Professional Documents
Culture Documents
introductory disclaimer
There are many reasons why this variant may or may not be for you. I invite
you to consider them before investing the time and effort to learn the many
minor rule changes Android: Hunters introduces. First, you will probably not
appreciate this variant if you do not already enjoy the Android board game,
or if you do not normally enjoy playing solitaire games. All changes I
introduced were made in the spirit of making Android function as a singleplayer game, not to fix the original. Second, you should not go into this
variant expecting a perfect recreation of multiplayer Android, or a finely
tuned solo game. It is somewhere in between. What I have attempted to do, to
the best of my ability, is find an excuse to get more play out of a game that
I genuinely love but have a miserable time convincing others to try. It is
far from the perfect solitaire game, even by my own standards, but I think I
have managed to preserve some of Android's strongest assets: its ability to
create an evocative narrative, the asymmetric play styles associated with its
5 detectives, and the juggling act of its multiple paths to victory and/or
defeat.
Finally, I do not own the rights to Android, and although I have done my best
not to impinge on any intellectual property owned by Fantasy Flight Games,
all material in this variant is used entirely without their express consent.
Goal
Android: Hunters is played very much like the normal game of Androidyou will
follow leads, gain and spend favors to make sure your guilty hunch does time,
your personal plots turn rosy and your personal favors are worth a damn at
the end of two weeks. You won't have to actively compete against other
detectives this time; however, you'll find each of the activities mentioned
above just a little bit tougher to achieve with a Hunter on your tail.
Instead of a race against the other players to place evidence and piece
together the conspiracy, punctuated by back-and-forth battles of light and
dark cards, Android: Hunters is a tense game of cat and mouse across the
whole of New Angeles and beyond. Expect plots you thought you had under
control to end badly, crippling dark cards to hit you out of nowhere, and a
new conspiracy that will only get you so far. It'll take careful planning and
luck in equal measures to come out of this with your life intact....
4
The following rules describe changes to the standard setup and gameplay, no
matter which detective you are using. For additional changes that will be
applied depending on which detective character you have chosen, turn to the
Character-Specific Rules section at the end of this document.
Setup
Set up Android: Hunters as you would a normal 3-player game, except as
described below. Place leads, gain starting bonuses, and put NPCs into play
as noted on your detective sheet. In addition, place the leads for your
Hunter, but do not give them NPCs, favors, or other bonuses unless
specifically noted in the Character-Specific Rules. Place suspects, the
scene of the crime marker, Lily Lockwell, and Jimmy the Snitch according to
the directions on the murder sheet. Do not place your hero marker at the
scene of the crime.
Frame:
5
At this point, you should draw your Guilty and Innocent hunch cards. Without
looking at the values on the tokens, move all of the facedown evidence from
the Strong file to the Weak file of your guilty hunch, and move all of the
evidence from the Weak file to the Strong file of your Innocent hunch. When
you are done, your Guilty hunch should have no Strong evidence, 3 Normal
evidence, and 6 Weak evidence, while your Innocent hunch should have 6 Strong
evidence, 3 Normal evidence, and no Weak evidence. The other suspects should
retain the 2-3-3 distribution they started with.
If you are Obsessed, follow the procedure listed above for your Guilty hunch.
Then, move 1 random piece of evidence from each other suspect's weak file to
their strong file.
Shuffle the remaining 28 tokens and place them in a facedown draw pile, as in
the normal setup.
Personal Affairs:
6
Throughout the game, Dirt tokens and Grudge tokens are used interchangeably
with Dark cards in any cases where the latter could be gained, lost, spent or
sacrificed. The Hunter begins the game with 3 Dirt tokens. You begin the game
with 2 Light cards and 1 Grudge token.
You will need the Hunter's lead tokens, player figure, and the cards
specified in their Grudge deck. Unless specifically noted, you may return all
other materials belonging to the Hunter's character to the box. Hunters
cannot gain or lose favors, draw Light cards, or have personal plots, and
their NPC's status does not affect the outcome of the game.
General Notes
In case of conflict between the general rules and character-specific rules,
character-specific rules will always take precedent. A crucial rule change is
that unless specifically noted in the Character-Specific Rules, the Play
this card when... portion of Dark Cards is always ignored. Both you and the
Hunter have a specific method for putting Dark Cards into play, and once in
play, the cards will take effect at the earliest possible moment. The main
exception is cards that require an NPC to be alive or dead, which are
described in more detail in the Character-Specific Rules.
The Hunter is always considered the first player, and acts first on each day.
In this variant, the Scene of the Crime location offers a unique alternative
benefit for those who spend time there.
7
In general, for the purposes of determining the cost of the Hunter's Dark
cards, the Hunter's plot is considered to be identical in color to the
player's. Exceptions are noted in the Character-Specific Rules.
During the game, the Hunter may attempt to tag you, causing you to draw a
Dark card from your Tag deck. There are other game effects, such as the
Hunter having 10 Dirt tokens at the start of your turn, that will also cause
you to draw a card from your Tag Deck. Some negative effects (e.g. gaining a
bad baggage) are only applied in the former case; in these situations, the
rule will specify that the Hunter has physically tagged you. You may only be
physically tagged once per day, though other circumstances may cause you to
draw 2 or more cards from your Tag deck.
All plots enter play with 1 bad baggage on them (2 if you are playing as
Raymond).
Some Dark cards or Events result in the Hunter discarding the highest-value
or lowest-value faceup evidence from certain suspects. In these cases, as
when removing evidence from the strong and weak files at the end of the game,
refer only to evidence with printed numbers on it, ignoring perjury, surprise
witnesses and alibis.
