Tragedy Looper Reglas
Tragedy Looper Reglas
PLAYER’S
HANDBOOK
This booklet contains all necessary information for both
Protagonist and Mastermind players, in order to play
the game, Tragedy Looper.
TRAGEDY LOOPER
TO BEGIN WITH
Welcome to Tragedy Looper, a time-loop deduction board game. A
Mastermind will unfold a mystery while the Protagonists try to figure
out what is going on. This game is for 2-4 players, but the rules are
written for 4 players: 3 Protagonists cooperating against 1 Mastermind.
Rules for 2 and 3 players can be found on page 41.
For newcomers
Tragedy Looper is a very deep game that you can enjoy on many
levels. However, due to the many choices you have, it’s a bit hard to
know how to play the first couple of times. What follows here is a
guide for those who have never played this game before. Specifically,
if all four players are new to the game, we strongly advise you to
proceed with the following steps.
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TRAGEDY LOOPER
CHOOSE THE MASTERMIND
I First, choose who will be the Mastermind. You should
choose the one who has experience in game mastering
role playing games or something similar. The Mastermind
should read through this document and the Mastermind’s
Handbook document. The Protagonists should also read
through this document to grasp the ideas of the game.
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TRAGEDY LOOPER
COMPONENTS AND
GAME OVERVIEW
First, we’ll show you where all this is taking place. In this section, we’ll
describe the layout of the game, while introducing you to the boards,
cards and tokens.
This game is centered around the Hospital, the Shrine, the City and the
School. Each location is represented by a board.
These locations are where everything happens. The Protagonists are
walking around in these locations, but do note that the Protagonists
are not represented by any cards, pawns or markers.
The fifth board is just a data board. It keeps track of what day it is,
when Incidents happen, and how many times you’ve looped.
In Tragedy Looper, the tragedy isn’t limited to just the Protagonists.
There are a lot of other important characters in these stories. Students,
a Journalist, a Shrine Maiden, a Pop Idol, an Office Worker; there are a
grand total of 18 different individuals that can take part in the scripts.
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TRAGEDY LOOPER
Each script defines what characters will be in the game and the
characters are represented by cards.
These are all Non-Player Characters (NPCs). They have special
abilities they’ll use to help you (the Protagonists) if you form Goodwill
bonds with them. For example, the Informer will reveal secret
information to you.
However, that’s not all they are. It’s perfectly possible they have a
secret role, and are involved in the script. They might be the key person
who triggers the tragedy. Or, they might be the brain behind the trag-
edy itself. They might be a serial killer, unable to restrain themselves if
they are in a situation where murder is possible. But at the start of each
script, you, the Protagonists, have no idea which of the characters car-
ries what secret. You have to experience the story, loop after loop, and
come to conclusions based on the knowledge gained.
1. Card name
2 3
2. Paranoia limit
If the character has at least this
4 many Paranoia counters, he/she is
in a state of panic and will be able
to trigger Incidents.
1 Note: A character can have more
Paranoia tokens on it than the
number printed on the card.
3. Locations
This signifies the starting location for
5 the character (in white). It may also
show which locations are forbidden
to this character (crossed out).
4. Traits
This character’s traits. Some rules and card effects refer to characters
with certain traits.
alive dead
So, we’ve taken a look at the boards and the characters. Now, we’re
getting into what you, the players, are to do in the game. We’ll explain
the action cards that players use to affect the characters in the game.
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TRAGEDY LOOPER
ACTION CARDS Protagonist cards Mastermind
(34 PCS) cards
What the players,
both Protagonists and
Mastermind, will actually
do in the game is play
action cards on the
characters or the locations.
All players play their cards
All cards have different backs so you can
face down, and when
see who played what card.
everyone has played a card, See to it that each player has the same
they are all revealed and back on all his/her cards.
resolved at the same time.
Goodwill cards
Movement cards These are used to increase the
These will move a character in the characters’ Goodwill, so they
specified direction. can use their Goodwill abilities.
Protagonists have these; the
Mastermind has a forbiddance
card.
