Expedition: The Roleplaying Card Gamecards.expeditiongame.com/cards-horror.pdf · Expedition: The...

14
Expedition: The Roleplaying Card Game The adventurer's guide to printing Before you begin: Many printers (especially consumer printers) don't handle front-back alignment well. You may end up with up to a 1/8" offset between the front and back of cards. If you think this will bug you, you can buy a professionally printed full-color copy at ExpeditionGame.com/store for just $30. I. Download this PDF and take it to your local print shop. II. Have it printed on heavy white cardstock (ideally 80- pound or heavier). III. Make sure to print double-sided, and to set to document to 100% zoom. IV. Cut the cards using a paper cutter. The more precise you are, the easier they'll be to handle later. V. Secure your cards with a box or rubber band. VI. Accessories: You'll need at least a dozen tracking clips (such as paper clips) and a d20 die. VII. Rules: All of the rules are in the app! Get it for web, Android and iOS at ExpeditionGame.com/app VIII. That's all it takes - now prepare to adventure!

Transcript of Expedition: The Roleplaying Card Gamecards.expeditiongame.com/cards-horror.pdf · Expedition: The...

Expedition: The Roleplaying Card GameThe adventurer's guide to printing

Before you begin: Many printers (especiallyconsumer printers) don't handle front-back alignmentwell. You may end up with up to a 1/8" offset betweenthe front and back of cards. If you think this will bugyou, you can buy a professionally printed full-color copyat ExpeditionGame.com/store for just $30.

I. Download this PDF and take it to your local print shop.

II. Have it printed on heavy white cardstock (ideally 80-pound or heavier).

III. Make sure to print double-sided, and to set to documentto 100% zoom.

IV. Cut the cards using a paper cutter. The more precise youare, the easier they'll be to handle later.

V. Secure your cards with a box or rubber band.

VI. Accessories: You'll need at least a dozen tracking clips(such as paper clips) and a d20 die.

VII. Rules: All of the rules are in the app! Get it for web,Android and iOS at ExpeditionGame.com/app

VIII. That's all it takes - now prepare to adventure!

Save paper by printing pages 3+.

Terms of Use

We hope you enjoy your adventures!

Expedition is free to use under the Creative Commons BY-NC-SA 4.0 license. You can read more aboutthe license at http://creativecommons.org/licenses/by-nc-sa/4.0/.

These are the terms of the copyright:

Attribution: You must give appropriate credit, provide a link to the license, and indicate if changeswere made. You may do so in any reasonable manner, but not in any way that suggests the licensorendorses you or your use.

NonCommercial: You may not use the material for commercial purposes.

ShareAlike: If you remix, transform, or build upon the material, you must distribute yourcontributions under the same license as the original.

You must also comply with the Laws of Man and Nature. Do not use any form of this game for nefariouspurposes like libel, slander, copyright infringement or harassment. If you break the law and get introuble for it, Expedition is free of all liability.

Inspiring Line

≥ 8 2 Adventurers

Success: Gain 1 persona.

≥ 20: Gain 1 extra persona.

≤ 1: The targets lose 1persona.

Reason

≥ 7 1 Adventurer

Success: Gain 2 persona.

≥ 20: Gain 2 extra persona.

≤ 1: The target loses 2persona.

Command

≥ 6 All adventurers

Success: All other adventurersat or above Base persona gain +3

to their first roll this round.

≥ 20: Double the roll boost.

≤ 1: The target loses 2persona.

Grim Bet

≥ 7 1

Success: Deal 5 damage, thenlose 4 persona.

≥ 20: Deal double damage.

< 7: Set your persona to Min.

Dire Prediction

≥ 8 1

Success: Deal 2 damage forevery persona level you are below

Max, then lose 1 persona.

≥ 20: Deal double damage.

≤ 1: You lose 2 persona.

Cutting Wit

≥ 8 1

Success: Deal 4 damage, thenlose 1 persona.

≥ 20: Adventurers lose nopersona this round.

≤ 1: You lose 2 persona.

Scavenge

≥ 6 Self

Success: Lose 1 persona, thendraw one tier 1 loot.

