’s starting location]

Breakthrough

The Protagonist Leader chooses one location or character, and removes 2 Intrigue counters from there.

Confession

Reveal the culprit and the culprit’s role.

Crime of Passion

One other character at the culprit’s location dies, if possible. When determining if this Incident triggers, treat the culprit’s Paranoia Limit as 1 lower.

Dimensional Distortion

You may trigger a Warp. When determining if this Incident triggers, it always triggers regardless of the number of counters on the culprit.

Dimensional Perversion

You may trigger a Warp. Place 2 Paranoia counters on any character, and 2 Goodwill counters on any other character.

Dimensional Fracture

[Mandatory Loss condition: Protagonists Death] [If there are 3 or more kinds of counters on the culprit]

Left Behind

Place 1 Intrigue counter on a character at the culprit’s location, then move the culprit to any location.

Phantasmal Incident

Resolve the effect of Crime of Passion, Dimensional Perversion, or Left Behind. When determining if this Incident triggers, refer to the number of Intrigue counters on the culprit instead of the original type of counter.

Last Will

The culprit dies. At the start of the next loop, the Protagonists add “Hope +1” to hand.

The Singularity

[Mandatory Loss condition: Protagonists Death] [If the players are in the Light World and if this is the first time this game that this Incident triggered.]

[If the players are in the Light World] Trigger a Warp.

[Mandatory Loss condition: Protagonists Death] [If the players are in the Dark World and there is 1 or more Intrigue counter on the culprit’s starting location]

Seeping Daylight

The Leader chooses a character. Place 1 Hope counter on that character.

The Murk of Despair

Place 1 Despair counter on any character.

Abductions

Move a Character from his/her location to another location. Move a second Character from his/her location to another location.

Crime of Passion

Kill another Character in the Culprit’s location.

Grave Robbing

Place two Intrigue on the Shrine. Move a Character from the Shrine to the School, if possible.

Indoctrination

Remove all Goodwill from a Character and replace with a mix of Paranoia or Intrigue that equals the removed Goodwill.

Proselytizing

Add one Intrigue to a Character and one Intrigue to that Character’s location.

Ritual Sacrifice

The Character with the highest Goodwill is killed. If no Character has the highest, this Incident doesn’t trigger.

Mass Hysteria

Add 1 Paranoia to every character.

School Shooting

[If at least 1 Intrigue on the Culprit] All Characters in School are killed.

Dark Lesson

Add an Intrigue to all Characters at the Culprit’s location.

Public Meltdown

Reveal the role of the Culprit.

Fire and Brimstone

Kill all Characters in all Locations except the Shrine.

Bomb Threat

The Leader chooses a location. All Characters from that Location Move to the Location clockwise from their current Location.

Diagonal Destruction

[Loss condition: Tragedy] [If there is at least 2 Intrigue on the culprit’s location.] Everyone in the diagonally opposite location dies and protagonists lose

Diagonal Destruction 3

everyone in the diagonally opposite location dies

The incident happens at Paranoia limit -1

[Mandatory Loss condition: Protagonists Death] [If 3 or more people die in this (a single) incident, the protagonists are killed.]

Diagonal Destruction 2

Everyone in the diagonally opposite location of the culprit dies

Parting

Move the Culprit to any Location.

Exposure

Choose one: 1. Remove up to 2 (cumulative total) Goodwill counters from characters in the same Location as the Culprit. 2. Place up to 2 (cumulative total) Goodwill counters on characters in the same Location as the Culprit.

Friction

[Culprit must have at least 1+ Goodwill.] Remove all Goodwill counters from one Character in the same Location as the Culprit.

Route Branching

[The Culprit must have enough Goodwill to use a Goodwill Ability.] The Culprit’s role changes to Key Person for the rest of that Loop.

Relocation

The Culprit is treated as if they are not in any Location, and cannot have Action cards placed on them.

Heart-Pounding Time Bomb

[The Culprit must not have any Goodwill on them when this Incident occurs.] Prepare the EX Gauge, starting at 0. From that Day onward, the EX Gauge increases by 1 at each Day End phase. When it reaches 3, the Goodwill counters on all Characters decreases by 2. When a Goodwill counter is placed on the Culprit, the EX Counter resets to 0.

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