Intrigue cards
These symbolize secrecy surround-
ing characters and locations. Their Paranoia cards
meaning varies with each plot. These are used to increase the
Only the Mastermind has these; character’s Paranoia level, so
the Protagonists have forbiddance they will start triggering
cards. Incidents.
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TRAGEDY LOOPER
CARD LIST
This is a list of the action cards that the Protagonists and the
Mastermind use, together with some details on exactly how the cards
work. Use this if some effects conflict and/or you don’t know in what
order to resolve things. “Together” here means “played on the same
location or character”.
PROTAGONIST CARDS
Paranoia +1
Place 1 Paranoia counter on this character.
If together with a Forbid Paranoia, the Forbid takes
precedence and nothing happens.
If together with a Paranoia –1, the +1 goes first.
Placed on a location, nothing happens.
Paranoia –1
<only once per loop>
Remove 1 Paranoia counter from this character.
If together with a Forbid Paranoia, the Forbid takes
precedence and nothing happens.
If together with a Paranoia +1, the +1 goes first.
Placed on a location, nothing happens.
Goodwill +1
Place 1 Goodwill counter on this character.
If together with a Forbid Goodwill, the Forbid takes
precedence and nothing happens.
Placed on a location, nothing happens.
Goodwill +2
<only once per loop>
Place 2 Goodwill counters on this character.
If together with a Forbid Goodwill, the Forbid takes
precedence and nothing happens.
Placed on a location, nothing happens.
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TRAGEDY LOOPER
Forbid Intrigue
If on the same spot as an Intrigue +1 or +2 , this takes
precedence and nothing happens. However, if 2 or more
players have played Forbid Intrigue on the same day
(no matter where on the playing field), they nullify each
other.
Movement - vertical
This character moves either up or down.
If together with another vertical movement, it’s still a
vertical movement (they do not nullify each other).
If together with a horizontal movement, they combine to
form a diagonal movement.
If together with a diagonal movement, they combine to
form a horizontal movement.
If placed on a location, nothing happens.
Movement - horizontal
This character moves either left or right.
If together with another horizontal movement, it’s still a
horizontal movement (they do not nullify each other).
If together with a vertical movement, they combine to
form a diagonal movement.
If together with a diagonal movement, they combine to
form a vertical movement.
If placed on a location, nothing happens.
Forbid movement
<only once per loop>
If together with a Movement card, the Forbid takes
precedence and nothing happens.
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TRAGEDY LOOPER
MASTERMIND CARDS
Paranoia +1
Place 1 Paranoia counter on this character.
If together with a Paranoia –1, the +1 goes first.
If placed on a location, nothing happens.
The Mastermind has 2 of these.
Paranoia –1
Remove 1 Paranoia counter from this character.
If together with a Paranoia +1, the +1 goes first.
If placed on a location, nothing happens.
Forbid Paranoia
If together with a Paranoia +1 or Paranoia –1, the Forbid
takes precedence and nothing happens.
If placed on a location, nothing happens.
Forbid Goodwill
If together with a Goodwill +1 or Goodwill +2, the Forbid
takes precedence and nothing happens.
If placed on a location, nothing happens.
Intrigue +1
Place 1 Intrigue counter on this character or location.
If together with a Forbid Intrigue card, and only one
Forbid Intrigue card is played this day, the Forbid takes
precedence and nothing happens.
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TRAGEDY LOOPER
Intrigue +2
<only once per loop>
Place 2 Intrigue counters on this character or location.
If together with a Forbid Intrigue card, and only one
Forbid Intrigue card is played this day, the Forbid takes
precedence and nothing happens.
Movement - vertical
This character moves either up or down.
If together with Forbid Movement, the Forbid takes
precedence and nothing happens.
If together with another vertical movement, it’s still a
vertical movement (they do not nullify each other).
If together with a horizontal movement, they combine to
form a diagonal movement.
If placed on a location, nothing happens.
Movement - horizontal
This character moves either left or right.
If together with Forbid Movement, the Forbid takes
precedence and nothing happens.
If together with another horizontal movement, it’s still a
horizontal movement (they do not nullify each other).
