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Lobotomy Manual Revised
Lobotomy Manual Revised
Lobotomy Manual Revised
You have an escape plan but even trivial tasks seem like
strange other-worldly missions. Hopefully you can use that to
your advantage before the chief hospital administrator finishes
his rounds and straps you back to your beds.
Each game starts with a single scenario, with more being added as
the game plays on. Players win if they complete all scenarios before the
Warden finishes his patrol around the hospital. But if his journey ends
before you escape, then the only way out is through him.
Component Overview
- 6-Sided Dice
This section gives a description of each component in the game. These dice, sometimes called D6, are used when
Please note that Board Pieces are also commonly called Tiles and decks attacking, testing statistics and for many other
of cards may use abbreviated names, e.g. a deck of Memory Cards may game mechanics that rely on randomly determined
be referred to as a Memory Deck. outcomes.When you need to roll several dice the
number to roll is shown before the D, e.g. 3D6 means
to roll 3 of these 6-sided dice.
- Scenario Guide - Character Cards
The Scenario Guide gives the specifics of each
scenario. It details their setup, objectives, rules, These give information about characters: their
special events, monster statistics and any handicaps statistics, mental disorders, starting equipment and
used in games with fewer than 5 players. backstory.
This is the guide to use when choosing and They have designated places to keep track of
setting up scenarios. health and insanity during play.
This tile always appears in the centre of the board Each character has a set of 4 Basic Skills available
and is the starting position for the characters. to them, shown by their name on the backs of the
Four other quarter board tiles are attached, one cards.
to each corner, to create the complete map of the Players receive 2 of their cards during setup and
hospital. can obtain the rest later along with other skills.
- Locker Tokens
- Character Color-Bases
These are placed face-up on spaces with a locker
symbol. The reverse-side displays the difficulty of the Each player puts their character figure on a base
search test that must be passed to obtain weapons, of a different color to avoid confusing their character
equipment and drugs. with another player’s.
Before Play Setup
11. Turn all the Door and Locker Tokens face-down and shuffle them.
Place random Door Tokens on doorways and place Locker Tokens on
all highlighted areas unoccupied by another token.
Rolling 1 (on the D4) and 7 (on D12) leads to this space, A-7.
Character Setup
1. Each player chooses a character and receives their character’s
Character Card, 4 Basic Skill Cards, 10 Memory Cards, a miniature of
the character and a colored base. The character-specific cards all have
the character name on the card backs.
12. Place two Memory Tokens on each Quarter. Randomize their 2. Put the Character Card in front of you.
positions by rolling a D12 twice for each quarter and placing Memory
3. Shuffle the character’s Memory Deck and place it next to your
Tokens on the spaces marked with the numbers rolled (with no more
Character Card, face-down.
than 1 Memory Token in any single space).
4. Pick 2 of your Basic Skills Cards and place them next to your
13. Separate the basic monsters (patients, nurses and scavengers)
Character Card. Place the unselected skill cards under your Character
from the rest. Randomize 1 patient and 1 scavenger for each Quarter
Card for use later in the game.
Board Tile. Additionally, randomize 2 nurses in a 4-character game and
4 nurses in a 5-character game (but there can be no more than 1 nurse 5. Find the character’s mental disorders on their Character Card. For
per Quarter). each disorder draw one card from the corresponding Mental Disorder
Deck. Place just one of the drawn cards next to your Character Card
14. Follow any additional setup steps required by the scenario.
and discard the rest.
15. Finally, perform the setup for each character (see below).
6. Look through the 3 decks of Inventory Cards for any starting Character card
equipment listed on your Character Card and place them next to your A.Picture B.Name C.Backstory (doesn’t
Character Card. Shuffle the Inventory Decks afterwards. affect play) D.Life (HP)- The number by the drop of blood
7. Place your character’s miniature (and colored-base) on an symbol.is the character’s life. Every point of damage the character
unoccupied space in solitary confinement (the Central Board Piece). takes is marked damage tokens placed on the Character Card.
Healing the character removes these tokens. When the amount of
8. The craziest player receives the First Player Token. damage tokens matches (or exceeds) the life statistic, the character
is taken back to solitary confinement. For more information, see
Death (p24).
E. Insanity - Insanity is tracked here. Characters start the game
with no markers on the track but when they use insanity, or lose
sanity, a marker is placed on the track and moved up the scale.
The final layout: the Character Card with a Memory Deck, 2 Basic
Skills, one Mental Disorder skill and starting equipment.
