劇本流:Epic MultiplayerEpic Multiplayer
← 返回劇本目錄Awakening
Agenda 1L 6
You and two other groups been kidnapped and trapped for some kind of terrible experiment. The note for your group has further instructions.
Forced - At the end of the round, if there is at least 1 doom on this agenda and no group has yet triggered this ability: The lead investigator of Group A chooses a random set-aside Act 1 story card and draws it. Announce the chosen card's title to all three groups. Each other lead investigator draws that story card.
↶ Flip Side
Advance the current act card and follow its instructions.
When you are instructed to resolve Act 2 Setup, those setup instructions can be found in the rules booklet (use the section for your Group).
Awakening
密謀 1L 6
You and two other groups been kidnapped and trapped for some kind of terrible experiment. The note for your group has further instructions.
Forced - At the end of the round, if there is at least 1 doom on this agenda and no group has yet triggered this ability: The lead investigator of Group A chooses a random set-aside Act 1 story card and draws it. Announce the chosen card's title to all three groups. Each other lead investigator draws that story card.
背面資訊
Advance the current act card and follow its instructions.
When you are instructed to resolve Act 2 Setup, those setup instructions can be found in the rules booklet (use the section for your Group).
Agony and Despair
Agenda 2L 7
As you escape from the first chamber, glowing words flicker into existence on your group's note:
"Have you made it out of the first chamber? Good. Perhaps you are not as useless as I suspected."
Forced - At the end of the round, if there is at least 1 doom on this agenda and no group has yet triggered this ability: The lead investigator of Group A chooses a random set-aside Act 2 story card and draws it. Announce the chosen card's title to all three groups. Each other lead investigator draws that story card.
↶ Flip Side
Advance the current act card and follow its instructions.
When you are instructed to resolve Act 3 Setup, those setup instructions can be found in the rules booklet (use the section for your Group).
Agony and Despair
密謀 2L 7
As you escape from the first chamber, glowing words flicker into existence on your group’s note:
“Have you made it out of the first chamber? Good. Perhaps you are not as useless as I suspected.”
Forced - At the end of the round, if there is at least 1 doom on this agenda and no group has yet triggered this ability: The lead investigator of Group A chooses a random set-aside Act 2 story card and draws it. Announce the chosen card's title to all three groups. Each other lead investigator draws that story card.
背面資訊
Advance the current act card and follow its instructions.
When you are instructed to resolve Act 3 Setup, those setup instructions can be found in the rules booklet (use the section for your Group).
The Levers (Group C)
Act 1
"Only one of you can make the choice," your note reads. "Choose the correct lever, or die." An iron gate nearby opens with a deafening crash and reveals a small room that contains three unmarked levers.
Timed - Do not advance this act until you are instructed. Before the agenda advances, one investigator must activate the T ability on the Chamber of Regret. (Beware - If you pull the wrong lever, you will be killed.)
↶ Flip Side
If an investigator activated the T ability on the Chamber of Regret, that investigator examines the Chamber of Secrets in Group A's play area to see if its flavor text matches the lever that was pulled.
- If it does not match, rows of razor-sharp blades emerge from the walls of the chamber, dissecting you with horrifying precision. You are killed. Resolve Act 2 Setup.
- If it matches, the gate ascends, and the door in the Chamber of Night opens. Resolve Act 2 Setup.
If no investigator activated the T ability on the Chamber of Regret:
If no investigator activated the T ability on the Chamber of Regret:
Time is up. You rush to the levers, but you are too late. Rows of razor-sharp blades emerge from the walls of the chamber, dissecting you with horrifying precision.The investigator nearest to the Chamber of Regret is killed. (In the event of a tie, the investigators decide.) Resolve Act 2 Setup.
The Levers (Group C)
推進 1
“Only one of you can make the choice,” your note reads. “Choose the correct lever, or die.” An iron gate nearby opens with a deafening crash and reveals a small room that contains three unmarked levers.
Timed - Do not advance this act until you are instructed. Before the agenda advances, one investigator must activate the T ability on the Chamber of Regret. (Beware— If you pull the wrong lever, you will be killed.)
背面資訊
If an investigator activated the T ability on the Chamber of Regret, that investigator examines the Chamber of Secrets in Group A's play area to see if its flavor text matches the lever that was pulled.
— If it does not match, rows of razor-sharp blades emerge from the walls of the chamber, dissecting you with horrifying precision. You are killed. Resolve Act 2 Setup.
— If it matches, the gate ascends, and the door in the Chamber of Night opens. Resolve Act 2 Setup.
If no investigator activated the T ability on the Chamber of Regret:
If no investigator activated the T ability on the Chamber of Regret:
Time is up. You rush to the levers, but you are too late. Rows of razor-sharp blades emerge from the walls of the chamber, dissecting you with horrifying precision.The investigator nearest to the Chamber of Regret is killed. In the event of a tie, the investigators decide. Resolve Act 2 Setup.
The Escape
Act 3
"You are close to freedom," the figure's distorted voice crackles. "Do you still have hope in your voice? Do you still have light in your eyes?"
Objective - At the end of the round, if Eixodolon has no remaining health, you may move any damage on him in excess of his health to another group's copy of Eixodolon. Then, advance.
↶ Flip Side
If any copy of Eixodolon in any surviving group's play area has health remaining:
If each other surviving group's copy of Eixodolon has no health remaining: - If your group is the only surviving group, proceed to (→R2). - If only two groups survived, those groups proceed to (→R3). - If all three groups survived, all three groups proceed to (→R4).
The figure distorts and shimmers through space-time.Flip this act back over.
If each other surviving group's copy of Eixodolon has no health remaining: - If your group is the only surviving group, proceed to (→R2). - If only two groups survived, those groups proceed to (→R3). - If all three groups survived, all three groups proceed to (→R4).
The Escape
推進 3
“You are close to freedom,” the figure’s distorted voice crackles. “Do you still have hope in your voice? Do you still have light in your eyes?”
Objective - At the end of the round, if Eixodolon has no remaining health, you may move any damage on him in excess of his health to another group's copy of Eixodolon. Then, advance.
背面資訊
If any copy of Eixodolon in any surviving group's play area has health remaining:
If each other surviving group's copy of Eixodolon has no health remaining: - If your group is the only surviving group, proceed to (→R2). - If only two groups survived, those groups proceed to (→R3). - If all three groups survived, all three groups proceed to (→R4).
The figure distorts and shimmers through space-time.Flip this act back over.
If each other surviving group's copy of Eixodolon has no health remaining: - If your group is the only surviving group, proceed to (→R2). - If only two groups survived, those groups proceed to (→R3). - If all three groups survived, all three groups proceed to (→R4).