If together with a vertical movement, they combine to
form a diagonal movement.
If placed on a location, nothing happens.
Movement - diagonal
<only once per loop>
This character moves diagonally.
If together with Forbid Movement, the Forbid takes
precedence and nothing happens.
If together with a horizontal movement, they combine to
form a vertical movement.
If together with a vertical movement, they combine to
form a horizontal movement.
If placed on a location, nothing happens
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TRAGEDY LOOPER
By playing these action cards, you will change the situation on the
boards. Characters will move around and their Goodwill, Paranoia
and Intrigue will change. Let’s take a brief look at the counters used to
signify this.
Paranoia counters
These represent how afraid the character is. Both
Mastermind and Protagonists can place these on
characters, and if they reach a certain level, the character
is in panic mode and can start triggering Incidents.
Intrigue counters
These represent secrecy and conspiracies, on either
locations or characters. Only the Mastermind can place
these on characters or locations. Exactly what they do
depends on the plot, but they lead towards failure for the
Protagonists.
Loop marker
This is used to mark what loop the game is currently on.
It’s placed on the data board.
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TRAGEDY LOOPER
Day marker
This is used to mark which day it is. It’s placed on the data
board.
Incident markers
These are used to mark on which days something will
happen. They’re placed on the data board.
Extra markers
These are counters to use for whatever strange extra rules
some script writers may come up with.
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TRAGEDY LOOPER
GAME RULES
This section goes through the rules you need to know to play the
game. If this is the first time playing, we have recommendations
throughout this section .
Once you’re feeling a bit comfortable with the rules, you can
change scripts, and plots accordingly. Tragedy Looper is in principle a
very simple game, but there are a lot of plots, characters and roles to
learn, especially at first, so don’t introduce too many new aspects at
the same time.
VICTORY CONDITIONS
I The victory conditions are different for each player:
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TRAGEDY LOOPER
PREPARATIONS
II Here’s how you set up before each game.
1 1. Script title
1 SCENARIO NAME
Main plot : X
Sub plot : X 2 2. Main plot and Subplot(s)
Mastermind card
Cast Role
Each script contains one main plot and
3
doctor serila killer
one subplot.
X X
X X
X X
X
X
X
X
When you start using the Basic Tragedy
X
X
X
X Set, you’ll have 2 subplots.
X X
X X
X X
X X 3. Characters and roles
Day Incident Culprit
x x
4 x A list of what characters are in this script,
x x x
x
x
x
x
x
x
and what roles they have. A number in
x x x
parentheses marks their loop number
appearance in the script.
Secret card - this card
is for Masterminds
4. Incident schedule and culprit
only
A list of what Incidents may happen on
1 Tragedy set : X what day, and who the culprit behind it
Number of loops : X
Days per loop : X 5-7 is. No character can be the culprit for two
Table talk : X
Protagonists card
Day Incident
Incidents.
1 x
2 x
3 x 5. Tragedy Set
4 x
5 x What plot set this script uses, meaning:
6 x
7 x What possible plots could be running.
8 x
9 x
10 x
6. Number of loops
Special rule
None
8 The maximum number of times the
Protagonists may loop (replay). It’s usually
3 or 4.
Open card - this card
is given to the 7. Days in one loop
Protagonists How many days (turns) one loop consists
of. It’s usually 6–8.
8. Special rules
If the scenario contains special rules, it will be
listed here.
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TRAGEDY LOOPER
A little delve into the details
what does a script consist of?
A script consists of a couple of pre-written plots, a set of characters and some
scripted Incidents. A plot determines what roles will be in the game, and the loss
conditions for the Protagonists. What plots (and Incidents) are available to choose
from depends on what “Tragedy Set” you use. There are two Tragedy Sets in this
base box: “First Steps” which has a limited number of possible plots and roles, and
“Basic Tragedy” which has a bigger number. The Protagonists will always know
what Tragedy Set is used, so they have full knowledge of what plots and roles
might be in the current script.
