There is good, there is evil and then there is neutrality, which is perhaps the worst of all. In Shadow Hunters, you are aligned with one of three groups – the Shadow (dwellers of the demon world), the Hunters (defenders of our world) or the Neutral civilians. The Shadow wish the destruction of the Hunters and the Hunters, in turn, wish to annihilate them. The Neutral, well, they have their own motivations, which may or may not conflict with the others.
Who Makes It?
Shadow Hunters is published by
[Z-Man Games]. A copy of the rules may be found at the
[game page].
Rules
Turns in Shadow Hunter take place in a fixed order. On your turn, you do the following actions:
1. Move (Mandatory)
2. Follow Instructions on the Area Card (Optional)
3. Attack other player(s) (optional)
Movement
To move, you roll a 4-sided and 6-sided die and move to the area card sharing the same red #. If you roll a 7, you may move to any OTHER area card you would like. Since you cannot end the movement phase where you started, rereoll if you the number of the area card you began the turn on (and keep rerolling until you land on a different space).
Areas
The effects of areas are detailed on the linked image with the “map.” Some areas let you draw cards from the Hermit, White or Black decks, while others interact with other characters. The Weird Woods allows you to either deal two damage or heal one point from anyone, including yourself. The Erstwhile Altar allows you to swipe an Equipment card from another player.
Hermit cards normally provide information about other players. When you draw a Hermit card, you keep it secret and choose a target. Unless there is a choice to make, I will step in to resolve the card.
White and Black cards are either “Single-use” or “Equipment.” Single-use cards are played immediately once drawn – play them and resolve the effect. Equipment cards are placed in front of your character and you can have as many as you would like – they are cumulative in their effects.
Combat
Normally, you may attack one target who is in range. Other characters are in range if they share an area card or are on the card paired with it. To attack, roll a 4-sided and 6-sided die and deal damage equal to the delta (so if you roll a 2 and a 4, you deal two damage (4-2=2)).
Death
You will normally take damage each time you are attacked and this damage will build up over time. If it is ever equal to or greater than your character’s hit points, you die and are out of the game. If you have no previously revealed your identity, it is revealed (no doubt coming after a colorful & crude autopsy scene).
If you kill a character, you can take one piece of equipment from them – the rest hit the discard pile.
Game Over
If you fulfill your character’s Win condition, you immediately reveal your identity and declare the game over. You can do this at any time (I will keep an eye out for it) and if multiple players win simultaneously, then everyone who fulfilled their character’s win conditions wins. So really, it’s not so much about the winning and so very much about the losing.
The Shadow & Hunter players will win or lose as a team – it is the Neutrals who will end up as wildcards.
Assuming we have 8 players, there will be 3 Hunter and 3 Shadow characters, as well as 2 Neutrals.
Special Abilities
Each character has a special ability, which he may (normally) use by revealing his character (turning them face up). Normally, in Shadow Hunters, you can reveal at any time, but since this is a PBF game, I am going to limit reveals to during your own turn (with the exception of Bryan & Daniel, who must automatically reveal under certain conditions).
Characters
Agnes (Neutral – 8 HP) – you win if the player who goes immediately after you in the initial turn sequence wins. Special ability – Capricicio. Can only be used at the start of your turn, win condition changes to you win if the player who goes immediately before you in the initial turn sequence wins.
Allie (Neutral – 8 HP) – you win if you survive. Special ability: Mother’s Love. full heal your own damage.
Bryan (Neutral – 10 HP) – you win if you kill a character with 13+ HP or occupy the Erstwhile Altar at the end of the game. Special ability: Mygod!!! If your attack kills a character whose HP is 12 or less, you must reveal your identity.
Catherine (Neutral – 11 HP) – you win if you die first or are one of the last two characters standing. Special ability: Stigmata. Heal 1 point of your own damage at the start of your turn.
