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Another Horizon R

Main Plots

Sub Plots

Incidents

Extra Rules

  • Warping

    Many abilities and effects in this Set “trigger a Warp”. If one or more Warps are triggered on a given day, at the end of that day, increase the Extra Gauge by 1. This increase happens before any other effects during the Day end phase, including Mandatory effects. Note that even if multiple Warps are triggered on the same day, the Gauge still only increases by 1. The Mastermind is not obliged to announce when a Warp is triggered. As such, if a Warp is triggered, but the loop ends before the end of that day, they can hide the fact that it triggered at all.

  • Extra Gauge

    At the start of each loop, set the Extra Gauge to 0. Indicate World, even: Light World, odd: Dark World.

  • Goodwill & Wrarp

    In addition to effects that trigger a Warp, a Warp is automatically triggered after each time any player, Protagonist or Mastermind, uses a 1x∞ Goodwill ability. (Thematically these abilities have a powerful effect on the world, causing instability in the timeline.)

  • Change of Heart

    When determining if an Incident triggers, Goodwill is counted instead of Paranoia. When determining if a Goodwill ability can be used, Paranoia is counted instead of Goodwill.

  • Puppeted Goodwill Refusel

    Puppeted Goodwill Refusel is a new form of Goodwill Refusel. In addition to providing the basic effect of Goodwill Refusel, the Mastermind may use the Goodwill abilities of a character with Puppeted Goodwill Refusel during the Mastermind abilities phase, provided that there are sufficient counters on that character. When they do, they must announce what ability is being used, and any targets that ability has, if applicable.

  • Dual Roles

    Some plots have dual roles. These roles are always on the same character. The first role is in the Light World, and the second role is in the Dark World. The character’s role is determined by the world they are in.

  • Changes to Starting Action Cards

    The Protagonists additionally each have a Paranoia +2 (1x∞) card, and the Mastermind additionally has a Goodwill +1 card. Furthermore, the Mastermind also adds a Despair +1 (1x∞) card to their hand for the first loop only. (On later loops, they only gain it if an effect allows them to do so.)

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