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TRAGEDY LOOPER
PREPARING THE LOOP
III This is what you do before each loop begins. Each script
has a set number of loops, which translates to play-
throughs of the script. If the set limit of loops is 3, then the
Protagonists can only play the script 3 times – which technically means
they can rewind it twice. (Some might argue that there is a semantic
illogicality in calling the first play-through a “loop”. But we can
console even them: As the Protagonists actually already know what
Incidents will happen, that means they have already looped once. )
If the Protagonists win in any loop, i.e. manage to finish the loop
without losing, the remaining loops are not played out; instead the
Protagonists win the game.
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TRAGEDY LOOPER
3-3 Return characters
Place all participating characters on their respective starting locations.
Each character has a defined starting position as shown on their cards.
The script determines how many days there are in each loop. A “day”
in this game is translated to one round, where every player gets one
turn each. When one day (round) has ended, the next day begins and
so on.
Simplified, each day is as follows: All players play cards face down
on the characters or locations. Then all cards are resolved at the same
time. After that, special abilities are activated and then Incidents hap-
pen. Then the next day begins.
But the timing is important enough that we get a little 9-step list
instead. As the Mastermind is… well, the Mastermind, he controls all
the neutral aspects of the game. Like this:
It looks like a lot, but it’s not; it’s only the timing that’s important.
For the Protagonists it’s exceedingly simple: First play a card face
down, and then the Leader chooses whether to use a Goodwill
ability or not. But let’s go into the details of each of these steps.
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TRAGEDY LOOPER
4-1 Day start – morning
[Mastermind handles this]
Some scripts or role abilities (that the Mastermind uses) will happen at
“day start.” So they happen at this step.
1 Intrigue
Mastermind
action
Rich Man’s Daughter: 2 Paranoia
Patient Boy Student: 2 Goodwill
1 Intrigue
Mastermind
action
Mastermind
action
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TRAGEDY LOOPER
A little delve into the details
setting action cards on the boards
Action cards cannot only be placed on characters, but also on the four
locations. Since locations can only receive Intrigue counters, the only
cards that have an effect on locations are “Intrigue +1” and
“Intrigue +2” for the Mastermind player, and “Forbid Intrigue”
for the Protagonists. However, you can still place other cards on
locations; they just won’t have any effect other than acting as bluffs,
which of course might be effective enough.
1 Intrigue
Protagonist
action
1 Intrigue
Protagonist
Protagonist
action
action
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TRAGEDY LOOPER
1 Intrigue
1 Intrigue
Informer: 2 Paranoia
Girl Student Shrine Maiden: 5 Goodwill
Office Worker: DEAD Doctor
State of playing field after cards are resolved. Note the Paranoia +1 on the
School was a bluff move.
Some examples:
[WRONG]: I use the Doctor’s role ability of the Brain to place an
Intrigue counter on the Shrine Maiden.
[RIGHT]: Something weird happens to the Shrine Maiden, and she
gets an Intrigue Counter.
[WRONG]: Too bad, guys, the Rich Man’s Daughter was the Loved One
so you all die!
[RIGHT]: I’m sorry to announce that you are all dead.
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TRAGEDY LOOPER
4-7 Incidents happen
[Mastermind handles this]
At this point, the script’s scheduled Incidents might happen. If no
Incident is scheduled for this day, then just skip this step.
If an Incident is scheduled to happen, the Mastermind checks if the
below conditions are met:
1) The Incident’s culprit is still alive AND
2) The culprit has reached his/her Paranoia limit (=panic)
If either condition is unfulfilled, the Mastermind just states that
“No Incident happens”.
If both conditions are met, the Incident happens: the Mastermind
declares that the Incident happens, and resolves it, again without
revealing who did it (though it might be obvious). In case there is some
sort of choice on who or what the Incident affects, it’s the Mastermind
who decides. Please note that if there are some extra conditions that
need to be met in order for an Incident to happen (like the Hospital
Horror that requires that the Hospital has Intrigue counters), and they
are not fulfilled, the Mastermind must still declare that the Incident
occurs, but nothing happens. For example, the Mastermind can say,
“A murder almost took place, but something prevented it.” Note: the
Police Officer’s first Goodwill ability would work in this case.