Because Grudge tokens take the place of Dark cards, the normal hand size is
reduced to 5 cards normally. This corresponds to the maximum of 10 Grudge
tokens. If a detective's hand size is increased or reduced, use 5 cards as a
base. The Grudge token maximum is always double the player's hand size. For
instance, Raymond has a maximum hand size of 6 cards and 12 Grudge tokens,
8
while Floyd's plot that reduces his hand size gives him a maximum of 4 cards
and 8 Grudge tokens.
Whenever the Hunter has the opportunity to place hit tokens, they will target
your guilty hunch or your innocent hunch, in that order. The Hunter always
places 2 hits tokens at a time (except if the murder is Last Call at Roxie's,
in which case the Hunter only places 1 hit at a time).
Your Turn
The Hunter always acts first. After the Hunter's Turn (described after this
section, for the sake of clarity), you play your turn exactly as you would in
a normal game of Android, with the following exceptions:
Twilight Track:
9
and you may not gain any other benefit by doing this (such as a benefit for
sacrificing a light card).
The twilight track is unaffected by playing cards from your Grudge deck (see
below). Any game effect that allows you to dark shift, such as puzzle pieces
and Fights, instead allows you to gain 1 Grudge token. The exception is dark
cards that force you to dark shift fully: these move your token on the
Twilight Track, and no Grudge tokens are gained. Light shifting as a result
of either of these effects is handled as per usual.
10
Following Leads:
Moving Leads:
11
12
Uncovering the Conspiracy:
Broadcast Square:
13
Additionally, when using Broadcast Square, after drawing and looking at both
sides of the piece, you must make a choice: You may discard it, gaining the
bonuses printed on both sides, or you may add the piece to the conspiracy
puzzle, gaining none of the printed bonuses. You may continue to use this
ability, taking the discard option, even after the conspiracy puzzle is shut
down. Remember, though, that you may only use each Major Location's ability
once per turn.
Plots:
Plots play out just like in the normal game. You still gain good and
bad baggage toward your plots as listed on the cards, with a few exceptions
listed in the Character-Specific Rules. In addition, you may gain bad
baggage as a result of specific Hunter actions, as described in Hunter's
Turn. This is always in addition to bad baggage gained when your plot's
negative baggage condition is fulfilled, so you can potentially gain bad
baggage at double the normal rate. Happy endings are hard to come by when
there's a Hunter on your tail.
Baggage Tokens:
14
rather than adding a good one. The only exception is Caprice's "Descent Into
Madness" plot.
Suspects/Hunches: You
Hunter's Turn
Grudge Cards:
Any Grudge cards you played on your previous turn take effect
at the beginning of the Hunter's turn (with certain exceptions listed the
Character-Specific Rules). If there are multiple Grudge cards in play, the
player chooses the order in which they take effect. After resolving its
effects, discard the card. If you played a Fight card on the Hunter, you
choose the outcome (although sometimes there is only one outcome that would
have an effect). The Hunter never light or dark shifts.
Hunter Movement: The Hunter is quick and agile. When the Hunter moves, his or
her ruler is not used. Instead, the Hunter moves either directly to locations
within the Hunter's district, or moves from district to district when moving
to a new district. When moving from district to district, the Hunter spends 1
time to move to the center of any adjacent district, repeating this as
necessary until the target district is reached. The center of a district is
not considered a location, and no Trap token is left behind (see below). The
Hunter is merely in town.
The Beanstalk is an exception. The Hunter moves through the Beanstalk
normally, except the Hunter may move up to 2 spaces in the Beanstalk for 1
time. This is the same as the Hunter skipping a space per movement, and the
Hunter should not leave Trap tokens behind in skipped spaces.
15
When moving directly to locations, the Hunter spends 1 time, regardless of
whether it is a Restricted location, although the time required to travel may
be modified by the murder and event cards in play. The distance within the
district is not important. Note that the Hunter never moves directly to a
location in another; he or she always moves to the district first, then
directly to the location. Thus, it will always take a minimum of 2 time to
move to a location in another district.
When moving and spending time, the Hunter always applies the priorities
listed below. The Hunter will only pursue a lower-priority action if a
higher-priority action is unavailable.
1) If there is an active Event at a location in the Hunter's current
district, the Hunter will move directly to that location and then
attempt to resolve the Event. Some Events are resolved differently, and
some are ignored completely by the Hunter; see Event Card
Modifications. Generally, Hunters do not actually gain the effect
described in the Event, but they can prevent the player from getting it
by spending 2 time at the location (regardless of the written
requirement). If the Hunter has exactly 1 time remaining after moving
to the Event location, the Hunter will resolve the Event anyway,
spending all remaining time to do so. If there are two or more Events
in the Hunter's district, the Hunter prioritizes the most recent Event.
Exception: during the final day of the game, the Hunter ignores all
Events, moving to the next-highest priority instead.
2) If there is an active Event anywhere on the board, the Hunter will move
from district-to-district toward that event. If there are two or more
Events equidistant to the hunter, the Hunter prioritizes the most
recent Event.
3) If there are any leads in the Hunter's district, the Hunter will move
directly to the lead's location and then spend 1 time (if able) to
follow the lead. When following leads, the Hunter gains 2 Dirt tokens,
then moves the lead as described in the Moving Leads section above.
If there are multiple leads in the Hunter's district, the Hunter will
prioritize the leads closest to the player's current location,
resolving any ties by moving clockwise from the top center location of
the district (12 on an imaginary analog clock). Exception: If the
Hunter already has the maximum possible Dirt (usually 10), ignore any
behavior involving leads.
16
4) If the player is in the Hunter's district and the Hunter has at least 5
Dirt tokens, the Hunter will move directly to the player's location and
then spend 1 time to tag the player's detective. If the player is in
another district, but the Hunter has already accrued the maximum Dirt
tokens (usually 10), the Hunter will first move from district to
district toward the player, then follow the behavior above. "Tagging"
allows the Hunter to draw a powerful dark card to play against the
player, which will be resolved at the start of the player's next turn.
