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These are a series of replacement plots to
be used in a game of Android. They retain
the same storylines as the original plots but
change the conditions required for players
to accumulate good and bad baggage.
They are fully compatible with the existing
twilight decks, as well as both the base rules
and The Director’s Cut alternate rules.
Using the alternate plots
You will need a number of fully transparent
card sleeves to use the alternate plots
properly. Print out this PDF and cut out
each alternate plot card from its sheet.
Insert the original plots into card sleeves
with the corresponding alternate plot
covering its matching face. Some plot
cards do not have a corresponding alternate
plot; in this case, the original plot is still
used as normal.
Cut out both pages of the reference sheet
and stick them to each side of a sturdy
piece of cardboard. In order to make the
plot conditions easier to read across the
table for other players, the alternate plot
cards make use of large icons instead of
text to represent the different conditions. It
is not necessary to memorise the meaning
of each icon, as the full conditions of each plot are spelled out in plain English on the
reference sheet – the icons merely act as a
reminder.
When a new plot enters play, players can
temporarily pull the original plot card
out of its sleeve to read the flavour text.
Then consult the reference sheet (which is
colour-coded for easy lookup) and read the
relevant entry to all players, taking time tosee how this corresponds to the icons on
the card (after a few plots have entered
play, it will become easy to understand
how the plot icon system works. If unsure,
the reference sheet contains a legend to
the most commonly-used icons). Finally,
read any additional text on the card itself to
all players. You are then ready to resume
play.
Some changes to the basic rules of Android are required if using these alternate plots:
NPCsWhen using The Director’s Cut – Alternate
Plots the NPCs in the game have lives
of their own and will often move around
the board due to their own drives and
motivations. Apart from many of the
new plots featuring NPC movement, the playing of certain twilight cards will now
also move NPCs.
NPC Movement
Whenever a game effect occurs that requires
that a particular NPC be alive (i.e, either a
light/dark card is played, or due to the effect
text of a plot), or if a game effect grants an
NPC favour to a player, move that NPC’stoken to the location of the investigator
receiving the effect. For example, if a dark
card is played on Louis that says “play if
Sara is alive…” then move the Sara token
to Louis’ location.
If the NPC token is moved as the result
of the investigator playing a light card or
receiving a favour, that investigator must
place one of his hero markers pointing
at the NPC token (after any other effects
of the card are resolved). This signifies
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that the detective may not encounter that
NPC again until the NPC next moves (see
“Encountering NPCs” below).
After an NPC is moved, any hero markers
at the previous location of the NPC arereturned to their owners.
NPC tokens may be moved from off the
board (if they have not yet entered play)
to locations on the board. NPC tokens are
never removed from the board unless the
NPC is eliminated.
Movement Clarifications
Simmons only appears at the NAPD at the
end of Floyd’s day if Floyd chooses to go
there rather than Haas-Bioroid. Simmons
never moves from NAPD (meaning hero
tokens are never normally removed from
him).
The cards dealing with Louis going on a
date with Sara will move Sara’s token
twice; once when the card is first played
(“play if Sara is alive”) and once when
Louis collects her favour from the board.
Parsons is never moved by the effect of a
card; no cards state “if Parsons is alive”.
Encountering NPCs
With The Director’s Cut – Alternate
Plots, not only will the NPCs be moving
around the board under their own steam,
but the detectives will have opportunity
to encounter the NPCs and interact
with them, even if the detective is not
normally associated with the NPC they are
encountering.
A detective at the same location as an
NPC may encounter that NPC providing
the detective does not already have one
of his hero markers pointing at the NPCtoken. An encounter can take a number of
different forms:
1. Event encounters
2. Favour encounters
3. Plot encounters
All three types of encounter have one
thing in common: whenever a detective
has an encounter, he places one of his
hero markers pointing at the NPC he has
just encountered. This signifies that the
detective may not encounter this NPC
again until the NPC next moves.
Event Encounters
Any events in play that reference an NPC
on the board are no longer dependent upon
the NPC’s location (with two exceptions
– see below). If there is an NPC’s event
in play and the NPC later moves, the event
text may still be triggered at the NPC’s new
location. There may even be two events in
play both relating to the same NPC, either
of which can be activated at the NPCs
current location.
A detective may encounter an NPC to
trigger the text on one event card in play
relating to that NPC. If the event is only
available to the first player to carry it out,
turn the event card facedown once it is
resolved.
The Time cost to have an event encounter
is stated on the event card.
Note: The two “Director Haas/Chairman
Hiro are touring the facilities” cards are
the only exception where the NPC token is
required to still be at the location in order
to receive the benefit of the event card, as
it specifies this on the card itself.
