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Manual completo
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My friend, I write to you under the most dire circumstances. Recently, we unearthed a strange statuette that our guides identified as the local god-figure Ithaqua. It terrified them. Since then, we’ve been assaulted by strange storms and stranger creatures that follow us as we move. I fear this letter will be our last correspondence, for even now I hear the howls of something worse than wolves. If this letter does reach you, please be wary, and send assistance with the utmost haste. - Dr. Ashley Lott
Expansion Overview
Missing for weeks, an archaeological expedition from Miskatonic has unearthed an ancient evil in the heart of Alaska. Investigators must quickly gather supplies and bravely venture into the icy frontier if they have any hope of rescuing the expedition in time. Based on The Trail of Ithaqua, the expansion for the Elder Sign: Omens digital application, the new Alaskan Mythos and Alaskan Adventure cards will force investigators to make tough choices as unnatural storms threaten to bury the world in snow and ice.
Components
5 Common Item Cards
Winter Gear
Gain the yellow die, even if it is locked.
5 Unique Item Cards
Enchanted Arrow
After any investigator rolls dice, discard to defeat 1 monster. If it has a requirement, also draw 1 spell.
5 Ally Cards
Allakariallak
After you roll dice, place 1 stamina token on Allakariallak to defeat 1 monster. Discard this card when there are 3 tokens on it.
5 Spell Cards
Chant of Thoth
You may cast this spell during any investigator’s turn. Lose 4 supplies.
30 Alaskan Mythos Cards
Fortify the Camp
Add 4 storm markers to adventures.
Face the Storm
A Storm Approaches...
2
-1
I do not know who would want to stop this vital expedition of ours, but my lack of knowing does little to stop them.
Sabotage
Terror: Lose 1 supply and each investigator loses 1 stamina.
1
You may spend 1 trophy to gain 2 supplies.
Port of Anchorage
60 Alaskan Adventure Cards
Arrival
At Midnight: Advance the clock.
We arrived in Anchorage 2 weeks after Dr. Lott’s letter had reached us. I urged that we depart quickly, but others insisted that we stay and gather our bearings first. Time will tell which of us was right...
3
22
3
Put the “Into the Wild” Special Adventure into play.
I
Add this adventure faceup to the play area during the Setup.
Arrival
4 Special Adventure Cards
8 Investigator Markers
12 Monster Markers
3 Ancient One Cards
Rhan-Tegoth
Insatiable Hunger
When 1 or more Elder Signs are added to this sheet, one investigator loses 2 stamina. If an investigator is devoured by this ability, add 2 doom tokens to the doom track instead of 1.
When Rhan-Tegoth attacks, one investigator loses 2 stamina. If an investigator is devoured by this attack, add 2 doom tokens to the doom track instead of 1, then Rhan-Tegoth attacks again.
Attack
10
8 Investigator Cards
Starting Items
Wendy Adams
Once per roll during her turn, Wendy may spend 1 sanity to turn a die showing a result to a result of her choice.
Blessed Child
The Urchin
37
1 Reference Card
When resolving multiple effects that occur at midnight, use the following order:
1. Advance the day token one day along the Day track. Add a number of storm markers to adventures as indicated by the space the day token moved into.
2. For each adventure with 4 storm markers on it, add 1 doom token to the doom track.
3. Resolve all “At Midnight” effects on all cards currently in play.
a. “At Midnight” effects on the Ancient One
b. “At Midnight” effects on monsters, in order of the investigators choosing
c. “At Midnight” effects on Adventure and Other World cards, in order of the investigators choosing
d. “At Midnight” effects on other cards, in order of the investigators choosing
4. Resolve any “The next time the clock strikes midnight...” effects on the current Mythos card.
5. Draw and resolve a new Mythos card.
6. Refresh any “Once per day” abilities.
Midnight Effect Timing
1 “Expedition Camp” Entrance Card
6 Trophies Remove up to 5 storm markers from adventures.
5 Trophies Gain 1 ally.
4 Trophies Gain either 1 unique item or 1 clue.
3 Trophies Gain either 1 common item or 1 spell.
2 Trophies Regain 2 stamina or 2 sanity.
1 Trophy Discard the top card of the adventure deck.
Expedition Camp
At the start of an investigator’s Clock phase he may pay the listed cost to choose any investigator to do one of the following:
28 Storm Markers
1 Day Token
2 Supply Tokens
1 Track Card
At Midnight: If investigators have 0 supplies, each investigator loses 1 stamina.