The player may only be physically tagged once per turn. If the player
is physically tagged, first gain 1 bad baggage to your active plot;
then, draw the top card from the Tag deck and set it on the board near
your investigator figure, placing the appropriate cost of Dirt tokens
on it. At the start of your turn, resolve the card and discard the Dirt
tokens. This is the same procedure you should follow whenever you are
instructed to draw from one of your dark decks out of turn, such as in
response to a plot card resolving.
Also note that if the Hunter has 10 Dirt tokens at the start of your turn,
you must draw and resolve a card from the Tag deck, regardless of whether you
were tagged on the previous turn. This is not considered being physically
tagged, and no bad baggage is gained as a result.
5) If the player is in the Hunter's district but the Hunter has fewer than
5 Dirt tokens, the Hunter will spend 1 time from anywhere on the board
(including the center of a district) to gain 1 Dirt token, repeating
this action as necessary until the Hunter's turn ends or the Hunter has
at least 5 Dirt tokens.
6) If there are any leads in an adjacent district, the Hunter will move
from district to district toward those leads. If there are multiple
adjacent districts containing leads, the Hunter prioritizes the
district closest to the player's current location.
7) If none of the above apply, the Hunter's turn immediately ends. If the
Hunter had 3 or more time remaining, the player gains 1 bad baggage.
Otherwise, the Hunter gains 2 Dirt tokens, if able.
A summary of the Hunter's priorities: 1) resolve events in same district; 2)
move to other districts containing events; 3) follow leads in same district;
4) tag player in same district, first gaining dirt if necessary; 5) move to
adjacent district containing leads; 6) end turn (1 bad baggage or 2 Dirt
depending on time remaining).
17
Traps: Every
Dirt Tokens:
18
The Hunter may have a maximum of 10 Dirt tokens at any time. If a Dark card
triggers and the Hunter doesn't have enough Dirt tokens to pay the cost, the
card is discarded with no effect (no Dirt tokens are lost). A cunning
detective will look for opportunities to move safely through Traps and
perform other risky actions when the Hunter's supply of Dirt tokens is low.
Following Leads:
Events/Silencing NPCs:
19
Baggage:
At the end of every third day, before the player's plot resolves,
the Hunter will discard unspent Dirt tokens to place addition bad baggage on
the player's plot. For every 3 tokens discarded this way, the player gains 1
bad baggage. Any leftover tokens remain in the Hunter's possession. As I said
before, happy endings are hard to come by these days. You can use the Scene
of the Crime action or intentionally trigger traps to avoid this effect.
Trauma:
Hunters do not gain trauma. Any effect that would cause a Hunter to
gain trauma causes the Hunter to discard up to 2 Dirt tokens instead.
20
Tanaka's testimony is vital to the case. After spending 2 time, the Hunter
will attempt to remove a surprise witness or alibi token, if there is no
matching face-up perjury token, from the player's innocent hunch. If this is
not possible, the NPC is merely removed.
Mr. Li doesn't like bloodshed on his turf. This event is ignored if there
are no hits in play. Otherwise, the Hunter will always attempt to remove a
hit from any suspect.
Kate says she wants to testify. The Hunter places an alibi on your guilty
hunch, if there is no face-up perjury token present.
I stumbled onto something big, yeah! If the Hunter resolves this event,
Jimmy the Snitch is eliminated (but there is no other effect).
Oliver, I need you to hide this for me. This may only be used to discard
facedown evidence. If the Hunter resolves it, there is no effect.
Director Haas said to take you for a ride. The Hunter moves you as noted in
the Character-Specific Rules. This movement may trigger traps, even if it
is not your turn. The traps then take effect at the start of your next turn.
Jimmy says he's got some real juicy info for you. If the player does not
have at least 1 of each favor type, the Hunter ignores this event. If the
player activates this event, flip face up all the evidence in 1 file of any 2
suspects not shown on your hunch cards (you may choose a different file for
each suspect).
21
CharacterSpecific Rules
22
Louis Blaine
Jinteki has heard that your investigation's gotten a little too close to their
assets, and they've sent a crazy psychic assassin clone to take you out!
Hunter: Caprice
Dark Decks: Separate your dark cards into the following 4 decks. Shuffle each
deck separately before play begins.
name
trigger
contents
Sara Deck (5
cards)
Tag Deck (5
cards)
Move to a location
with a Trap token.
Gain a Sara
Hunter tags
favor (except
you or has
during setup) or 10 Dirt
begin/resolve a tokens at
Sara plot.
the start of
your turn.
Sara Happy
anniversary,
Sara. Back
off...or else.
You were
supposed to call
last night,
Louis. Come
on, pretty lady.
Give us a kiss.
What are you
doing stalking
my wife?
Sara I
heard about
Sara. Take
the day
off. The
Krausey Case
No, I'm
afraid Jim
isn't
coming.
The NAPD
isn't your
personal
goon squad.
I had that
dream
again. On
The Take
I have an
errand for
you, Mr.
Blaine.
23
Special Hunter Rules: Put Caprice's Sanity card in play at the start of the game.
Cards from Caprice's Grudge deck can affect her sanity, giving her more or
less time during each day.
If Caprice tags you, in addition to drawing from your Tag Deck, she will try
to use her psychic abilities to scramble your brain. Targeting the suspect
file with the most faceup evidence, she will turn all evidence in that file
face down, rearranging the tokens so that their positions are as random as
possible.
Place Caprice's warrant on Jinteki at the start of the game. This can be
removed by certain events.
If a dark card requires an NPC to be alive and that NPC has been killed or
silenced, after drawing the card, remove it from the game instead of
discarding it. The Hunter does not pay for the card's effects, but a
replacement card is not drawn (until that deck is triggered again).