Favour Encounters
A detective may encounter an NPC inorder to receive one of that NPC’s favours.
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A favour encounter costs the detective 2
Time.
Note that any detective can gain any NPC’s
favour, even if that detective is not normally
associated with the NPC. Floyd could gaina Sara favour, for example.
If ever an investigator who is associated
with an NPC should receive one of that
NPC’s favours, and there are none in the
supply due to other players holding one or
more, then the player may take one of those
favours from a player of their choice.
Example: Louis is currently holding oneMr Li favour. Raymond and Rachel are
also each holding one Mr Li favour. Louis
plays a card that allows him to collect
another Mr Li favour. Seeing as there are
none in the supply, he may take one from
either Raymond or Rachel. Louis could
also do this if he encountered Mr Li on the
board and paid 2 Time to receive a favour.
Plot Encounters
Some alternate plots refer to encountering
NPCs in order to place good or bad baggage.
The cost to have a plot encounter is 1 Time.
There is no other benefit associated with
having a plot encounter – the detective
simply pays his Time, places his hero
marker and carries out the instructions
associated with the plot.
Note that instructions on plots can referenceencounters in two different ways:
“…may encounter [NPC] in order to…”
– this signifies a plot encounter only. The
detective is encountering the NPC in order
to carry out the effects on the plot; he
receives no other benefit.
“…each time he has an encounter…”
– this does not necessarily indicate a plot encounter. The detective can have
an encounter of any kind to satisfy this
condition.
Example: Floyd’s What Makes A Soul?
plot states “Floyd may encounter any NPC
to place two good baggage on this plot”. IfFloyd chooses to do this, he pays 1 Time
and places 2 good baggage on his plot. He
receives no other benefit for encountering
the NPC, such as receiving a favour or
triggering an event’s effect text.
Example: Raymond’s Old Flame plot
states “Raymond gains one bad baggage
each time he encounters Kate”. Raymond
will gain 1 bad baggage each time heencounters Kate, regardless of what type
of encounter it is; whether he is gaining
a favour from the encounter, or triggering
the effect of an event.
Other RulesGaining Baggage
Gaining baggage is handled slightlydifferently when using the alternate plots.
A player can never have two different types
of baggage on their plot at the same time.
Whenever a player gains good baggage
and they already have bad baggage on
their plot, each good baggage will instead
remove one bad baggage. If at any point
there is no bad baggage remaining, then
any leftover good baggage is added to the plot as normal. The same applies if a player
gains bad baggage while their plot already
contains good baggage.
Example: A player’s plot already contains
one bad baggage. The player gains two
good baggage. The first good baggage
removes the single bad baggage from the
plot. The second good baggage is then
placed on the plot, as normal.
Any card that instructs a player to lose
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baggage of a particular type can only be
applied if there is baggage of that type
on the target plot. A player cannot, for
example, play a card that says “lose 2 good
baggage” on a plot that only contains bad
baggage.
Some plots may seem to have conflicting
conditions as to which type of baggage is
gained when a particular action occurs. In
these cases, both conditions are triggered
– the amount of baggage gained for each
condition will always be different, and so
there will always either be a net gain or
loss in baggage.
Example: Rachel’s Let’s sit this one
out plot has two conditions that seem to
conflict:
Concern – Rachel gains 1 good baggage
for each $1,000 she gains, or may sacrifice
$1,000 to gain 2 good baggage.
Greed – Rachel gains 1 bad baggage for
each $1,000 she loses, or for each of her
Bounty cards in play at the end of each
day.
If Rachel sacrifices $1,000 then it would
seem that both her Concern and Greed
conditions are satisfied (she has both lost
$1,000 and sacrificed $1,000). However,
the Concern condition states that she gains
2 good baggage, while the Greed condition
states that she gains only 1 bad baggage.In this case the net effect would be that
Rachel gains 1 good baggage.
Moving Leads
In order for some plots to function correctly,
a few minor changes to the way leads are
moved are required.
After a player follows up a lead, that same
player moves the lead to a new location(rather than passing the lead to the player
on their right). The player may not move
the lead to any location in the same district
as his detective or any adjacent district.
Districts on the Earth and the Moon are
not considered adjacent to each other. The
Beanstalk is considered adjacent to its
connecting districts.
Additionally, players no longer move leads
between locations of the same colour.
Instead, players use the location type key
in the bottom-right corner of the board to
determine which colour location the lead
should move to next.
Read the colours from
top to bottom, starting
with religious (yellow)
locations and ending
with residential (red)
locations, and find thelocation type the lead
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ClarificationsNew Terms
Some of the alternate plots in The Director’s
Cut use new terms not covered in the base
rules:
Time that passes – this refers to any Time
that is spent, lost or sacrificed during the
specified player’s turn (and only duringthat player’s turn).