Winter
Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7 ®
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Using This Expansion
Omens of Ice provides an entirely new way in which to enjoy Elder Sign: the Alaska Expedition game mode. The Alaska Expedition game mode takes investigators away from the civilization of Arkham and casts them out into the cold and icy winter of the Alaskan wilderness. It uses new Alaskan Adventure cards and a new Alaskan Mythos deck, as well as several new mechanics exclusive to adventures in the many wild places of Alaska.
Alaska Expedition Setup
When playing the Alaska Expedition game mode, perform the setup for a normal game, modified in the following ways:
1. New Common Components: Combine the following new Omens of Ice components with their respective components found in the base game: Investigator cards, Common Item, Unique Item, Spell, and Ally cards, and Monster markers.
2. New Adventure Cards: Replace the Adventure deck with a new deck made up of only the new Alaskan Adventure cards provided in this expansion. Set the four Special Adventure cards aside. Then separate the Alaskan Adventure cards by stage and shuffle both stages separately to form a Stage I deck and a Stage II deck.
3. New Mythos Cards: Replace the Mythos deck with the new Alaskan Mythos deck.
4. Storm Markers: Place the storm markers randomly in a facedown pile.
5. Entrance Sheet: Replace the entrance sheet with the “Expedition Camp” entrance card.
6. Track Card: Choose during which season the expedition will occur, “Summer” (more forgiving) or “Winter” (more challenging), and place that side of the Track card faceup near the play area. Place the “+10” supply token on the “5” space of the supply track (the top track on the card). Place the day token on “Day 1” of the day track (the bottom track on the card).
7. Choose Ancient One: Choose one of the three Ancient Ones found in Omens of Ice to challenge: Rhan-Tegoth, Rlim-Shaikorth, or Ithaqua.
8. Modify Setup: Replace Step 4 of the core game setup with the following:
4. Prepare Adventures: Set the Stage II deck aside and shuffle the Stage I deck under the table. Then deal three cards faceup below the entrance card in a single row and three cards facedown below the faceup cards so that you have two rows of three cards. Place the “Arrival” Special Adventure card faceup below the bottom row of facedown cards. Finally, shuffle the Other World deck and place it and the Stage I deck near the two rows of adventures. If an Adventure card shows a locked die icon, place the appropriate die on that card.
Stage Indicator You may spend 2 trophies to gain 1 common item.
Downtown Anchorage
I
Alaska Expedition Setup Diagram
2
-1
I do not know who would want to stop this vital expedition of ours, but my lack of knowing does little to stop them.
Sabotage
Terror: Lose 1 supply and each investigator loses 1 stamina.
1
In the morning, we found several of our number outside, heads upturned to the sky. They had all choked to death on the falling snow.
Winter's Song
Entry: Each investigator must either lose 1 sanity or add 1 storm marker to an adventure.
1
21 -1
Warnings in Inuktitut
Terror: Add 2 storm markers to adventures.
We found the writing scrawled on a storefront window. When translated, it warned us of death by cold and ice.
1
2
You may spend 2 trophies to gain 1 common item.
Downtown Anchorage
I
You may spend 2 trophies to gain 1 common item.
Downtown Anchorage
I
You may regain 1 stamina or 1 sanity.