Goal of the Game
Players win if they complete the objectives of all scenarios (e.g. F. Action Points (AP) - AP indicates how many actions a
normal difficulty – 2 scenarios). However, time is limited by how long character can perform in each turn. Please see List of Actions (p8).
it takes the Warden (boss) to patrol the hospital. The Warden cannot
be attacked by players and starts his patrol on the A1 space. Usually G. Attack Rating (AR) - AR is the minimum result that a player
once per round he moves one space forward – from A1 to A2 and so on, must roll on a D6 to successfully damage an enemy. Low attack
moving from the 12th space on one board to the 1st on the next, e.g. ratings makes fighting easier. For details, see Combat (p16).
from A12 to B1. H. Defense (Def) - Defense indicates the amount of damage that
His journey finally ends when he reaches a space determined by the a character absorbs from each attack without losing health. More
difficulty: A12 in beginner mode (1 scenario), B12 in normal mode (2 information in Combat (p16).
scenarios), C12 in crazy mode (3 scenarios) and D12 in insane mode (4
I. Imagination (I) -Imagination is tested when a character tries to
scenarios).
bend reality. High imagination makes tests easier. See Imagination
After reaching the end space, the Warden moves to the pentagram on Test (p9), Search Test (p12) and Unlocking Test (p25).
the Central Board Piece and the players can only win by defeating him
J. Mental disorders - This lists the character’s illnesses. Characters
in a nearly impossible battle. F
or more information, see the Insomnia
may use skills from corresponding Mental Disorder Decks.
Track (p23) and Final Clash (p27).
K. Starting equipment - Equipment the character starts with.
L. A character’s unique innate ability.
Game Rounds Running
A Game Round consists of 2 turns. At the beginning of the turn a player can declare that his character is
running. If he does, he gains 2 AP but any action points used this turn
1. The players’ turn - when players make their actions one after the MUST be spent on movement. The character can still use skills, items
other. and attacks but only if they cost zero action points.
2. The monsters’ turn – drawing a movement card, resolving it, Movement
moving monsters and attacking with them. The board is divided into spaces and there is no limit to the amount
The Players‘ Turn of characters, monsters and tokens that can occupy one space at a time.
At the cost of 1 action point a character can move to an adjacent space
The player with the first player token goes first, performing actions if it is not blocked by walls, door tokens and other visible obstacles.
until he either chooses to stop or has spent all his character’s AP. Play
then passes clockwise (to the left) for the next player to perform actions You cannot normally from a space containing any monsters.
until they choose to stop or spend their AP limit. W hen a player has had However, some items and abilities do allow you to escape and move
their go, any unused AP are lost - they cannot be spent after another through monsters (i.e. stealth). Movement is not blocked by other
player this round and they are not carried over to the next round). characters, tokens, markers or scenario-based objectives unless a card
When all players are done, the first player token is passed clockwise or scenario says otherwise. Some Quarters have a complicated layout,
and the monsters’ turn starts. but the passages and obstacles will be always highly visible (e.g. a hole
in the wall, a fence). Adjacent spaces are also clearly visible as they
Available Actions are separated by a continuous line. Ethereal units are an exception to
Here is the list of actions characters can perform for 1 AP cost: these movement rules and they can move through walls, doors etc.
Characters can also leave and move through spaces containing enemies
- Move one space in any direction (see Movement, below). who are all ethereal.
- Search a locker or body in their current space (see Searching, p12).
- Reveal a Door Token or attempt to open a locked door (more in
Doors, p24).
- Pick up a Memory Token (more in section Memories, p13).
- Attack with a skill, weapon or fists (see Combat, p16).
- Trade inventory items with other characters. You spend 1 AP and
you can give and take any number of items to and from any number of
players on the same space (if they agree).
The following actions have varying costs, and may even be free.
- Use a skill or an inventory item. Sometimes they cost more than 1
AP, or no AP at all. For more information, see Skills (p13) and Inventory
(p15).
- Interact with some scenario-based objectives etc. Green arrows indicate spaces the character can move to for 1AP.
Red arrows indicate spaces that cannot be moved to as they are
blocked by walls.
Line of Sight Monsters’ Turn
The line of sight (LoS) determines if two characters or a character After the last player finishes his turn reveal the top card of the
and a monster can see each other. You must check that there is LoS Movement deck to start the Monsters‘ Turn.
whenever a character wants to use a ranged attack or skill, and during
movement in the Monsters’ Turn.
