Drifting to Another World
[1 Intrigue on the School]⇒ Everyone in the School dies.
[Mandatory Loss condition: Protagonists Death] [2 Intrigue on the School]
[1 Intrigue on the School]⇒ Everyone in the School dies.
[Mandatory Loss condition: Protagonists Death] [2 Intrigue on the School]
Place 2 Paranoia on a character of your choice, and 2 Goodwill on another character of your choice.
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.
[Mandatory Loss condition: Protagonists Death] [In Normal world]⇒ All characters die.
Switch world to Normal world. The world cannot be switched for the remainder of this loop
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.
One (1) other character in culprit’s Location dies
Place 2 Paranoia on any character, then 1 Intrigue on any other character.
Place 2 Intrigue on the Shrine.
The culprit dies.
[1 Intrigue on the Hospital]⇒ Everyone in the Hospital dies.
[Mandatory Loss condition: Protagonists Death] [2 Intrigue on the Hospital]
One character with at least 2 Intrigue dies.
Move culprit to any Location. Put 1 Intrigue on that Location.
Move 2 Goodwill from any character to any other character.
Put any counter on any character in culprit’s Location.
Either kill another charcter in the same location as the culprit, or place an Intrigue on the culprit’s location.
Place 2 Intrigue on the Shrine.
The leader chooses one character. That charcter is killed.
Attach a Curse on the culprit.
For each other character in cluprit’s location, pick any other location and move the character there.
[Delayed Loss condition: Protagonists Death] [6 or more zombies when this incident occurs.]⇒ The Protagonists will die after the day has ended.
Place a curse on the culprit’s location.
Place 2 Paranoia on any one character, and an Intrigue on any location.
Kill all characters in the culprits location.
[Mandatory Loss condition: Protagonists Death] [After that, if that location has 5 or more corpses]
Kill any one character (including culprit) in the same location as the culprit.
[1 Intrigue on the culprit]⇒ All characters in the culprit’s location are killed.
[Mandatory Loss condition: Protagonists Death] All characters and the Protagonists are killed.
[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.
Increase the Extra Gauge 1 step.
[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 Place 1 Paranoia and 1 Intrigue on any corpse.
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.
[Culprit is dead]⇒ At least 1 Intrigue on the shrine: Increase Extra Gauge by 4.
[Culprit is dead]⇒ Move any card on the culprit’s location to any other location.
[Culprit is dead]⇒ Place 2 Intrigue on the culprit’s location.
[Culprit is dead]⇒ Increase the Extra Gauge by 1 and revive the culprit.
One other character in the culprit’s location dies. The same character may be the culprit of several Serial Murder Incidents.
[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.
[1 Intrigue on the City]⇒ Everyone in the City dies.
[Mandatory Loss condition: Protagonists Death] [2 Intrigue on the City]
[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.
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.
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.
Reveal the culprit’s locationto. For 3 days, including the day the incident occurred, any movement to or from that location is nullified.
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.
Resolve either a Serial Murder or a Missing Person Incident. Check Intrigue instead of Paranoia conters to trigger the Incident.
[1 Intrigue on the School]⇒ Everyone in the School dies.
[1 Intrigue on the City]⇒ Everyone in the City dies.
[Mandatory Loss condition: Protagonists Death] [2 Intrigue on the culprit’s starting location]
The Protagonist Leader chooses one location or character, and removes 2 Intrigue counters from there.
Reveal the culprit and the culprit’s role.
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.
You may trigger a Warp. When determining if this Incident triggers, it always triggers regardless of the number of counters on the culprit.
You may trigger a Warp. Place 2 Paranoia counters on any character, and 2 Goodwill counters on any other character.
[Mandatory Loss condition: Protagonists Death] [If there are 3 or more kinds of counters on the culprit]
Place 1 Intrigue counter on a character at the culprit’s location, then move the culprit to any location.
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.
The culprit dies. At the start of the next loop, the Protagonists add “Hope +1” to hand.
[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]
The Leader chooses a character. Place 1 Hope counter on that character.
Place 1 Despair counter on any character.
Move a Character from his/her location to another location. Move a second Character from his/her location to another location.
Kill another Character in the Culprit’s location.
Place two Intrigue on the Shrine. Move a Character from the Shrine to the School, if possible.
Remove all Goodwill from a Character and replace with a mix of Paranoia or Intrigue that equals the removed Goodwill.
Add one Intrigue to a Character and one Intrigue to that Character’s location.
The Character with the highest Goodwill is killed. If no Character has the highest, this Incident doesn’t trigger.
Add 1 Paranoia to every character.
[If at least 1 Intrigue on the Culprit]⇒ All Characters in School are killed.
Add an Intrigue to all Characters at the Culprit’s location.
Reveal the role of the Culprit.
Kill all Characters in all Locations except the Shrine.
The Leader chooses a location. All Characters from that Location Move to the Location clockwise from their current Location.
[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
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.]
Everyone in the diagonally opposite location of the culprit dies
Move the Culprit to any Location.
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.
[Culprit must have at least 1+ Goodwill.]⇒ Remove all Goodwill counters from one Character in the same Location as the Culprit.
[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.
The Culprit is treated as if they are not in any Location, and cannot have Action cards placed on them.
[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.