Daytime Phase I (During Your Turn) :: Android Game Reference By: Ben Bays
Daytime Phase I (During Your Turn) :: Android Game Reference By: Ben Bays
Normal locations are indicated by a circle symbol ( ). Detective gains no twilight cards. Restricted Locations: Restricted locations are identified with a warrant symbol. Restricted locations cost 3 time to enter unless the detective has previously placed a warrant marker. Detectives with placed warrant markers spend only 1 time to enter those restricted locations. Beanstalk: Each location of the beanstalk must be moved to sequentially. A detective may not skip a location by using your ruler. However, a dropship pass allows movement to and from any space on the beanstalk freely. Lilly Lockwell : If the detective is at the location with the Lilly Lockwell marker, the player MUST spend 1 time (if able) to permanently turn 1 piece of evidence over for all to see on any suspect sheet. After use, pass the Lilly Lockwell marker to the player to the right who moves the marker per the moving leads rules under Follow up a lead. Jimmy the Snitch may spend 1 time to: : If the detective is at the location with the Jimmy the Snitch marker, the player
Ritzy locations are indicated by a diamond symbol ( ). Gain 1 free light twilight card. Seedy locations are indicated by a triangle symbol ( ). Gain 1 free dark twilight card.
Peek at all evidence on a single suspect sheet (you may not share info). After use, pass the Jimmy the Snitch marker to the player to the right who moves the marker per the moving leads rules under Follow up a Lead below.
Place Evidence: Choose a random evidence token and place on respective spot of any suspect either face down or face up. Uncover Conspiracy: The detective may either reveal information or dig deeper. o Reveal Information:
Take a puzzle piece from the top of the stack next to your hero marker. Move your hero marker down to the least valuable pile. Gain benefit of type of puzzle piece Light/Dark shift allows you to take a single light or dark shift. Favor piece allows you to take a single favor of any color. Baggage piece allows you to take a good / bad baggage token and place on any plot including your own. Gain any bonus the puzzle piece specifies. Place piece if there are any legal moves (pieces must extend at least one line). Otherwise discard the piece.
Draw/ Discard a card (1 time) Play light card (1 time) Get a jump on Case (1 time) Use a location ability (time varies) Special Action (time varies)
If any row, column or diagonal was completed when placing the puzzle piece, gain a conspiracy token worth +4 VP. o Dig Deeper: Advance your hero marker to the next most valuable pile of conspiracy puzzle pieces. Moving Leads: Afterward following up a lead, the detective passes the lead marker to the player to the right. That player must move the lead marker. The movement rules are: The lead marker must move to a new location of the same type (color) as the its previous location. The player may not place the marker on any location that already has a lead marker on it. The lead marker may not be placed in the same district as the player placing the token unless there is no other legal placement. Climax: In the last two days of the case (indicated by the red spaces on the Calendar track), leads that players follow up are removed from the board instead of moved to new locations. Draw or discard a twilight card (either a light card from your pile or a dark card from an opponents deck). The maximum hand size is 6 cards (7 for Raymond Flint).
Spend 1 time and pay the dark shift cost to play a light card from your hand. You may reduce the cost of playing the card by discarding additional twilight cards (1 decrease per card discarded). You may also add to or subtract 1 from the shift cost if the color of the light card matches the color of your current plot card. If the detective is at the location with the scene of the crime marker , the player may spend 1 time to place one of their hero markers there. At the end of the turn, the detective whos hero marker is at the scene of the crime becomes the 1st player. You may choose to use a location ability. You must pay the cost listed. You may not use a location twice in the same turn. Some plots allow you to spend time or favors to place bad baggage on another players plot or gain good baggage for you. See the conditions on the card for details and costs.
You may reduce the cost of the card by discarding another twilight card (1 decrease per card discarded). If the dark card color matches your opponents plot card color, you may increase or decrease the light shift amount by 1. A maximum of 1 dark card may be played per triggering event. First player takes priority in a disagreement. It is legal for an event to be triggered by a dark card that allows a second dark card to be played. If a dark and light card are played at the same time, the dark card happens first.
If opponent is Raymond and conditions are met, you may play a memory card against him.