Informer: 3 Paranoia
Girl Student: DEAD
Office Worker: DEAD
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TRAGEDY LOOPER
4-8 Switch Leader
At this point, the Leader card is handed to the next Protagonist in turn.
1) You’ve reached and played through the final day of the loop.
2) The Protagonists have died.
3) Some other plot rule or effect causes the loop to end prematurely.
Once the loop ends, what’s done first is check the loss conditions;
this is done by the Mastermind. If no loss conditions are met, the
Protagonists win; you have managed to maintain your happiness.
Congratulations.
If even one loss condition is met, the players have lost. Unless this
was the final loop, the Protagonists now travel back in time to day
one once again: Move the Loop Counter one step down and reset
everything.
If this was the final loop, then the Protagonists have lost and the
Mastermind has won… but there is one final chance, the Final Guess,
described below.
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TRAGEDY LOOPER
FINAL GUESS
VI Even if the Protagonists have lost in every loop, this is their
final chance to win the game. They use what knowledge
they have gained from each loop to figure out the roles of
each character.
27
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TRAGEDY LOOPER
WHAT’S A TRA
AGEDY SET?
A “Tragedy Set” contains a set of plots, roles and Incidents that are
used to create a script. Put the other way around: What plots, roles and
Incidents that the script writer can pick from is limited by the Tragedy
3
Set being used. The Protagonists need to know what Tragedy Set is
used in order to try to figure out what plots are active and what roles
belong to which characters. 4
This base box contains two Tragedy Sets: “First Steps” and “Basic
Tragedy”. First Steps contains 3 main plots, 3 subplots, 8 roles and
7 Incidents. The Basic Tragedy Set contains 5 main plots, 7 subplots,
12 roles and 9 Incidents.
5
HOW TO READ THE PLOT LIST
1
M LI
LIGHT 2 1. Plot type
OF THE AVENGER Denotes if it is a Main plot (M) or
Roles to add: Subplot (S)
3 Brain
2. Plot name
Plot rule: The name of the plot
At loop end, if there are at least 3. Roles to add:
4 2 Intrigue counters on the
This is a list of what roles should
Brain’s starting location, the
Protagonists lose. be in the game if you use this plot.
4. Plot rule
List of rules that are added to the
game if you use this plot.
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TRAGEDY LOOPER
HOW TO READ THE ROLE LIST
KILLER
1 1. Role name
Max limit: none 2 The name of the role
2. Max Limit
3 Optional Goodwill Refusal
The maximum allowed number of
Abilities: characters that can have this role.
[Optional] [Day end] If the Key 3. Goodwill reaction
4 Person has at least 2 Intrigue and is in
this character’s location, you may kill
Whether the role can or must
the Key Person.
nullify this character’s Goodwill
[Optional] [Day end] If this charac- abilities.
ter has at least 4 Intrigue, you may kill 4. Abilities
the Protagonists. Extra abilities that are given to the
character that has this role.
5 Appears in plot:
Murder Plan (main plot) 5. Appears in plots:
For reference, which plots this role
appears in.
MURDER
MU 1 1. Incident name
Name of the Incident
Effect:
2. Incident effect
2 One character in the same loca
tion as the culprit dies.
loca-
What happens when this Incident
is triggered.
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TRAGEDY LOOPER
FIRST STEPS
First Steps is basically a stripped down Basic Tragedy Set, designed
to work as an introductory set for new players. In the Mastermind’s
Handbook there are two scripts using this set, and then you can
experiment yourself with creating own scripts. It’s designed to work
with about 6–7 characters, each loop being about 4–6 days; to reduce
the amount of possible combinations in order to facilitate deduction,
but also to cut down on game time and run the game smoothly.
MAIN PLOTS
Main plots are the core of the script, normally containing the loss
conditions.
M MURDER PLAN
MU M LI
LIGHT
Roles to add: OF THE AVENGER
Key Person, Brain, Killer Roles to add:
Brain
Plot rule: none
Plot rule:
At loop end, if there are at least
2 Intrigue counters on the
Brain’s starting location, the
Protagonists lose.