Grudge deck: Caprice's Grudge deck contains the following 13 cards: Property of
Jinteki They were screaming as they dissolved. Hey there, Sweetness.
The techs want to run some tests on you. Why are you doing this? I'm your
sister! Someone to Love There's one! Get her! We shall suffer no golem
to live. Where were you, Daniel? Why weren't you at the deposition?
Descent into Madness I dreamt that everyone turned to ashes. No way I'm
letting a golem boss me around. He was sent to kill me. I'm still
learning to control my powers. The voices are too loud.
Initial Trap setup: Place a Trap token in each of the 14 seedy locations on the
board, plus the NAPD. Remember that Traps are only triggered when you enter a
location.
Preferred Lead Locations: If there is more than one available destination when
moving leads, Hunter Caprice applies the following priorities: 1) NAPD; 2)
Seedy Locations; 3) Normal Locations; 4) Ritzy Locations; 5) Major Locations;
6) Restricted Locations.
Go For a Ride: If given the chance to move you, the Hunter will move you to the
NAPD (if you are on the moon) or Mycroft Cemetery (if you are in New Angeles
or the Beanstalk).
Louis's mood card: When Louis is in a good mood, he may reduce the cost of Light
cards he is playing by 1, or he may increase the value of Light cards he is
discarding by 1. This is in addition to any effects gained by matching his
current plot. When Louis is in a bad mood, he can reduce the cost of a Grudge
24
card by one. Flip the card to "bad mood" every time Louis spends Grudge
tokens, and flip it back to "good mood" any time Louis plays a light card.
Specific Card Effects: During the first week of the game, none of Caprice's plots
are considered to be in effect for the purpose of playing Dark Cards. During
the second week, all of her plots are considered to be in effect for the
purpose of playing Dark Cards.
Tanaka can never be killed/silenced by Caprice.
If a game effect allows you to look at
cards from the top of any of your dark
from a single deck, or the top card(s)
total of cards seen is no greater than
after you have looked at them.
25
other players to draw one of your dark cards, give Caprice 5 Dirt tokens
instead.
If a light card allows Louis to look at both unused hunch cards and switch
one out for his active hunch, you may only draw one of each type of hunch
card to look at (draw randomly). You may, however, play this card multiple
times over the course of the game, potentially drawing a new suspect each
time.
26
Caprice Nisei
Human First has found out that the NAPD has contracted with Jinteki to hire
a psychic clone to investigate this latest murder, so they've hired a pawn of
their owna tricked-out bounty hunter who will do anything for a quick
buck. Besides, it's not as though you're really human.
Hunter: Rachel
Dark Decks: Separate your dark cards into the following 4 decks. Shuffle each
deck separately before play begins.
name
trigger
contents
Property of Jinteki
Hey there, Sweetness.
Why are you doing this?
I'm your sister!
Report, Caprice. The
techs want to run some
tests on you. Someone
to Love Just like
anyone else, I have
hopes and dreams. We
shall suffer no golem to
live. There's one! Get
her! Descent into
Madness He was sent
to kill me. No way I'm
letting a golem boss me
around.
Property of Jinteki
The psych said some
disturbing things.
Inform us if the
nightmares continue.
Someone to Love Why
weren't you at the
deposition? I can't
seem to shield my
thoughts. Descent into
Madness It's
difficult to control my
emotions. I'm being
watched by someone.
Property of Jinteki
They were screaming as
they dissolved.
Someone to Love
Please, Daniel. I don't
like crowds. Where
were you, Daniel?
Descent into Madness
Dose her with more
somastatin. The voices
are too loud. I dreamt
that everyone turned to
ashes. I'm still
learning to control my
powers.
27
Special Hunter Rules: Rachel's purple A Friend in Need plot is always considered
to be in play during the second week. During the first week, if Caprice's
purple Property of Jinteki plot is in play, consider Rachel's green
Father's Day plot to be in play.
Remove Rachel's Money card and 5 Cyberware cards from her light deck, and
place them near the board. Put one of Rachel's hero markers on the Rachel's
Money card, pointing at $3,000. Shuffle the Cyberware cards and keep them in
a facedown pile.
Every time a new event card is brought into play (including the Specific
Event), Rachel gains $1,000. If Rachel has more than $1,000 left over at the
end of the game, subtract the corresponding VP from your total. You can force
Rachel to lose money by playing cards from her Grudge deck.
In addition, at the end of Rachel's turn on the third day of both weeks and
the sixth day of the first week, Rachel automatically moves to Armitage
Software or Olivaw's Robotics (whichever location is closer) and you must
draw the top Cyberware card. Rachel will attempt to buy it. If she does, keep
it face up near the board; its ability remains in effect until the card is
discarded. There is no limit to the amount of Cyberware cards Rachel can have
in play. When a face-up Cyberware card is discarded, it is shuffled back into
the Cyberware deck.
The specific effect of the Cyberware cards are:
Well, you'll never need coffee again. As printed, Rachel gains 1 extra time
each day while this card is in play.
Give me the Berserker AI unit. Whenever you play a Grudge card against
Rachel (unless that card forces her to discard this Cyberware), she gains 2
Dirt tokens.
I'll take the retinal HUD. At the start of each turn, Rachel gains 1 Dirt
token.
How much for the painkiller gland? Rachel will discard this card at the
start of her next turn to gain 4 Dirt tokens. If this cause her to exceed her
10-token limit, you gain a bad baggage.
Put the poison gland under my fingertip. The next time Rachel follows a
testimony lead that matches your guilty hunch, discard this card and place a
hit on that suspect. If your guilty hunch has already been eliminated, Rachel
goes after your innocent hunch.
