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In case you are still monitoring this, I have a important rules question: I don't think I get the table for the effect of Stealth draws. To me, it seems like there would never be a 2-6 or 7-11 result. Why would a player ever want to stop on those results? Even if they are currently on 11, they might draw a 10 (which comes out as 21: Perfect!) or an ace (which is then treated as a 1, so still okay). 

The only scenario I can imagine is when a character and/or the island has a lot of conditions and you want to minimize drawing to avoid activations, but ... since the Guile or Violence draws afterwards end up drawing even more cards, I do not think you meaningfully draw less.

Can anyone explain what I am missing?

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You can use talents or equipment to discard a card on a draw. Usually this is done to get rid of a bad card. It seems unlikely, but once in a while a player will decide to discard a good card because they think that it's better for the whole group to face a bunch of zombies or something than to activate a particular condition that they aren't ready to reveal. Mainly, the negative effects of 2-6 are just a motivator to draw more cards to get more conditions into play.

Thanks for the insight!

Minor rules question.  The chart on page 18 says 12-17 earns a hope token but the flow chart on page 19 does not list this under the same outcome range.  Which is correct?

The GM plays a Pain token and the players gain a Hope token.

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hi there fabulous creator. Just curious if there’s any more community copies available? Thank you in advance

A really good take on Silent Hill or No-End House style stories as a ttrpg. Makes great use of the Trophy/Ruled by Night system to create character-driven survival horror that can go horribly wrong, while also giving players a lot of tactical options in play that lead directly into narrative. Jam-packed with maps, points of interest, and eerie ephemera to fuel your incursion to the Island.