≥ 20: Draw one extratier 1 loot.

≤ 1: Lose 2 persona.

Bolster

≥ 6 Self

Success: Lose no persona thisround. Gain 1 health.

≥ 20: Also gain 1 persona.

≤ 1: Lose 2 persona.

You deliver a timely, uplifting quote. Rationality can soothe the soul. You shout guidance to your allies.

It's the only option.The darker the deed, the harder the fall.

Your insult cuts like a double-edged sword.

You use the environment to your advantage. You brace against the fear.

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Declare Target

≥ 8 1

Success: Gain 1 persona.Adventurers that damage the

target this round also gain1 persona.

≥ 20: Gain 1 extra persona.

≤ 1: The target takes -2damage this round.

Bastion of Will

≥ 9 Self

Success: You lose 1 lesspersona from all enemies and

abilities this round. All personadecreases are redirected to you

this round.

≥ 20: Do not lose persona.

≤ 1: Lose 2 persona.

Lend a Hand

≥ 8 1

Success: Deal 1 damage. Yougain 1 persona.

≥ 20: Deal 3 extra damage.

≤ 1: You lose 2 persona.

Let Go

≥ 5 Self

Success: Discard 1 loot. Gainpersona and health equal to the

loot's tier.

≥ 20: An ally may pick upyour discarded loot.

≤ 1: Discard 1 random loot.

Reprimand

≥ 6 1 Adventurer

Success: The target loses 1persona and gains +2 to their first

roll and damage this round.

≥ 20: Double roll anddamage bonuses.

≤ 1: The target deals -2damage this round.

Empower

≥ 6 1 Adventurer

Success: You lose 1 persona.The target gains 2 persona.

≥ 20: Do not lose persona.

≤ 1: You lose 2 persona.

Calm

≥ 6 All adventurers

Success: Adventurers belowBase persona gain 1 persona.

≥ 20: Gain 1 extra persona.

≤ 1: Adventurers lose1 persona.

Final Call

≥ 7 All adventurers

Success: Adventurers at orbelow Base persona deal +2

damage from abilities this round.

≥ 20: Adventurers gain1 persona.

≤ 1: Adventurers lose1 persona.

Tactical Plan

≥ 9 Self

Success: Gain 1 persona. Gain1 additional persona for eachenemy that takes damage this

round.

≥ 20: Gain health equal to theamount of persona gained.

≤ 1: Take 1 damage for eachenemy above 0 health.

You coordinate an inspiring attack.You stand strong against the fear and

take one for the team.You lend a hand where the battle

is worst.

You let go of attachment to material things.

Harsh criticism can be a powerful motivator. You put another's sanity first.

Your words bring everyone towards peace.

Desperate times call for desperate measures. Your plan's success brings confidence.

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Influence

Ability

Disengage

≥ 7 1 Adventurer

Success: Return to Basepersona. If the target was at Minpersona last round, do not suffer

its effects.

≥ 20: You also take nodamage this round.

≤ 1: Take 3 damage.

Conscript

≥ 7 1

Success: The target takes yourdamage this round (after

reductions). You gain 1 persona.

≥ 20: Gain 1 extra persona.

≤ 1: You take double damagethis round.

Cautionary Tale

≥ 8 All adventurers

Success: Adventurers thatwould end the round at Min

persona gain 1 persona.

≥ 20: Gain 1 extra persona.

≤ 1: Adventurers that end theround at Min persona take1 damage.

Th

e Ind

epend

ent H

istor

ian

Star

ting

Abilities:

4 Melee

2 Influence

01

23

45

67

89

1011

12Solving m

ysteries with a bullw

hip and a fedora.

Th

e Wizen

ed A

ntiq

uary

Star

ting

Abilities:

4 Music

2 Influence

01

23

45

67

89

1011

12K

nowledgeable of the ancient and antique.

Th

e Frau

d P

sych

iatrist

Star

ting

Abilities:

4 Magic

2 Influence

01

23

45

67

89

1011

12

A fraud...or perhaps a Freud? M

ust have been a slip of the tongue.