28
Rachel begins the game with a random Cyberware card that costs $2,000 or less
already in play. If you draw a card that costs more than $2,000, shuffle it
back into the deck and draw again. Rachel does not pay for this first card or
move from her starting location.
Grudge deck: Rachel's Grudge deck contains the following 12 cards: A Friend
Indeed This is a disaster. This was a really bad idea. I can feel it.
Careful! Watch the bystanders! Father's Day Great. This guy thinks he's
a stunt pilot. I really don't need this right now. Slow down and tell me
what happened. A Friend in Need This doesn't look good. I forgot about
this bill. You stupid hunk of junk! That cyberware seems to be on the
fritz. The mark is Esteban Ochoa, a gun runner. I hate to ask for it,
Rachel, but...
Initial Trap setup: Place a Trap token in each of the 16 Major Locations on the
board.
Preferred Lead Locations: If there is more than one available destination when
moving leads, Hunter Rachel applies the following priorities: 1) Major
Locations; 2) Seedy Locations; 3) Normal Locations; 4) Ritzy Locations; 5)
Restricted Locations.
Go For a Ride: If given the chance to move you, Rachel will move you to Wydlsyde
(if in New Angeles or the Beanstalk) or the Eastside Tenements (if on the
moon).
Caprice's Sanity: This enters play and behaves exactly like it does in the normal
game.
Specific Card Effects: If a game effect allows you to look at your opponent's hand,
you may peek at 4 cards from the top of any of your dark decks. These can be
the top 4 cards from a single deck, or the top card(s) from 2 or more decks,
so long as the total of cards seen is no greater than 4. Replace the cards in
the same order after you have looked at them.
If a dark card is drawn that requires Daniel to be alive, and he has been
eliminated, it is discarded with no effect.
Any time you are required to show one or more cards from your hand to another
player, place the card(s) faceup on the board to the right of the Beanstalk.
These cards are still considered in your hand and can be played or
discarded normally.
29
Each time the Hunter is required to name a plot and draw 3 cards at random
from your hand, take up the revealed cards with the rest of your hand. Keep
the revealed cards face up and unrevealed cards face down. Shuffle the cards
under the table and, without looking at them, draw 3 at random without
changing their faceup/facedown status. If any of the drawn cards is a faceup
card, the Hunter is considered to have named the plot correctly.
Hunter Rachel is always considered to have the fewest possible cards in her
hand.
You stupid hunk of junk! For the turn after this is played, Rachel spends 2
time each time she moves. Then, at the end of that turn, she spends $2,000
(or as much as she is able) and the card is discarded.
That cyberware seems to be on the fritz. Rachel loses $1,000. If she
cannot, you may choose a Cyberware card for her to discard.
Report, Caprice. You only lose the time if you have a warrant on Jinteki
(but the other effects of the card take place either way).
Why weren't you at the deposition? Discard the highest-value faceup
evidence from your guilty hunch.
You can't hide your secrets from me. You have a choice. You may flip up 1
piece of evidence from each file of each suspect, then discard the highestvalue faceup evidence from your guilty hunch, or you may choose a type of
evidence (physical, etc.) and flip up 1 piece of evidence from only that file
for each suspect, then discard the lowest-value faceup evidence from your
innocent hunch.
For just an instant, I could see everything. Look at the top 2 card of all
dark card piles (including Rachel's), and choose 1 card to discard, if you
wish. Replace the other cards in the order you found them.
I know you. I know everything about you. Reveal 2 cards from your hand,
then look at the top 3 cards of Rachel's Grudge deck. Choose one to keep on
top and gain its cost in Grudge tokens, discarding the other cards.
Sometimes I can see glimpses of the future. Choose a suspect. Flip up 1
piece of evidence on that suspect for each different card you reveal from
your hand.
30
Rachel Beckmann
Your father is worried you're in over your head, so he's hired a private
investigator to keep an eye on you. As soon as the PI found out what you
knew, however, he stopped returning your father's calls, and now your
safety is the last thing on his mind.
Hunter: Raymond
Dark Decks: Separate your dark cards into the following 4 decks. Shuffle each
deck separately before play begins.
name
trigger
contents
Cyberware Deck
(4 cards)
Move to a location
with a Trap token.
At the start of
each turn, roll a
die. Draw from
this deck if the
result is greater
than the number
of light cards in
your hand plus
one (e.g. if your
hand size is 3,
draw on a roll of
5 or greater).
A Friend Indeed
Careful! Watch the
bystanders! Father's
Day Careful, this
guy's killed two
hunters. Great.
This guy thinks he's
a stunt pilot. A
Friend in Need
There's been an
unexpected delay.
You stupid hunk of
junk! The mark is
Esteban Ochoa, a gun
runner.
A Friend Indeed
This was a
really bad idea.
I can feel it.
This is a
disaster. Lady,
you just made a
big mistake.
Father's Day I
really don't need
this right now.
A Friend in Need
This doesn't
look good.
Father's Day
You should
avoid black
market chips.
I hate you
freaking
bureaucrats!
It seems like
all my plans end
in fire. A
Friend in Need
That cyberware
seems to be on
the fritz.
A Friend Indeed
You've burned a lot
of bridges, sugar.
Here, take it. You
need it. Oh great,
this is all I need.
Father's Day Slow
down and tell me
what happened. A
Friend in Need I
hate to ask for it,
Rachel, but... I
forgot about this
bill.
31
Special Hunter Rules: Hunter Raymond begins the game with a dropship pass. Raymond
will use his dropship pass to move between New Angeles and the moon,
bypassing the Beanstalk, if there are no leads in his district and fewer than
4 leads remain in New Angeles or the first time there is an active event on
the moon. Depending on his current priority, he will either move directly to
the active event or to the lead that is farthest from his hero marker on the
moon.