To check if there is a LoS between two spaces you must be able to A - Event description
draw a straight line from any point on one space to any point on the
other space. LoS is blocked by walls, closed doors and other clearly B - Special event symbol
marked obstacles. LoS is not blocked by other characters and monsters. C - Memory spawn symbol
For more on doors and LoS, please see page 25. D - Warden movement symbol
E – New monsters spawn
Here the monster cannot see any character at all, so will move
towards the closest character (A).
Monsters Attack Locker Search
In the last step of the Monsters’ Turn, every monster in the If a character uses a search action on a Locker Token he reveals
same space as one or more characters (or within range and LoS it (flips it upside down) and performs a Search Test.
of a charcater for ranged monsters) attacks. Each monster attacks
just once (unless the Monster Card or scenario rules say otherwise)
and attacking does not consume any AP.After all monster attacks
are resolved a new game round begins with the Players’ Turn. For
details on this, please see Monsters Attack (p20).
Searching
Memory Token
When a character is on a space with a Memory Token, the player
may perform a memory action and draw a Memory Card from his
personal Memory Deck at the cost of 1AP. The Memory Token is
discarded and the player reads the Memory Card (following any
instructions on it).
Memory Deck
Each Memory Deck consists of 10 cards, five of which are
personal memories from the character’s life. Remembering these
will bring back useful skills and items. The remaining cards are the
same for all characters, describing traumatic memories from the
hospital.
After drawing a Memory Card, read it and follow the
instructions on it. Then place any skills and items gained next
to your character for them to use. Please note that personalized
items cannot be traded to, or used by, other characters.
Skills are divided into three types: attack, utility and defense. decreasing it, remove the token and the skill is ready to use again.
You can also decrease a cooldown of one of your skills by one every
time one of your attacks kills one or more monsters.
Attack Skills are offensive and mostly focus One of the key decisions in Lobotomy is how to manage your
on dealing damage to monsters. They can only skills. Will you use your skills economically, because you never
be used during your turn and have a single, know when the skill will be really needed? Or will you use your
instant effect. For more, pleases see Combat skills as often as you can?
(p16).
As always, finding the middle ground will probably be the best
solution.
Skill Costs
Utility Skills have a wide range of versatile
effects that are neither offensive nor defensive in In order to use a skill you often need to spend a set number of
nature. They can only be used during your turn, action points. If a character does not have enough action points to
unless the card specifically states otherwise. meet a skills cost, then he cannot use the skill.
Some of them have a one-time effect; other card However, there are many skills that cost 0AP that the character
effects may be permanent or last until the end will always be able to use during his turn. Zero-cost Defense
of the round. Skills can even be used during other players’ turns and during the
Monsters’ Turn.
Specific Skill Rules
Defense Skills strengthen your character
against the enemy, weakening their attacks or Every skill has a description that states how and when the skill
even allowing you to evade them. Their effects works. Attack Skills contain mostly symbols that are explained
always last until the end of a round. Note that in the chapter on Combat (p16). Utility Skills and Defense Skills
only Defense Skills (and only those that cost require a player to read the card’s rules and follow them to use the
0 AP) can be used during the Monsters’ Turn skill. Many skills allow you to do something not normally allowed
(before they attack). See Monsters - Target (p20). by this rulebook. In these cases the specific instructions on the
cards have priority over this rulebook. This exception applies all
cards, whenever their rules and effects conflict with the rulebook.
The Cooldown Counter
Skill Capacity.
Once a skill is used, you have to wait some
time before you can use it again. This time is At any time, each character can have a maximum of 6 skills. If
measured using the Cooldown Counter. It has you gain another skill that takes you over this limit (memory cards
two parts – the brighter part with the first do not count towards the limit), you have to discard one skill (back
couple of numbers and the darker part with two to its original deck). The discarded skill can be the new one just
highest, additional numbers. After using a skill drawn or any one of the character’s existing ones, even if it’s on
place a token on the highest bright field. The cooldown.
use of the darker fields is explained in Insanity,
p22. If the skill you are discarding is not on cooldown, you are allowed
to use it one last time, by paying the usual cost.
At the beginning of each character’s turn, decrease all their
cooldowns by 1. If the Cooldown Counter is on one before
Items & Inventory Equipment may be any kind of item from magical tomes to
zombie teeth. Their rules are always specified on the Inventory
Inventory cards are obtained by performing a Search Action Card.
on Locker Tokens and Body Tokens, as described in Search, (p12).
You can also get items from the Memory Deck and events. Each They can be used only during your turn (unless stated otherwise).
character has a maximum inventory capacity of 4. Most items take The number in the bottom right is
up 1 inventory slot but some items work differently as noted by the amount of charges/uses. Every
these keywords on inventory cards: time the item is used, place a token
on the card. When the number of
Large – an item that takes up 2 inventory slots. tokens equals the number of uses,
Small – an item that takes up no space (0 inventory slots). the item is discarded.