Th

e Dec

eptive Gam

bler

Star

ting

Abilities:

4 Ranged

2 Influence

01

23

45

67

89

1011

12C

an they ever be trusted?

Ac

oly

te 7

Tier I Horror

+1 damage from

Sur

ge:

All adventurers

below B

asepersona take1 dam

age.

6543210The acolyte chants ceaselessly in an elder tongue.

Dar

k Yo

un

g 7

Tier I Horror

Sur

ge:

All adventurers

roll. ≤ 8:Lose 1 persona.

6543210M

any-hooved and tentacled offspring of anElder G

od.

Time to clear your mind.You "volunteer" the target to clean up

your mistakes.You warn your allies of dangers

unknown and unseen.

Influence

Ability

Influence

Ability

Influence

Ability

Adv

entu

rer

Adv

entu

rer

Adv

entu

rer

Adv

entu

rer

Hor

ror

1011

1213

1415

1617

1819

20

I

30 29 28 27 26 25 24 23 22 21

0 1 2 3 4 5 6 7 8 9

Hor

ror

1011

1213

1415

1617

1819

20

I

30 29 28 27 26 25 24 23 22 21

0 1 2 3 4 5 6 7 8 9

Nig

htg

aun

t 6

Tier I Horror

Sur

ge: A

lladventurers w

iththe m

ost personalose 1 persona.

543210

Faceless, soundless, flyer in the night.

Sho

gg

oth

11

Tier II Horror

Sur

ge:

All adventurers

at or below B

asepersona take1 dam

age.

01

1098765432

Faintly self-luminous, its m

yriad of temporary

eyes horrifically form and unform

.

Dh

ole

10

Tier II Horror

Sur

ge:

All adventurers

roll. ≤ 13:Lose 1 persona.

9876543210A slim

y, worm

-like creature that spits thickm

ucous. You do not see its other end.

Mo

on

-Bea

st 10

Tier II Horror

Sur

ge: A

lladventurers w

iththe least personaroll. Low

est rollskips their turn.

9876543210Toadlike and tentacle-faced, infam

ous forabducting and slaving.

Tin

dalo

s Ho

un

d 18

Tier III Horror

Sur

ge:

All adventurers

roll. ≤ 15:Lose 1 persona.

01

23

45

67

8

17161514131211109

Seed of a monstrous deed. They drip blue ichor

and emerge from

dark angles.

Sou

l Eater 14

Tier III Horror

Sur

ge:

All adventurers

choose to loseeither 1 personaor 3 health.

01

23

4

1312111098765

Gaping m

ouths and taloned, beckoning tendrils. O

ddlyenrapturing. You stagger closer...

Deep O

ne

21

Tier IV H

orror-1 dam

age from

Sur

ge:

All adventurers

lose 1 persona.

01

23

45

67

89

1011

201918171615141312

Fish-headed humanoid w

ith a horrible, croaking voice and m

oving with an odd, hopping m

otion.

Cth

ulh

i 26

Tier V H

orror-2 dam

age from

Sur

ge:

All adventurers

below 10 health

lose 2 persona.

45

67

89

1011

1213

1415

16

252423222120191817

0123A low

ly spawn of the m

ighty Cthulhu.

Bandage

Tier I LootSingle use

Use anytime1 adventurer gains

2 health and 1 persona.

Wounds healed and confidence restored.