Days: 3 & 6 Day: Day 1 of Week 2 Always: Climax: Last 2 days of game
When the card specifies a reward at a location, the reward is only given to the 1st player to arrive. Only 2 cards may be active. When pulling a third card, the oldest card and its effects are removed from the game regardless if satisfied. All players resolve their plots according to total baggage. A tie counts as a loss. Special event: Pull scenario specific card and resolve. This will move several leads. Move Jimmy the Snitch and Lily Lockwell to location specified by murder sheet. Change first player marker according to hero marker at the scene of the crime. For the last two days of the game, leads are no longer moved when followed. They are removed from board.
Corp
Politica l
Society
Stree t
NPC Favor
Evidence Tokens
Perjury Token
Document Lead
Physical Lead
Testimony Leads
Alibi Token
Hit Token
Trauma Counter
Warrant Marker
Dropship Pass Tokens These tokens allow a player to move from any location to any other location (including the beanstalk) for 1 time (restricted locations still cost 3 time unless the detective has a warrant there). Buy at NAPD (I3)
Jinteki, Haas, and Conspiracy Tokens These tokens are used to keep track of extra victory points that a player earns through use of a location ability or by uncovering pieces of the conspiracy. Jinteki and Haas tokens are worth +3 VP and Conspiracy tokens are worth +4 VP. The conspiracy puzzle may adjust the bonus. Buy Jinteki and Haas tokens at Jinteki (D3); Haas-Bioroid (D7), respectively. Acquire conspiracy tokens by completing a row, column, or diagonal of the conspiracy puzzle.
Jinteki Token
COST
1 Time + 1 normal favor of any type
BENEFIT
Place a puzzle piece of any type. Do NOT move hero marker.
COST
1 Time + 1 street favor (red) 2 Time 2 Time 1 Time 2 Time + 1 society favor + 1 street favor + discard 2 twilight cards 2 Time + 1 of each favor type (total 4) + discard 2 twilight cards 2 Time + 1 political favor + 1 corp favor + discard 2 twilight cards 2 Time 2 Time 1 Time + 1 corp favor (green) 1 Time + 1 political favor 1 Time + Any 2 normal favors 2 Time + 2 normal favors 2 Time + Any 1 normal favor 1 Time + 1 Society Favor (blue)
BENEFIT
Place 1 good or bad baggage on any player (including self). Receive 1 political favor (yellow). Receive 1 street favor (red). Exchange any 1 normal favor for any other 1 normal favor. Gain 1 Hass token (worth 3 VP). Place a hit token on any suspect. Gain 1 Jinteki token (worth 3 VP). Gain 1 society favor (blue). Gain one corp favor (green). Gain 1 good or bad baggage to place on any players plot card (including self). Place 1 of your warrants on any restricted area to enter for 1 Time instead of 3. Gain a dropship pass. Pass may be discarded to move to any location for 1 Time. Place an alibi (worth -5 evidence) on any suspect. Discard 1 point of trauma from your character. Place 1 good or bad baggage on any players current plot (including self).
Scoring:
CONDITION Guilty Hunch Correct +15 VP Innocent Hunch Correct +5 VP Obsessed (occurs when the detectives guilty and innocent hunches are the same suspect). If the guilty hunch is correct and the murderers evidence total is 5 or more points above all other suspects total, score both the guilty and innocent hunches. Each plot ending Varies (see plot card) (Happy endings are where plot score > 0) (Sad endings are where plot score < 0) Each Conspiracy Token +4 VP Each Haas Token +3 VP Each Jinteki Token +3 VP Each Trauma Counter -1 VP or -3VP Results of the Conspiracy The Order of Sol connected Guilty hunches are +2 VP per link James Levy connected Each society* (blue) favor is +1 VP per link Cardinal Reese connected Sad endings are -1 VP per link Mayor Welles connected Each political* (yellow) favor is +1 VP per link Commissioner Dawn Innocent hunches are +2 VP per link connected Human First connected Each street* (red) favor is +1 VP per link The Media connected Happy endings are +1 VP per link The Mining Bosses Each corp* (green) favor is +1 VP per link connected Hass-Bioroid connected Each Hass Token is +1 VP per link Jinteki connected Each Jinteki Token is +1 VP per link TOTAL Points
*note: NPC favors gain all VP bonuses for each type of favor shown on their token. E.g. Mr. Li favor gains VP bonuses for all four types of normal favors. The player with the highest score is the winner!