Unless explicitly stated otherwise,
Armor – you can only have 1 such item.
each piece of equipment can be used
You can discard any of your inventory cards at any time (or give any number of times in a single turn
them to other players with a trade action). if it has enough charges left.
Most equipment costs 0AP to use.
If you draw an inventory card that would make you exceed Any variation from this will appear
your inventory size, you must get rid of cards until you are within on the Inventory Card itself.
capacity again. You can do this by discarding one or more cards Armor I f an Equipment Card has the
back to their decks. The discards may include the new card or any keyword Armor, the number in the
existing cards. You can also get rid of some cards by exhausting bottom right represents it’s Durability. Every time a character
their remaining charges, but you cannot use the freshly drawn card possessing armor takes damage, the player may choose to place
until you make room for it in your inventory. tokens equal to the damage on the armor card instead of losing
health.
When a character is on a space with a door token they can flip the
token upside down for 1 action point. What happens next depends
on what is revealed on the back of the Door Token. A fter you open
the door, or if there are no symbols on the back, remove the token
from the board. If you fail to open them, leave the revealed token
in its place.
Door Types
Open Doors have no symbols on the back of the token. Remove
Death them from the board after revealing.
A character dies when they lose all health (the amount of damage Barricaded Doors have a symbol of a fence and a numeric strength
tokens on their character card is equal to their health statistic) or value. Once you reveal a barricaded door you have to destroy them
when they are forced to lose Insanity when they are already at the by force. You can place 1 damage token on a barricaded door by
maximum value. When a character dies follow these steps: spending 1AP or by placing a token on any of your weapon cards
1. Move the character’s miniature back to one of the solitary (spending weapon Durability).
confinement cells (starting positions) in the Central Board Piece. When the number of damage tokens on the door is equal to the
2. Recover all Health and 2 Insanity points, e.g. if you were on 5 strength value on the barricade symbol, the door is opened and the
Insanity you now have 3 Insanity. token is removed from the board.
3. All items in the inventory lose one Durability or a charge. Spending weapons’ Durability does not cost any additional action
Cooldowns on skills remain unchanged. points and you can spend some or all Durability of any number of
weapons (remembering to destroy and discard any weapon reaching
4. Move the Warden forward three times on the Insomnia Track.
maximum durability). Indestructible weapons without Durability
5. During the Final Clash death is permanent – remove the dead cannot be used to open Barricaded Doors.
character from the board.
Example: A character uses 1 AP to reveal a door on his space. Example: A character reveals a door token for 1 action point.
It turns out to be Barricaded Door with a strength value of 6. The It turns out to be a Locked Door with a difficulty of 5. The
character has no weapons so he uses his remaining 2 AP to place 2 character gets one attempt at opening the door for free. He has 7
damage tokens on the barricade. imagination so he rolls 7D6 and gets 3 successes -not enough to
The next character decides to use all their actions for open the door. A s the character has one action left, he spends it
movement this turn, so he declares that he is Running (p8) to on another attempt to open the door. Because this is his second
gain 2 extra AP and moves to the space with the Barricaded Door. try this turn, the difficulty has risen up by 1 and the door is now
He has two brand new weapons with no Durability tokens on strength 6. He rolls 7D6 and gets 1 success - much less than the 6
them and places 2 durability tokens on each weapon, as that is a needed!
free (0AP) action. He can place 4 damage tokens on the barricade The door stays on the board and an another characters comes
which, with the previous 2 placed by the first character, gives 6 in to the space. The second character has 6 imagination and the
total. difficulty is back to 5. He rolls 5 successes and removes the token
As the strength value on the Barricaded Door token is also from the board.
6, the door is opened and removed from the board. The second Monsters and Doors
character still has actions left but, as he declared Running, can
only spend them on movement. He choses to enter the room that Monsters can move through unrevealed Door Tokens and
had been blocked by the barricade. through open doorways (when the token has been removed from
the board.
Locked Doors have a symbol of a lock and a strength value on
the reverse. When you reveal a Door Token (for 1AP) and it turns However, sometimes the Door Token is revealed and the
out to be a Locked Door, you gain a free attempt at opening it (using characters are unable (or unwilling) to open the door during the
an Unlocking Test, below). The player doesn’t have to use the free players’ turn, leaving it barricaded or locked. Monsters cannot walk
attempt - they may want to leave a door locked if a monster is on through these revealed Door Tokens. When the monsters move,
the other side. they will have to find an another way towards the characters or
may even be trapped in a room (in this case the monsters move
If you try to open a Locked Door but fail, the token stays on towards the nearest character).
the board. You (or any other character) in a space with a revealed
Locked Door can pay 1AP to attempt to unlock it (by passing Line of Sight and Doors
another Unlocking Test).