Hor

ror

1011

1213

1415

1617

1819

20

I

30 29 28 27 26 25 24 23 22 21

0 1 2 3 4 5 6 7 8 9

Hor

ror

1011

1213

1415

1617

1819

20

II

30 29 28 27 26 25 24 23 22 21

0 1 2 3 4 5 6 7 8 9

Hor

ror

1011

1213

1415

1617

1819

20

II

30 29 28 27 26 25 24 23 22 21

0 1 2 3 4 5 6 7 8 9

Hor

ror

1011

1213

1415

1617

1819

20

II

30 29 28 27 26 25 24 23 22 21

0 1 2 3 4 5 6 7 8 9

Hor

ror

1011

1213

1415

1617

1819

20

III

30 29 28 27 26 25 24 23 22 21

0 1 2 3 4 5 6 7 8 9

Hor

ror

1011

1213

1415

1617

1819

20

III

30 29 28 27 26 25 24 23 22 21

0 1 2 3 4 5 6 7 8 9

Hor

ror

1011

1213

1415

1617

1819

20

IV

30 29 28 27 26 25 24 23 22 21

0 1 2 3 4 5 6 7 8 9

Hor

ror

1011

1213

1415

1617

1819

20

V

30 29 28 27 26 25 24 23 22 21

0 1 2 3 4 5 6 7 8 9

Loot

I

Snuffbox

Tier I LootSingle use

Use anytime2 adventurers gain 1 persona.

Holy Water

Tier II LootSingle use

Use anytime1 adventurer gains 3 persona.

Elder Sign

Tier III LootSingle use

Use anytimeAdventurers do not lose health or

persona due to enemies andabilities this round.

Max

co

nfid

ent: Play the top ability from

your ability deck as though = 20.

△ --

Base

ar

ro

ga

nt (Type: D

ark)

▽ --

Min

temper

am

enta

l: Take 2 damage for

every failed party ability this round (max

6).

Max

un

tro

ubled

: All adventurers' failed

abilities count as successes this round.△ -

-

Base

un

awa

re (Type: D

ark)

▽ --

Min

obliv

iou

s: You do not benefit fromothers' abilities and loot this round.

Max

leisur

ely: R

egain 6 health.

△ --

Base

lazy (Type: D

ark)

▽ --

Min

spineless: If you take dam

age this round,-10 to your next roll.

Max

am

bitiou

s: You may play up to 3

abilities this round.△ -

-

Base

gr

eedy (Type: D

ark)

▽ --

Min

explo

itative: You m

ust use anotheradventurer's loot if possible.

Max

theatr

ica

l: Increase three adventurers'personas by 1.

△ --

Base

tra

gic

(Type: Dark)

▽ --

Min

melo

dr

am

atic: R

educe two

adventurers' personas by 1.

Max

cau

tiou

s: Enemies deal 3 less dam

agethis round.

△ --

Base

par

an

oid

(Type: Dark)

▽ --

Min

super

stitiou

s: If your first roll thisround is an odd num

ber, skip your turn.

The strong tobacco smell liftsyour spirits. A blessing in a bottle.

A glyph of protection againstancient horrors.

Loot

I

Loot

II

Loot

III

Pers

ona

Pers

ona

Pers

ona

Pers

ona

Pers

ona

Pers

ona

Max

co

ur

ag

eou

s: +2 to all of your damage

and rolls this round.△ -

-

Base

optim

istic (Type: Light)

▽ --

Min

ov

erc

on

fiden

t: All your ability rolls

this round must be ≥ 15 to succeed.

Max

co

mplim

enta

ry

: One other adventurer

regains full health.△ -

-

Base

ena

mo

red

(Type: Light)

▽ --

Min

infatu

ated: The highest-tier enem

yregains 4 health.

Max

prec

ise: Change any one roll this round

to = 20.

△ --

Base

log

ica

l (Type: Light)

▽ --

Min

peda

ntic

: If your next roll is ≤ 8, changeit to

= 1.

Max

bo

istero

us: +5 to tw

o targets' next rolls.

△ --

Base

lively (Type: Light)

▽ --

Min

un

ru

ly: A

ny damage dealt by you this

round is also dealt back to you (max 3).

Max

vir

tuo

us: Increase one other

adventurer's persona by 3.△ -

-

Base

inn

oc

ent (Type: Light)

▽ --

Min

gu

llible: Your abilities and loot deal 3less dam

age to enemies this round.

Max

ch

ar

ismatic

: Rem

ove a tier 1 enemy

from com

bat.△ -

-

Base

dig

nified

(Type: Light)

▽ --

Min

pom

pou

s: Take double damage from

enemies this round.

Pers

ona

Pers

ona

Pers

ona

Pers

ona

Pers

ona

Pers

ona