Base Camp
I
“Expedition Camp”
Entrance Card
6 Trophies Remove up to 5 storm markers from adventures.
5 Trophies Gain 1 ally.
4 Trophies Gain either 1 unique item or 1 clue.
3 Trophies Gain either 1 common item or 1 spell.
2 Trophies Regain 2 stamina or 2 sanity.
1 Trophy Discard the top card of the adventure deck.
Expedition Camp
At the start of an investigator’s Clock phase he may pay the listed cost to choose any investigator to do one of the following:
Track Card
At Midnight: If investigators have 0 supplies, each investigator loses 1 stamina.
Winter
Day 1 Day 2 Day 3 Day 4 Day 5 Day 6 Day 7
3 Faceup Alaskan Adventure Cards
3 Facedown Alaskan Adventure Cards
I
Add this adventure faceup to the play area after completing “Arrival”.
Into the Wild
Arrival
At Midnight: Advance the clock.
We arrived in Anchorage 2 weeks after Dr.Lott’s letter had reached us. I urged that we depart quickly, but others insisted that we stay and gather our bearings first. Time will tell which of us was right...
3
22
3
Put the “Into the Wild” Special Adventure into play.
“Arrival” Special
Adventure Card
“Stage I” Alaskan
Adventure Deck
Other World Deck
Storm Markers
Omens of Ice Expansion Icon
Most components in this expansion are marked with the Omens of Ice expansion icon to distinguish them from the base game components.
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Alaska Expedition Rules
This section describes new rules for playing the Alaska
Expedition game mode.
Expedition Camp
The “Expedition Camp” entrance card replaces all other entrance
cards. An investigator who
starts his Clock phase on the
Expedition Camp may spend
trophies for various effects.
During an investigator’s Movement phase, he may remain on
his current card, move to another adventure or Other World
in the play area, or move to the Expedition Camp card.
When an Adventure card or Other World card is successfully
resolved, or otherwise discarded, all investigators on that
card return to the “Expedition Camp” card.
If an investigator is on the “Expedition Camp” card at the
end of his Movement phase, he skips his Resolution phase
and moves directly to his Clock phase.
If a game effect refers to “the entrance,” it refers to
the “Expedition Camp” card instead. For example, if an
investigator must move to “the entrance,” he moves to the
“Expedition Camp” card.
Track Card
There are two relevant tracks located on the Track card:
the supply track on the top half of the card and the day
track on the bottom half of the card.
The Supply Track
The supply track on the top of the card represents the
provisions that investigators need to survive in Alaska.
Supplies are used to mitigate dangers that arise as the
investigators travel through the wild.
Each time supplies are gained, advance the supply token a
number of spaces equal to the supplies gained. When the
supply token advances from the “9” space, replace it with
the supply token showing the next highest modifier and
place the new token on the “0” space of the supply track.
6 Trophies Remove up to 5 storm markers from adventures.
5 Trophies Gain 1 ally.
4 Trophies Gain either 1 unique item or 1 clue.
3 Trophies Gain either 1 common item or 1 spell.
2 Trophies Regain 2 stamina or 2 sanity.
1 Trophy Discard the top card of the adventure deck.
Expedition Camp
At the start of an investigator’s Clock phase
he may pay the listed cost to choose any
investigator to do one of the following:
Supply Track indicating 11 supplies.
At Midnight: If investigators have 0 supplies,
each investigator loses 1 stamina.
winter
DAY 1 DAY 2 DAY 3 DAY 4 DAY 5 DAY 6 DAY 7
Each time supplies are lost, retreat the supply token a number of spaces equal to the supplies lost. When the
supply token retreats from the “0” space, replace it with
the supply token showing the next lowest modifier and
place the new token on the “9” space of the supply track.
The Day Track
Located along the bottom of the Track card is the day
track. When midnight strikes, before any other “At
Midnight” effects are resolved or a new Alaskan Mythos
card is drawn, advance the day token one space along the
track. Then add a number of storm markers to adventures
as indicated by the new space on the day track.
When the day token reaches the last space of the day
track, investigators suffer a penalty depending on whether
the “Summer” or “Winter” track card is being used. If it is
“Summer,” add two doom tokens to the doom track and
move the day token back to the “Day 7” space, adding
seven storm markers to adventures. If it is “Winter,” the
investigators lose the game.