Before the game, decide which color plot (purple or green) will be considered
in play for Raymond during this game. Raymond's active plot never changes
after the game begins. You might consider placing one of his unused light
cards of the appropriate coloe face-up near the board to remind you what you
chose.
Hunter Raymond's labyrinthine mind might be the only thing capable of
grasping the true significance of the conspiracy, and he's using that
knowledge to shut you out of it. Every time Raymond follows a lead, in
addition to the normal effects, remove the top puzzle piece from the most
valuable pile of puzzle pieces from the game. You do not gain any rewards for
this action.
Even worse, Raymond gains one additional Dirt the first time he follows a
lead each day, and he maxes out at 12 Dirt tokens instead of the usual 10.
Note that you will still draw from the Tag deck if he has 10 or more Dirt at
the start of your turn, but Raymond will not physically tag you until he has
reached his maximum of Dirt tokens.
However, you can use Raymond's war memories against him. At the start of the
game, place Raymond's hero markers on the Castle Club, any location on the
moon that does not contain a lead (your choice), and any nightlife location
in New Angeles that does not contain a lead (your choice). The first time
Raymond enters a location with one of his hero markers on it, remove the hero
marker from play, and Raymond's turn immediately ends, and he discards up to
4 Dirt tokens. Remember that when placing leads, you must follow the
preferred locations listed below, breaking ties by placing the lead as far
from your investigator as possible.
Grudge deck: Raymond's Grudge deck contains the following 12 cards: Old Flame
Quit sticking your nose in our business. Everytime I come here, my
shoulder aches. Give us your wallet and no one gets hurt. Maybe just one
more drink... You just need to relax a bit. I think there was something
in my drink. Haunted by the Past I don't think I can do this anymore. I
wish I had been the one to die. You're too easily distracted, Flint. I
32
couldn't sleep again. God...I can't breathe...get away from me! Hey,
Keene. Sorry I haven't visited lately.
Initial Trap setup: Place a Trap token in each of the 13 ritzy locations on the
board, plus Armitage Software and Olivaw's Robotics.
Preferred Lead Locations: If there is more than one available destination when
moving leads, Hunter Raymond applies the following priorities: 1) Seedy
Locations; 2) Ritzy Locations; 3) Normal Locations; 4) Restricted Locations.
Hunter Raymond does not distinguish between Major Locations and otherwise.
Go For a Ride: If given the chance to move you, Raymond will move you to the San
Bernadino Ruins (if on the moon or the Beanstalk) or the Mycroft Cemetary (if
in New Angeles).
Rachel's Money: This enters play and behaves exactly like it does in the normal
game.
Specific Card Effects: Parsons is always considered to be missing. Raymond is always
considered to have 1 or more Kate favors.
Any Grudge card that would cause Raymond's turn to end instead causes him to
lose 4 time. This effect is cumulative.
You're too easily distracted, Flint. You may turn over any 1 face-down
piece of evidence for free and discard it, if you wish.
I think there was something in my drink. Look at the next 2 cards in
Raymond's Grudge deck. If either has the Haunted keyword, you may immediately
play it for free. Discard any cards that do not get played this way.
Quit sticking your nose in our business. In addition to Raymond gaining 1
trauma (i.e. losing 2 Dirt tokens), you may search through the pile of
discarded puzzle pieces and choose one to put back into play on the top of
any pile of conspiracy puzzle pieces.
33
Raymond Flint
Flint, you've done it againstuck your nose in where it doesn't belong. The
bigwigs at Haas-Bioroid have found out you've been looking into their
operations, so they've dispatched an assassin-bot to erase you and your
entire investigation from the records. Well, at least it's proof that you were
on the right track.
Hunter: Floyd
Dark Decks: Separate your dark cards into the following 4 decks. Shuffle each
deck separately before play begins.
name
Trap Deck (7
cards)
Nightlife/Kate (6
cards)
Memory Deck (3
cards)
trigger
Move to a location
with a Trap token
and the
Nightlife/Kate
rules do not
apply.
contents
Old Flame
Everytime I come
here, my shoulder
aches. Give us
your wallet and no
one gets hurt.
Quit sticking
your nose in our
business. No
one's going to
help you on this
one, Ray. Haunted
by the Past You
take that back.
Hey, Keene. Sorry
I haven't visited
lately. Sir,
there's a dress
code.
Old Flame I
know your friends
don't like me.
You just need to
relax a bit.
Maybe just one
more drink... I
wish you'd spend
some more time
with me. I'm
still worried
she's up to
something.
Haunted by the
Past God...I
can't
breathe...get away
from me!
Raymond's Memory
Old Flame I
cards, with one
think there was
randomly removed at something in my
the start of the
drink. Haunted by
game.
the Past I
don't think I can
do this anymore.
Don't call us
again, Flint.
You're too easily
distracted,
Flint. How could
I make such a
stupid mistake?
I couldn't sleep
again. I wish I
had been the one
to die.
34
Special Hunter Rules: The first time you draw a card from Floyd's Grudge deck, you
may reduce its cost by 1. Instead of discarding it, place it face-up near
Floyd's tech cards. That is Floyd's plot for the week.
At the beginning of the second week, shuffle all of the played Grudge cards
together, including the one mentioned above, and put them face-down below the
pile of unplayed Grudge cards. The first Grudge card drawn during the second
week determines Floyd's second week's plot. Thus, it's possible for Floyd to
have the same plot for both weeks.
Hunter Floyd begins the game with 1 tech card in play: Let's try boosting
your reflexes. This give him a major advantage, allowing an extra movement
for 0 time, but you can force him to discard the card by playing specific
cards from his Grudge deck. At the beginning of the second week, Floyd will
reinstall any discarded tech cards unless they have been permanently removed
from play (by The circuit is burning out!).
