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At the start of the game, the player whose Clan is at the top of the Honor track takes the deck of Political Mandates to play the first Mandate Turn.

At the start of the following Seasons, the first player to perform a Mandate Turn is the one to the left of the player who performed the last Mandate Turn on the previous Season.

To easily remember this, make sure to keep the deck of Political Mandates close to the player who will play it next. …



Rumors

Rumor Mythos cards often place Rumor tokens on specific spaces of the game board. An investigator on a space containing a Rumor token can encounter the token during the Encounter Phase.

To do so, he resolves the effect on that Mythos card instead of resolving an encounter card.

When a Mythos card is "solved", discard the card along with any tokens on it, then discard the corresponding Rumor token from the game board.

How Do You Determine A Random Space

Some effects found on Rumor Mythos cards and Mysteries place tokens on a random space. Whenever an effect refers to a random space, that space is determined by drawing one Clue token from the Clue pool and using the space indicated by the back of the token. The drawn Clue token is then discarded. …


Resolving Combat Encounters is the main way in which investigators can defeat Monsters to remove them from the game board.

When encountering a Monster, the investigator flips the Monster token facedown and reads the information on the back of the token. He then resolves two tests, first a will test and then a strength test, to determine the result of the Combat Encounter.



Will Test

The investigator resolves the Will () test listed on the Monster token.

If the Monster's horror is greater than the number of successes rolled ("5"s and "6"s), the investigator loses Sanity equal to the difference. …



Delayed Investigators

Investigators can become Delayed by various effects. A Delayed investigator cannot perform actions.

When an investigator becomes Delayed, he tips his Investigator token on its side to remember that he is Delayed. Instead of performing actions during the Action Phase, he stands up his Investigator token and is no longer Delayed.



Each investigator starts the game with Health and Sanity tokens equal to his maximum Health and Sanity, respectively.



When an effect causes an investigator to lose Health or Sanity, he discards Health or Sanity tokens from his Investigator sheet. If an investigator recovers Health or Sanity, he gains Health and Sanity tokens from the token pool. An investigator cannot have more Health or Sanity than his maximum. …


Many effects require investigators to resolve a test. To resolve a test, the investigator rolls dice to determine whether he passes or fails the test. Passing tests often provides benefits to the investigator, while failing tests often have negative side effects.

To resolve a test, the investigator rolls a number of dice equal to his value in the listed skill, taking into account any effects that add or subtract from his skill. Investigators roll a minimum of 1 die on each test. …


Game Components

  • 1 Game Board
  • 1 Reference Guide
  • 12 Investigator Sheets
  • 4 Ancient One Sheets
  • 122 Encounter Cards
  • 51 Mythos Cards
  • 16 Mystery Cards
  • 14 Artifact Cards
  • 40 Asset Cards
  • 36 Condition Cards
  • 20 Spell Cards
  • 43 Monster Tokens
  • 1 Mystery Token
  • 36 Clue Tokens
  • 4 Rumor Tokens
  • 1 Omen Token
  • 1 Doom Token
  • 9 Gate Tokens
  • 1 Lead Investigator Token
  • 20 Travel Ticket Tokens
  • 30 Improvement Tokens
  • 20 Eldritch Tokens
  • 78 Health and Sanity Tokens
  • 4 Reference Cards
  • 1 Active Expedition Token
  • 4 Dice

Setup

Before playing each game, perform the following steps in order. The setup diagram on page 5 shows an example of these steps. …


Game Components

  • 16 game cards
  • 4 reference cards
  • 13 Tokens of affection

Setup

Shuffle the 16 cards to form a face-down draw deck. Remove the top card of the deck from the game without looking at it.

If you are playing a two-player game, take three more cards from the top of the deck and place them to the side, face up. They will not be used during this round.

Each player draws one card from the deck. This is the player's hand, and is kept secret from the others. Whoever was most recently on a date goes first (if tied, the younger player wins the tie). …


The events of this game take place between the events of Courtier and Dominare, two other games in the Tempest line. Here are brief profiles of the people in the game.

8: Princess Annette

Hampered only by the naïveté of youth, Princess Annette is elegant, charming, and beautiful. Obviously, you want the princess to carry your letter. However, she is self-conscious about matters of the heart, and if confronted, will toss your letter in the fire and deny ever seeing it. …


(for experienced players)


Setup

Bishop, Fool, Judge, Queen, King, Witch

With 3 players, 6 character cards are used. Each player gets two characters in front of them, one corresponding to their left hand and the other to their right.

Each player begins the game with 6 gold coins, and the money belongs to both of the player's characters.

As in a regular game, the first four turns must be swaps - or not. Then, on their turn, a player can:

  • Swap under the table one of their two cards - or not - with an opponent's card or even their other card; or …


Goals to win the Solitaire Game:

Apprentice

  1. Achieve at least one of each of your Curator and Art Dealer goals;
  2. Acquire at least 4 Reputation tiles;
  3. Acquire at least 1 Masterpiece;
  4. Have at least 160 money.

Experienced

  1. Achieve the highest goal of the Curator card and one goal of the Art dealer card;
  2. Acquire at least 5 Reputation tiles;
  3. Acquire at least 2 Masterpieces;
  4. Have at least 180 money.

The Master Gallerist

  1. Get at least 35 money in total from Curator and Art Dealer goals;
  2. Acquire at least 5 Reputation tiles;
  3. Acquire at least 3 Masterpieces.

Setup

Follow the normal game setup, with the following exceptions: …