Alaskan Adventures
The Adventure cards provided in this expansion are
referred to as “Alaskan Adventure” cards. Game effects
that refer to “Adventure cards” can affect Alaskan
Adventure cards, but game effects that refer to “Alaskan
Adventures” only affect Alaskan Adventure cards. When
a player is instructed to place an Alaskan Adventure card
during the game, he places it facedown. (Other World
cards are still placed faceup).
Note: The back side of the top card of the Alaskan
Adventure deck is always open information.
At the top of each Alaskan Adventure card back is a
colored field with a skull and crossbones. The color
denotes the card’s estimated difficulty: green for an easy
adventure, yellow for a normal adventure, and red for a
hard adventure. The color of each card back’s frame has
no effect on gameplay but helps players identify and
distinguish similar-looking locations at a quick glance.
At Midnight: If investigators have 0 supplies,
each investigator loses 1 stamina.
winter
DAY 1 DAY 2 DAY 3 DAY 4 DAY 5 DAY 6 DAY 7
Day Track and Day Token
Easy Normal Hard
3
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When an investigator moves to a facedown Alaskan Adventure card, he immediately resolves the effect printed on the back of the card. Then he flips the card faceup, resolves any “Entry” effects on the card, and ends his Movement phase. “At Midnight” effects on the back of Alaskan Adventures are not triggered at this time but are instead triggered if facedown when Midnight strikes.
When a monster appears, it may be placed at any faceup or facedown Adventure card, following normal rules.
When a facedown Adventure card with a monster is flipped faceup, that monster is placed on any monster task at that adventure. If that adventure has no monster tasks or there are more monsters than monster tasks available, the monsters that cannot be placed in a monster task are placed below the card’s bottom task as normal.
Special Adventure Cards
Special Adventure cards are not shuffled into the Adventure deck but are set aside until players are instructed to put them into play.
A Special Adventure card cannot be discarded or otherwise removed from play except by successfully completing it. Markers or tokens, such as monsters and storms, cannot be placed on a Special Adventure card.
In Omens of Ice, Special Adventure cards are used by investigators to progress the expedition further north and advance to a new stage.
Stages of the Alaska Expedition
The Alaskan Adventures are separated into two stages: Stage I and Stage II. Stage I contains fewer dangers and provides plenty of useful items and some supplies for the investigators. Stage II is more treacherous but contains the Elder Sign and Other World rewards needed to seal away the Ancient Evil plaguing Alaska.
Investigators begin in Stage I and draw from the Stage I deck when replacing completed or discarded adventures.
Investigators can progress to Stage II by successfully completing the “Into the Wild” Special Adventure.
When investigators progress to Stage II, discard the Stage I Adventure deck and replace it with the Stage II Adventure deck. Stage I Adventure cards still in play or held as trophies by investigators are not discarded. Finally, add the “Treacherous Ascent” Special Adventure card faceup to the play area. Investigators now draw from the Stage II Adventure deck when replacing completed or discarded adventures.
Special Adventure Card I
Add this adventure faceup to the play area during the Setup.
Arrival
Alaskan Mythos Cards
Omens of Ice contains an entirely new Mythos deck which follows its own set of rules and force investigators to make hard choices in the face of growing threats.
When players draw and resolve a new Alaskan Mythos card, they are presented with a dilemma and must choose as a group between one of the two options listed on the card. Players cannot choose the bottom option if they cannot fully resolve the effect. If players cannot decide as a group, the investigator who took the last turn decides.
Entry Effects
Some Adventure cards in Omens of Ice feature Entry effects. Immediately after an investigator moves to a card with an “Entry” effect, he must resolve the “Entry” effect.
In addition, if an investigator flips over an Adventure or Other World card while at that adventure, he immediately resolves its “Entry” effect.
If an investigator fails an adventure with an “Entry” effect and stays there on his next turn, he does not resolve the “Entry” effect again. However, if a different investigator moves to the adventure, resolve the “Entry” effect for that investigator.