In addition, Floyd's 3rd Directive is considered to always be in play. This
means he has 7 time each day, not 6. At the beginning of the fourth day each
week, Floyd automatically moves back to Haas-Bioroid and begins his turn
there.
Grudge deck: Floyd's Grudge deck contains the following 12 cards: Property of
Haas The circuit is burning out! Critical systems error. System
unstable. You'd better get that looked at soon. (X2) Finding Himself
Someone sent us a toy to break, lads. You're on our turf now, Golem. For
a biorod, you can be pretty stupid. Sometimes I just don't understand
humans. Thou Shalt Not Kill I'm going to look at the roses awhile.
Human First is here to end you, Golem! Floyd, quit wasting time already!
You could've saved him, you scum!
Initial Trap setup: Place a Trap token in each of the 20 ritzy and/or nightlife
location on the board.
Preferred Lead Locations: If there is more than one available destination when
moving leads, Hunter Floyd applies the following priorities: 1) Any location
with Floyd's hero marker; 2) Nightlife Locations; 3) Ritzy Locations; 4)
Seedy Locations; 5) Normal Locations; 6) Restricted Locations. He does not
distinguish between Major Locations and otherwise.
Go For a Ride: If given the chance to move you, Floyd will move you to a
location containing one of his hero markers. If none of his hero markers are
on the board, he will move you to 0-G (if you are in New Angeles or the
Beanstalk) or the Heaven and Hell Club (if you are on the moon).
35
Wrapped Up In Himself: This card begins the game in play. Your maximum hand size
is seven cards, and you can have up to 12 Grudge tokens at a time. In
addition, once per turn, you may spend one time to choose 1 of the following
3 options: 1) Draw 2 light cards, 2) Draw 1 light card and gain 1 Grudge
token, or 3) Gain 2 Grudge tokens.
Raymond's Memory cards: Before the game begins, randomly remove from the game
one of Raymond's Memory Cards, without looking at it. Shuffle the remaining
cards. Place one of Floyd's hero markers on the Challenger Memorial Ferry
location, one on top of Raymond's Tag Deck, and one on the moon, between
Haas-Bioroid and the Order of Sol.
Raymond's Memory cards can be triggered in 3 ways, each tied to one of
Floyd's hero markers. Each trigger can only be used once: when a Memory Card
is resolved, the hero marker that triggered it is removed from the game, and
that trigger is ignored for the rest of the game. The triggers are: 1) As
soon as you enter Challenger Memorial Ferry, draw and resolve the top Memory
card. Remove both the card and the hero marker from the game. 2) When Floyd
physically tags you, if his hero marker is on top of your Tag Deck, remove it
from the game and draw and resolve the top Memory Card instead of a dark
card. Remove the Memory Card from the game afterwards. Floyd may not
physically tag you again this turn. 3) If you enter a location on the moon
that contains a Trap token, and Floyd's hero marker is between Haas-Bioroid
and the Order of Sol, draw and resolve the top Memory Card instead of a card
from one of your dark decks, discarding the Trap token as usual. After
resolving the card, remove it and Floyd's hero marker on the moon from the
game.
Specific Card Effects: If a light card allows Raymond to draw an additional piece
of the conspiracy, and the conspiracy has already been shut down, draw and
discard a puzzle piece, gaining any bonuses printed on either side of it.
If a light card allows Raymond to interrupt another player placing evidence,
you may use this whenever Floyd follows a lead.
Any card from Floyd's Grudge deck that requires him to end his trun at HaasBioroid or the NAPD is treated like an active event. Place one of your own
hero markers at both locations, and Floyd moves toward the nearest location,
then spends 2 time at that location to remove both tokens from the board. He
may then continue his turn. If either token remains in play at the end of
Floyd's turn, you may discard one of his tech cards as printed on the card.
36
How could I make such a stupid mistake? Raymond cannot activate any Major
Location this turn, nor does he draw Light cards/Grudge tokens for entering
seedy/ritzy locations.
You're too easily distracted, Flint. Discard the highest-value faceup
evidence from Raymond's guilty hunch.
I think there was something in my drink. Immediately draw and resolve a
second card from the Tag deck without paying its cost.
For a bioroid, you can be pretty stupid. Look at the top card of up to 2 of
your dark decks, and choose 1 card to discard. Floyd gains the cost of that
card in Dirt tokens, if able.
You could've saved him, you scum! The first time you play this card, in
addition to its effects, Father Michael is eliminated (if he hasn't been
already). Events or Grudge cards that require Father Michael to be alive no
longer have any effect (but still require the full cost in Grudge tokens).
I'm going to look at the roses awhile. Treat this as the most recent active
event. Until this event is resolved, Floyd's tech card is temporarily
disabled.
37
Floyd 2X3A7C
Not everybody in the NAPD is thrilled to have you on board with this
investigation. As a bioroid, you're immune to bribes, blackmail, and the rest
of the grease that keeps the justice machine from squeaking. What's more,
your enhanced senses and tireless, superhuman strength have gotten
you close to things a normal cop would never notice (or might be
persuaded to ignore). Given your connections with Haas-Bioroid, however,
you'll have to be removed...quietly.
Hunter: Louis
Dark Decks: Separate your dark cards into the following 4 decks. Shuffle each
deck separately before play begins.
name
trigger
contents
Maintenance
Deck (4 cards)
Tag/3rd Directive
Deck (7 cards)
Move to a location
with a Trap token.
If Father Michael is
eliminated, draw 1
card from this deck at
the start of each of
your subsequent turns
until the deck is
depleted. Do not
reshuffle. Reshuffle
this deck at the start
of the second week.
At the start of
each turn while
you have at
least 1 tech
card installed,
roll a die.