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TRAGEDY LOOPER
M AP
PLACE TO PROTECT
Roles to add:
Key Person, Cultist
Plot rule:
At loop end, if there are 2 or
more Intrigue counters on the
School, the Protagonists lose.
SUBPLOTS
Plots that work in the script’s background. They might add other loss
conditions or rules.
S S
SHADOW S A UNSETTLING
AN
OF THE RIPPER RUMOR
RU
Roles to add: Roles to add:
Conspiracy Theorist, Serial Killer Conspiracy Theorist
Plot rule:
none
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TRAGEDY LOOPER
ROLES
What the characters are hiding
Appears in plot:
Murder Plan (main plot)
BRAIN CULTIST
Max limit: none Max limit: none
Ability: Ability:
[Optional] [Mastermind ability] [Optional] [Card resolve] You may
You may place 1 Intrigue counter on ignore all “Forbid Intrigue” effects on
this location or on any character in this location and on all characters in
this location. this location.
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TRAGEDY LOOPER
FRIEND CONSPIRACY
Max limit: 2 THEORIST
Max limit: 1
Abilities: Ability:
[Mandatory] [Loop end] [Optional] [Mastermind ability]
If this character is dead, reveal its role, You may place 1 Paranoia counter on
and the Protagonists have lost. a character in this location.
[Mandatory] [Loop start]
If this character’s role has been Appears in plots:
revealed, it gets one Goodwill Circle of Friends (subplot),
counter. An Unsettling Rumor (subplot),
Paranoia Virus (subplot)
Appears in plots:
Circle of Friends (2 friends),
The Hidden Freak (subplot)
Appears in plot:
Shadow of the Ripper (subplot)
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TRAGEDY LOOPER
INCIDENTS
Accidents and horrors during the script. Are they intentional or fated
to be?
MURDER
MU INCREASING
INCREAS UNEASE
Effect: Effect:
One character in the same Place 2 Paranoia on any
location as the culprit dies. character, then 1 Intrigue on
any other character.
SUICIDE
SUI H
HOSPITAL INCIDENT
Effect: Effect:
The culprit dies. If the Hospital has at least
1 Intrigue, everyone in the
Hospital dies. Also, if the
Hospital has at least 2 Intrigue,
the Protagonists die.
FARAWAY
FARA
F MURDER
Effect:
One character with at least 2 MI
MISSING PERSON
Intrigue dies. Effect:
Move the culprit to any location.
Then place 1 Intrigue on that
location.
S
SPREADING
Effect:
Remove 2 Goodwill from any
character, then place 2 Goodwill
on any other character.
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TRAGEDY LOOPER
BASIC TRAGEDY
Basic Tragedy is the base set for this game. It’s rich in content but be
sure that you have fully memorized all roles, Incidents and plots from
the First Steps Set before you go here.
MAIN PLOTS
Main plots are the core of the script, normally containing the loss
conditions.
M CHANGE OF FUTURE M GI
GIANT TIME BOMB
Roles to add: Roles to add:
Cultist, Time Traveler Witch
M MURDER PLAN
MU
Roles to add:
Key Person, Brain, Killer
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TRAGEDY LOOPER
SUBPLOTS
Plots that work in the script’s background. They might add other loss
conditions or rules. The subplots are comparatively easy to find out.
The Mastermind should try to bluff his way through in order to gain a
loop count.
S CIRCLE OF FRIENDS
CI S A UNSETTLING
AN
Roles to add: RUMOR
RU
2 Friends, Conspiracy Theorist Roles to add:
Conspiracy Theorist
Plot rule:
none Plot rule:
[Optional] <once per loop>
The Mastermind may add an
Intrigue counter to a location of
S LOVE AFFAIR
AL his choice.
Roles to add:
Lover, Loved One
Plot rule:
S PARANOIA VIRUS
P
none Roles to add:
Conspiracy Theorist
Plot rule:
S THE HIDDEN FREAK
T All Persons with more than
3 Paranoia on them turn into
Roles to add:
Serial Killers.