Split Rewards and Penalties
Some rewards and penalties in Omens of Ice are split into two groups by a diagonal line. When receiving rewards or suffering penalties that are split, an investigator must choose which group of rewards or penalties to receive or suffer.
An investigator cannot choose to suffer a penalty that he cannot fulfill. For example, an investigator cannot choose a penalty that causes him to lose a common item if he has zero common items.
Some split rewards and penalties include a blessing, a curse, or a skill, which were introduced in the Unseen Forces and Gates of Arkham expansions. If not playing with those expansions, players must choose the reward or penalty which does not include a blessing, a curse, or skill.
Storm Markers
Certain game effects, such as penalties, doom icons, day icons, or Alaskan Mythos cards add storm markers to adventures. The presence of these markers represents unnaturally harsh weather at that location. This section further describes the rules governing storms.
Alaskan Mythos Card
Split Penalty
Storm Marker
4
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Placing Storm Markers
When an effect instructs players to place storm markers on adventures, they first draw the required number of storm markers from the facedown pile without revealing the marker’s effect. Then players place the storm markers, one at a time, facedown on adventures of their choice. An adventure cannot have more than four storm markers on it at any time.
Storm markers cannot be placed on Other World or Special Adventure cards. If a player is instructed to place storm markers during his Resolution phase, he cannot place storm markers on the adventure where his investigator is located, unless all other adventures have 4 storm markers on them.
Storm markers are limited by the amount included in the game. If a game effect instructs a player to place a storm marker and all storm markers are already placed, then no storm marker is placed and there is no further effect.
Storm Effects
At the start of an investigator’s Resolution phase, if there are any storm markers on his adventure, he must flip them all faceup and then resolve all penalties revealed, in any order of his choice. Storm markers that are blank do not inflict penalties. After a storm marker is resolved, it is returned randomly to the facedown pile of storm makers.
When the clock strikes midnight, add 1 doom token to the doom track for each adventure with 4 storm markers on it.
Midnight Icon on Monsters
Some monster markers in Omens of Ice have a midnight icon in their task list.
This icon indicates that the monster has a midnight effect printed on the back of the marker. At midnight, resolve all “Midnight effects” printed on the back of monsters with this icon.
Midnight Icon
New Doom Icon
The storm icon is a new doom icon that appears on the doom track of Ancient Ones in this expansion. Each time a doom token is placed on a space with a storm icon, investigators must place 3 storm markers on adventures.
New Rewards & Penalties
There are 15 potential new icons appearing on adventures.
When receiving rewards or suffering penalties, the current player resolves the following effects (if able) for each icon that appears on the card:
Healing: Any one investigator regains 1 stamina.
Respite: Any one investigator regains 1 sanity.
Expeditious: Do not advance the Clock during the Clock phase this turn.
Reprieve: Remove 1 doom token from the Ancient One’s doom track.
Clock: Advance the clock once.
Storm: Add 3 storm markers to adventures.
Remove Monster: Return 1 monster on an adventure to the monster cup.
Lost Common Item: Discard 1 common item.
Lost Unique Item: Discard 1 unique item.
Lost Spell: Discard 1 spell.
Lost Ally: Discard 1 ally.
Lost Skill: Discard 1 skill.
Lost Elder Sign: Remove 1 Elder Sign from the Ancient One card. If there are no Elder Signs on the Ancient One card, add 1 doom token to the doom track instead.
Supply: Gain 1 supply.
Lost Supply: Lose 1 supply. If you cannot, lose 1 stamina instead.
Storm icon
Rhan -Tegoth
insatiable hunger
when 1 or more Elder signs are added to this sheet, one investigator loses 2 stamina. if an investigator is devoured by this ability, add 2 doom tokens to the doom track instead of 1.
When Rhan-Tegoth attacks, one investigator loses 2 stamina. If an investigator is devoured by this attack, add 2 doom tokens to the doom track instead of 1, then Rhan-Tegoth attacks again.