Draw from this
deck on a roll
of 4-6.
Property of Haas
Hold on, Tin Man!
We're going for a
ride! Sir, assaulting
an officer is a crime.
Finding Himself For
a bioroid, you can be
pretty stupid. We
don't have time for
this nonsense, Floyd!
You're on our turf
now, Golem. Someone
sent us a toy to break,
lads. Thou Shalt Not
Kill Human First is
here to end you,
Golem!
Property of
Haas You'd
better get that
looked at
soon. (X2)
The circuit is
burning out!
Thou Shalt Not
Kill I'm
going to go
look at the
roses awhile.
Property of Haas
Critical systems
error. System
unstable. There
seems to be a
glitch. Finding
Himself Sometimes
I just don't
understand humans.
Where were you,
Floyd? There's no
need to overreact.
Thou Shalt Not Kill
I seem to rub people
the wrong way.
Floyd, quit wasting
time already!
38
Special Hunter Rules: Hunter Louis is a simple man, but he does know how to hold a
grudge. When Louis is your Hunter, all of your dark cards costs 1 less Dirt
to play (in addition to any other effects that would reduce the cost of the
card). This means he can play some of your dark cards for free, so you should
always draw a card when triggering a trap, even if Louis has 0 Dirt tokens.
In addition, some of his most powerful Grudge cards can only be played while
his NPC Tanaka is alive. At the start of the game, place Tanaka's NPC token
at Tony's Flophouse. Hunter Louis will treat Tanaka like the most current
active event, i.e. it is always his first priority, except for the following:
After moving to Tanaka's location, Louis will spend 1 time (as opposed to the
usual 2) to roll a die. On a 4-6, Tanaka is eliminated; his token is turned
face-down and removed from the game. On any other roll, Tanaka is moved, like
a lead, to a random district (use the die) on the moon (if being moved from
New Angeles) or in New Angeles (if being moved from the moon). When first
moved, Tanaka is placed beside another red location in the chosen district.
Louis ignores Tanaka as long as he is beside a location. After resolving a
crossroads in his plot (at the end of the third and sixth day of each week),
the player moves Tanaka onto the location, and he becomes Louis's top
priority again. The player chooses which red location in the district Tanaka
gets moved to.
If Tanaka is involved in a current event, ignore the above paragraph until
the event is resolved or leaves play. Return Tanaka to Tony's Flophouse after
the event is over.
When Tanaka is eliminated, if you draw a Grudge card that requires Tanaka to
be alive, you must spend the full cost in Grudge tokens, but the card is
discarded with no effect.
Grudge deck: Louis's Grudge deck contains the following 12 cards: Sara Happy
Anniversary, Sara. You were supposed to call last night, Louis. I heard
about Sara. Take the day off. Sara was always the smart one. On the Take
Tanaka says hello. I'm going to take my time and enjoy this. You're a
loose cannon, Blaine! Be more careful, Blaine. The Krausey Case No, I'm
afraid Jim isn't coming. I had that dream again. You're in the wrong part
of town, copper. I want you in my office now, Blaine!
Initial Trap setup: Place a Trap token in each of the 14 seedy locations on the
board, plus the NAPD.
Preferred Lead Locations: If there is more than one available destination when
moving leads, Hunter Louis applies the following priorities: 1) Seedy
39
locations; 2) Ritzy Locations; 3) Normal Locations; 4) Restricted Locations.
Louis does not distinguish between Major Locations and otherwise.
Go For a Ride: If given the chance to move you, Louis will always move you to
The Old War Memorial, unless you are already in the green district. In that
case, he moves you to the Castle Club.
Floyd's Three Directives: These enter play and behave exactly like they do in the
normal game.
Specific Card Effects: Any card that would allow Louis to draw one of your dark
cards lets Louis gain 1 Dirt token for each card he would have drawn.
If you draw a Grudge card that requires Tanaka to be alive, and he has been
eliminated, you must spend the full cost of that card in Grudge tokens, but
the card is discarded with no effect.
The Hunter will always choose to have Floyd gain/lose the conditional baggage
that would be most damaging to his current plot.
The bad outcome of the Finding Himself plot should have you discard down to
4 light cards and 8 Grudge tokens. Similarly, if your maximum hand size is
decreased, it is decreased to 4 light cards and 8 Grudge tokens. If your hand
size is increased, it is increased to 6 light cards and 12 Grudge tokens.
No, I'm afraid Jim isn't coming. Treat this as an active event, except
remains Louis's highest priority until resolved and he will move toward it no
matter what his current location is.
You were supposed to call last night, Louis. Place Sara's NPC token in the
location indicated. Treat it as an active event. Unlike the above card, Louis
will only pursue this event if he is in the event's district or an adjacent
district.
You're a loose cannon, Blaine! The next lead that Louis follows gains him
no Dirt tokens, but still moves.
Sara was always the smart one. Identical to the above.
Be more careful, Blaine. The next time a lead moves (even if Louis's turn
hasn't begun yet), you move the lead, placing it according to the guidelines
in the original rulebook.
40
Where were you, Floyd? If you have a dropship token, you are forced to
discard it. Otherwise, the card is discarded with no effect (no Dirt tokens
paid, no bad baggage gained) and a new card is drawn to replace it.
Floyd, quit wasting time already! If Father Michael has been eliminated,
this card is discarded with no effect, but a replacement card is not drawn.
For a bioroid, you can be pretty stupid. You must completely dark shift and
discard 2 Grudge tokens, if able.
Sir, assaulting an officer is a crime. When handling the dark tactic of
this card, first check if any favors are worth VP due to the current state of
the conspiracy or chosen murder. If so, discard the most valueable favor of
which you have the fewest tokens. Otherwise, simply lose the favor you have
the least of. In case of a tie, roll the die to decide.