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What has changed? I have the 1st ed.

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The main change is that everything is now card-driven. There are cards with prompts for the characters and locations, cards with prompts for clues, alongside special cards (like the ones used in 1e). And the scenarios are card-based too.

This has two effects: it shortcuts the creative process a bit; and it increases replayability by giving you varied prompts every time you play (including when using a scenario). A nice side-effect is that you can mix and match the core cards with cards from scenarios, to make unique combinations.

There are some other little tweaks - small rule changes to improve the flow of the game. And, the structure of the game has been embedded in cards as well, with rule cards that summarise stuff like the creeping horror rule, and a playmat and cards to work through the stages of the game. Which basically just increases your ability to get started quickly and move through the game without needing to consult the manual all the time - and means folks who are new to it can easily e.g. pick up the leap to conclusions rule and remind themselves how it works.

The overall effect is that it still feels like the same game, but it's slicker, quicker, easier to teach and with better creative support than it had before.

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(Incidentally the physical game is really lovely - a very nice product with great art including a cool hidden UV art gimmick. So if that appeals, that's an option too. Though the one here on itch is of course the PDF version.)

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Plus obvs: a bunch more scenarios.