Charles (Neutral – 11 HP) – you win if when you kill a character, there are 3 or more dead. Special ability: Bloody Feast. After you attack, you may give yourself 2 points of damage to attack the same character again.
Daniel (Neutral – 13 HP) – you win if you are the first to die or if all the Shadow characters are dead and you are not. Special ability: Scream. You must reveal as soon as another player dies.
David (Neutral – 13 HP) – you win if you have 3 or more of the following items: Talisman, Spear of Longinus, Holy Robe, Silver Rosary. Special ability: Grave Digger. You may take the Equipment Card of your choice from any discard pile (may only use once per game).
Ellen (Hunter – 10 HP) – you win if all the Shadow characters are dead. Special ability: Chain of Forbidden Curse. At the start of your turn, choose a character and void his/her special ability until the end of the game (may only use once per game).
Emi (Hunter – 10 HP) – you win if all the Shadow characters are dead. Special ability: Teleport. When you move, you may roll dice as normal or move to an adjacent area card without rolling the dice.
Franklin (Hunter – 12 HP) - you win if all the Shadow characters are dead. Special ability: Lightning. At the start of your turn, you can pick any player and give him/her damage equal to the roll of a 6-sided die (may only use once per game).
Fu-ka (Hunter – 12 HP) - you win if all the Shadow characters are dead. Special ability: Dynamite Nurse. At the start of your turn, you set the damage of any character to 7 (may only use once per game). This could be helpful or harmful!
George (Hunter – 14 HP) - you win if all the Shadow characters are dead. Special ability: Demolish. At the start of your turn, you can pick any player and give him/her damage equal to the roll of a 4-sided die (may only use once per game).
Gregor (Hunter – 14 HP) - you win if all the Shadow characters are dead. Special ability: Ghostly Barrier. Use at the end of your turn. You cannot receive any damage until the start of your next turn (may only use once per game). If you would take damage from a Hermit card, the effect is reported as “nothing happens.” First aid & the Dynamite Nurse can still have an effect on you during this time.
Ultra Soul (Shadow – 11 HP) – you win if all the Hunter characters are dead or 3 Neutral characters are dead. Special ability: Murder Ray. At the start of your turn, you can give 3 points of damage to one character who is at the Underworld Gate location.
Unknown (Shadow – 11 HP) – you win if all the Hunter characters are dead or 3 Neutral characters are dead. Special ability: Deceit. You may lie when given a Hermit card. You do not have to reveal your identity to do this.
Valkyrie (Shadow – 13 HP) – you win if all the Hunter characters are dead or 3 Neutral characters are dead. Special ability: Horn of War Outbreak. When you attack, you roll only the 4-sided die and inflict the amount of damage rolled.
Vampire (Shadow – 13 HP) – you win if all the Hunter characters are dead or 3 Neutral characters are dead. Special ability: Suck blood. If you attack a player and inflict damage, you heal 2 points of your own damage.
Werewolf (Shadow – 14 HP): – you win if all the Hunter characters are dead or 3 Neutral characters are dead. Special ability: Counterattack. After you are attacked, you can attack that character immediately.
Wight (Shadow – 14 HP) - – you win if all the Hunter characters are dead or 3 Neutral characters are dead. Special ability: Multiplication: when your turn is over, you may take an additional number of turns, equal to the amount of dead characters (may only use once per game).
Etiquette & Custom
Each player will be assigned a color. Please use your color for all game related posts.
Please keep all communication (outside of Hermit cards & rules questions) public & in the thread. Please refrain from PM-ing other players with game related information, such as your identity or favorite murder device.
Please use
[Invisible Castle] or
[Orokos] for die rolls and link to the roll.
We will use
[Handtracker] for the cards. Please link when you draw a White or Black card. If you draw a Hermit card, PM me the link.
Sign Ups
Shadow Hunters will play up to eight, so we could take the first eight to sign up in the thread and then a reserve (if we somehow have that much interest).