Friend, Serial Killer
Plot rule:
none
S THREAD OF FATE
T
Roles to add:
S UNKNO
UNKNOWN FACTOR X
none
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TRAGEDY LOOPER
ROLES
What the characters are hiding
Appears in plot:
Murder Plan (main plot)
BRAIN CULTIST
Max limit: none Max limit: none
Ability: Ability:
[Optional] [Mastermind ability] [Optional] [Card resolve] You may
You may place 1 Intrigue counter on ignore all “Forbid Intrigue” effects on
this location or on any character in this location and on all characters in
this location. this location.
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TRAGEDY LOOPER
TIME TRAVELER FACTOR
Max limit: none Max limit: none
FRIEND CONSPIRACY
Max limit: 2 THEORIST
Max limit: 1
Abilities: Ability:
[Mandatory] [Loop end] [Optional] [Mastermind ability]
If this character is dead, reveal its role, You may place 1 Paranoia counter on
and the Protagonists have lost. a character in this location.
[Mandatory] [Loop start]
If this character’s role has been Appears in plots:
revealed, it gets one Goodwill Circle of Friends (subplot),
counter. An Unsettling Rumor (subplot),
Paranoia Virus (subplot)
Appears in plots:
Circle of Friends (2 friends),
The Hidden Freak (subplot)
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TRAGEDY LOOPER
SERIAL KILLER LOVED ONE
Max limit: none Max limit: none
Ability: Abilities:
[Mandatory] [Day end] [Mandatory] [Always] If the Lover
If there is exactly 1 other character in dies, this character gets 6 Paranoia.
this location, that character dies. If a [Optional] [Day end] If this
Serial Killer is in a location with one character has at least 3 Paranoia
character and one or more corpses, and 1 Intrigue, you may kill the
the Serial Killer will still be able to kill Protagonists.
the character.
Appears in plot:
Appears in plots: A Love Affair (subplot)
The Hidden Freak (subplot), Paranoia
Virus (subplot; unknown number)
WITCH LOVER
Max limit: none Max limit: none
MURDER
MU HOSPITAL INCIDENT
H
Effect: Effect:
One character in the same If the Hospital has at least
location as the culprit dies. 1 Intrigue, everyone in the
Hospital dies. Also, if the
Hospital has at least 2 Intrigue,
the Protagonists die.
INCREASING
INCREAS UNEASE
Effect:
Place 2 Paranoia on any charac
charac- MISSING PERSON
MI
ter, then 1 Intrigue on any other
Effect:
character.
Move the culprit to any location.
Then place 1 Intrigue on that
location.
EVIL
EV
E
CONTAMINATION
C
Effect: S
SPREADING
Place 2 Intrigue on the Shrine. Effect:
Remove 2 Goodwill from any
character, then place 2 Goodwill
SUICIDE
SUI on any other character.
Effect:
The culprit dies.
BUTTERFLY EFFECT
BU
Effect:
Place a counter of your choice
(Goodwill, Paranoia, Intrigue)
FARAWAY
FARA
F MURDER on any character in the culprit’s
Effect: location.
One character with at least 2
Intrigue dies.
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TRAGEDY LOOPER
RULES FOR 2 PLAYERS
One player plays the Mastermind and the other, the Protagonist.
The Protagonist will have all three decks of cards, and he will play one
card from each deck. Note that this version gives the Protagonist a
slight advantage over the Mastermind. For example, the Protagonist
will not end up playing two Forbid Intrigue cards on the same day,
which would nullify each other.
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TRAGEDY LOOPER
CREDITS
42
TRAGEDY LOOPER
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TRAGEDY LOOPER
TURN SUMMARY
Day start – morning
Day start effects happen here
Mastermind action
Plays 3 cards face down on characters/locations
(not more than one on same spot)
Protagonists action
Play one card each face down on characters/locations
(not more than one on same spot as another Protagonist card)
Mastermind abilities
Uses whatever abilities are applicable
Incidents happen
If there is an Incident for this day, announce if it happens or not
(culprit is alive and has enough Paranoia), and then resolve if possible
Switch Leader
Leader gives Leader card to next player in turn
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