Lead detective – whoever holds the First
Player marker is the lead detective.
Plot Clarifications
Floyd’s starting plots
Floyd can no longer choose the outcomeof his starting plots. Instead, Floyd has
a single task that he must achieve before
the end of day 3 of each week in order
for the starting plot to resolve positively
(leading to the good crossroads). Good or
bad baggage that has accumulated on the
plot does not count in any way towards thisoutcome, but is instead transferred over
to the crossroads plot (as happens with
Floyd’s original starting plots).
If Floyd achieves his task before the end
of the third day of the week, his good
crossroads plot enters play immediately
– he does not wait until the end of day 3.
The sooner Floyd achieves his task for
the starting plot, the longer he will haveto accumulate baggage on his crossroads
plot.
Example: Floyd’s starting plot for week
one is Thou Shalt Not Kill. The positive
condition for this plot states “Floyd may
encounter Father Michael and sacrifice one
dark card of each opponent to satisfy the
positive condition of this plot”.
To satisfy this plot, Floyd must collect
at least one dark card of each opponent
then travel to Father Michael’s location,
encounter him (see “Encountering NPCs”
above) and sacrifice those cards. If he does
this before the end of day 3 of the first week,
then Floyd places Are you alright? in play
immediately and transfers any baggage he
has accumulated so far over to it.
If Floyd fails to do this by the end of day 3then I could not save him will enter play at
the usual time.
What makes a soul?
Dark cards played by other detectives on
Floyd do not satisfy the negative condition
of this plot.
Are you alright?
Floyd only gains good baggage for eachdifferent opponents’ dark card he holds at
is being moved from; the next colour in
sequence signifies the type of location the
lead must be moved to. Leads on residential
locations are moved to religious locations.
Some plot cards instruct players to movean NPC “as if they are a lead”. When
moving NPCs in this way, the moving
player must adhere to all restrictions
normally associated with leads, placing the
NPC marker at a valid location in a valid
district. Sometimes such a plot will allow
a player to ignore certain restrictions when
moving an NPC:
“…ignoring district restrictions.” – the player may move the NPC to any valid
location in any district, even the district
the player is currently in or an adjacent
district.
“…ignoring location type restrictions.”
– the player may move the NPC to any
location in a valid district, even if the
location is out of sequence.
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the end of each day. For example, if he
were holding three of Raymond’s cards and
one of Rachel’s, Floyd would gain 2 good
baggage (1 good baggage for holding a dark
card of Raymond’s, and 1 good baggage for
holding a dark card of Rachel’s).
Raymond’s plots
Raymond’s plots no longer take an entire
week to resolve. They are now resolved at
the usual time, just like any other detective’s
plots. Therefore, Raymond will always go
through both of his plots in every game –
only the order of his plots will change.
You were right, Ray!
The full conditions for this plot are as
follows:
Raymond may encounter Keene and
sacrifice any number of dark cards from
his hand to gain 1 good baggage for each
card sacrificed. Raymond may encounter
Parsons and sacrifice any number of
dark cards from his hand to gain 2 good
baggage for each card sacrificed.
Let’s talk about this later
When Raymond moves away from Kate’s
location he must spend 1 Time at her
location to perform the act of moving
away. Therefore, the net gain effect of
moving away from Kate’s location is 1
good baggage.
Caprice’s Descent Into Madness plot
Although Caprice’s Descent Into Madness
plot still cannot be chosen during the first
week of the game, it is no longer mandatory
to have this as her second week plot. Instead,
simply mix the Descent Into Madness card
with whichever plot was not selected during
the first week and choose one randomly, as
with any other plot selection.
Compatibility with The Director’s
Cut – Alternate Rules
These plots are designed to be fully
compatible with The Director’s Cut
– Alternate Rules v2.1 which can be
downloaded from the Android page on
boardgamegeek.com. If not playing with
these rules, or if only playing with some of
the variants found in that ruleset, it may be
necessary to remove some alternate plots
before playing for balance reasons or due
to incompatibility with the base rules. A
list of the plots affected by this and the
variant rules required or suggested for them
to function correctly appears below.
Louis
The Krausey Case – Conspiracy required
This one’s for Jim! – Fights required
On The Take – Days and Time suggested
I finally caught a break – Days and Time
suggested
Raymond
What are you really after? – Murder or
Conspiracy suggested
We can’t keep searching – Twilight
suggested
Additionally, if ever a plot card refers to
a detective having a “minor encounter”,
take this to mean uncovering a piece of the
conspiracy instead. Any other terms on
plots that are not covered by the original
rules (such as the “Bring It All Together”
action) can be ignored.
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