Posts
I would like to try this out.
Also drawing a few peoples attention to this who I know like this... So...
@Flimflammery @Tayrun @Belfast
Sign up!
EDIT: Hmm. Seem to have misplaced my Handtracker password.
Sounds interesting!
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Have fun all.
PMs sent with roles.
Player order will be
#1 blahmcblah
#2 Cerberus
#3 Caliber
#4 Gandalf
#5 Flimflam
#6 Alegis
#7 Vyolynce
#8 Darkewolfe
So @blahmcblah can go ahead and roll for his movement...
As far as I know, the target and answer given for Hermit cards is always public (Edit: Except that one stupid card that just has the one guy reveal his identity to the other). Probably just have the one who drew it announce the target in the thread and PM them the text, and then the target will post their answer.
You might want to let people set conditional orders on revealing, such as for the Werewolf's counter-attack or Allie's life gain ability, as those are much better used in response than on the player's own turn.
Movement is a 6 which takes me to Church, so I will draw a white card.
The card drawn is Chocolate ...
Chocolate - Single-Use. If you are Allie, Agnes, Emi, Ellen, Unknown or Ultra Soul, you may reveal your identity. If you do, you are fully healed. (If you are already revealed, you still heal)
No reveal or other effect...
No attack... Done
You 'play' the card, so it's in the discard pile. We'll have to track here in the thread which equipment cards are active where.
A movement of 7 means I can choose a location. I'll go to the Cemetery to avoid Cerberus and blah.
I find a Spiritual Doll - Single-use. Pick a character and roll the 6-sided die. If the die number is 1 to 4, you give 3 points of damage to that character. If the die number is 5 or 6, you get 3 points of damage.
Without anything to go on, I randomly pick Flimflammery, who I suspect of being a neutral dog. 3 damage to them.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
For hermit: everyone's holding these cards, and if they discard them (so they can be reshuffled) anyone in handtracker can see what they were
for white/black: some 'discarded' cards are actually equipment cards which are 'in play'. If the deck is reshuffled then one card could be in play twice
I'm not familiar with the admin/host options of handtracker to resolve those issues
Since it's a PBP game, interactivity is going to be a bit more limited than in a freewheeling regular game, but with that said - if you want a conditional order, go ahead & PM one, but it should be written to take place after an attack or event card - i.e. you are at X HP (for Allie) or after you get attacked (Werewolf), so we don't have to back anything up or have someone wait each time they sidle up to another character. If you want to unleash an epic reveal in the thread between two player's turns, I've got no problem with it.
Right, you must normally reveal to use them. Quite a few are ltd to once per game (Allie's life gain being another one), but they otherwise apply whenever they would come up.
There's a reshuffle when the decks run out.
Thinking it over, I have an easy fix for the hermit cards - if we go through a full deck & need more, I'll just create another deck and add it to the game (pretty sure I can do that). If we go through TWO decks (32 cards) and need more, then y'all just aren't killing each other enough.
How dare you accuse me of neutrality! This means war... :evil:
I suppose you could do the same for black/white -- or post a list of all the equipment cards currently in-play, if someone draws one of these cards from the new deck; they discard the card and draw again (and the equipment card is crossed off the 'cant draw' list)
Damage taken:
Flimflam - 3 points
@Gandalf_the_Crazed
In any case, Movement: 1d6 + 1d4=5 to the Underworld Gate and draw a card from the Hermit deck.
Not making any attacks this turn.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Since there's no way to know which number will be higher (and pretty sure "absolute value" isn't a thing for most die-rolling scripts) I think we have to do it manually.
(if it's -3 simply take '3')
@Gandalf: For white/black cards, after you draw them to hand, hit play. Or alternatively hit the 'play from deck' link.
Do not hit 'play' for hermit cards (because everyone in the game can otherwise see which card it is in the game overview)
Good point. Thanks!
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
@Flimflammery