Attack
10
Playing Other Game Modes
The Alaskan Adventure cards, Alaskan Mythos cards, Track card, and Entrance card found in the Omens of Ice expansion are only used when playing the Alaska Expedition game mode. All other content found in this expansion can be played with the base game or any other game mode.
5
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Credits
Expansion Design: Samuel Bailey
Base Game Design: Richard Launius & Kevin Wilson
Original Dice Mechanic Design: Reiner Knizia
Producer: Jason Walden
Editing & Proofreading: Andrea Dell’Agnese & Julia Faeta and Allan Kennedy
Graphic Design: Monica Helland
Graphic Design Manager: Brian Schomburg
Art Direction: Zoë Robinson
Managing Art Director: Andy Christensen
Cover Art: Tony Foti
Interior Art: Lale Ann, David Auden Nash, Tiziano Baracchi, Arden Beckwith, Jeff Brown, Jessica Cheng, Dane Cozens, Sebastian Giacobino, Rafal Hrynkiewicz, Kate Laird, Mark Molnar, Emilio Rodriguez, Stephen Somers, Brian Valenzuela, Owen William Weber, and the artists of Call of Cthulhu: The Card Game
Production Manager: Megan Duehn and Simone Elliott
Board Games Manager: Steven Kimball
Executive Game Designer: Corey Konieczka
Executive Producer: Michael Hurley
Publisher: Christian T. Petersen
Playtesters: David Anderson, Jenny Anderson, Glen Aro, Simone Biga, Dale Catello II, Sacha Cauvin, Robert Crandall, Nick Cyr, Caterina D’Agostini, Clarissa DeGan, Andrea Dell’Agnese, Julia Faeta, Leone Fenzi, Alene Horner, Jason Horner, Julien Horner, Marek Jones, Jason Keeping, BJ Land, Robert Marteus, Michelle McCarthy, Philip McNeill, Erik Miller, Lacey Miller, Maegan Mohr, Kiefer Paulson, Rebecca Olene, Sebastien Pique, Michael Sanfilippo, Cathrine Shen, and Mark Slabinski
© 2015 Fantasy Flight Publishing, Inc. No part of this product may be reproduced without specific permission. Fantasy Flight Supply is a trademark of Fantasy Flight Publishing, Inc. Elder Sign, Arkham Horror, Fantasy Flight Games, and the FFG logo are registered trademarks of Fantasy Flight Publishing, Inc. Fantasy Flight Games is located at 1995 West County Road B2, Roseville, Minnesota, 55113, USA, and can be reached by telephone at 651-639-1905. Retain this information for your records. Actual components may vary from those shown. Made in China. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.
Midnight Effect Timing
When resolving multiple effects that occur at midnight, use the following order (also found on the included reference card):
1. Advance the day token one day along the Day track. Add a number of storm markers to adventures as indicated by the space the day token moved into.
2. For each adventure with 4 storm makers on it, add 1 doom token to the doom track.
3. Resolve all “At Midnight” effect on cards currently in play in the following order.
a. “At Midnight” effects on the Ancient One
b. “At Midnight” effects on monsters, in order of the investigators’ choosing
c. “At Midnight” effects on Adventure and Other World cards, in order of the investigators’ choosing
d. “At Midnight” effects on other cards, in order of the investigators’ choosing
4. Resolve any “The next time the clock strikes midnight...” effects on the current Mythos card.
5. Draw and resolve a new Mythos card.
6. Refresh any “Once per day” abilities.
New Ancient Ones
Rhan-Tegoth Difficulty: Average
He slumbers upon his ivory throne in a palace of ice and stone. For three million years he was fed endless sacrifices of blood and flesh, and yet still he hungers.
Rlim-Shaikorth Difficulty: Hard
Legends tell of a giant white worm that lives upon a towering iceberg, blasting any who come near with deadly rays of cold.
Ithaqua Difficulty: Insane
A hideous beast that stalks the far north, where the snow never melts, Ithaqua hunts any creature or man foolish enough to enter his territory.
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