Door Tokens block Line of Sight (p9), however once a Door
Unlocking Test Token is removed from the board, the open door modifies the line
An Unlocking Test is a test using your character’s Imagination of sight rules.
attribute. You roll as many six-sided dice as you have points of When a character is standing on a space with an opened door
Imagination (e.g. if you have 7 Imagination, you roll 7D6) and it sees everything inside or outside the room normally. However,
every die showing a 4, 5 or 6 is a success, the rest are failures. when a character is one or more spaces away from an open door, it
If the number of successes is EQUAL to or HIGHER than the sees only the first space of the room through the door.
strength value of the lock symbol, the door is opened and the Door These rules also apply to monsters when you determine if they
Token is removed from the board. can or cannot see a character during Monsters Movement (p11).
If a character fails to open the door they can repeat the test on Examples of LoS through doorways can be seen on the next page.
the same turn for another 1AP but the test becomes harder. Add
+1 to the strength of the lock for every previous attempt by this
character this turn. The extra difficulty disappears at the end of
each character’s turn.
Lines in the picture represent the lines of sight. The character
can see the monsters indicated by the green lines and cannot see
them when the line is red. Because the character stands on a space
with the door, they can see all the monsters inside the room on
the left. However, the character is one space away from the door
on the right, so can only see the first space behind the door and
cannot see the monster deeper in the room.
Scenarios
After the Nemesis appears on the board all players roll a die. The Space - A separate field on the board. There is no limit to how
one with the lowest result will be the target of the Nemesis. many players, objectives, tokens and monsters may be on it at any
given time.
The Nemesis only moves towards and attacks this poor, unlucky,
Token – A small token used to count damage, durability, cooldowns
haunted player. Other characters do not feel the presence of the
and more.
Nemesis. Unlike the unlucky target character, they can leave the
space with the Nemesis on it and cannot target, attack or affect it in Quarter – One L-shaped Game Board Piece.
any way. The statistics of the Nemesis are the same as the haunted Round – A Players’ Turn followed by a Monsters’ Turn.
player’s statistics from his Character Card but improved by 1 (e.g.
Players’ Turn – The phase in which characters use their actions.
if the character’s AR is 5+ then Nemesis has 4+). However Nemesis
always has just 1AP. Monsters’ Turn – The phase in which the Movement Card is
revealed and monsters move and attack.
When the Nemesis is on the same space as it’s target, it attacks,
choosing from two possible attacks Line of Sight (aka LoS) – The line determining if characters and
(shown on the Monster Card). monsters can see each other.
The first type of attack is Running Bonus – Two extra actions you may receive if you spend
made using a random weapon actions on movement only.
from the character’s inventory Cooldown Counter – Part of a skill card used to track the cooldown
(bare fist attack if they have no of the skill.
weapons) with +3 added Attack
Dice. Insanity Counter – Part of the Character Card showing the brain
and used to track the character‘s Insanity.
The second attack type is
made using an Attack Skill Skill (aka Ability) – A character’s personal skill card, a Mental
randomly chosen from the Disorder Card or a Memory, Insane Skill, Insomnia Shift.
character (if they have any). Basic Skill – One of 4 skill cards assigned to a character with their
If the character has no Attack name on it.
Skills, then the Nemesis uses Insane Skill – A skill used by any character at the cost of Insanity.
the first type of attack.
Insomnia shift – A skill used by a character at the cost of moving
These attacks do not use the Warden forward.
up durability or cooldowns
of cards and may be different Insomnia Track – The path along which the Warden travels.
on each turn depending on Natural Roll – Result of a dice roll before any modifications.
the character’s inventory and
Randomization – A roll of D4 and D12 dice that pinpoints a specific
the dice rolled to randomly
space on the board, the D4 indicating the Quarter and the D12
determine which weapons or
being the numbered space on that Quarter.
skills are used.
D6 – Six-sided die. A number before the ‘D’ indicates how many
dice to roll, e.g. 4D6 means roll four six-sided dice.
D3 – A three-sided die; there is no D3 in Lobotomy so in order to
get the result roll a D6 and use the following table (1 and 2 – 1; 3
and 4 – 2; 5 and 6 – 3).
Friendly Character – All other characters, a monster under Unholy – After targeting and before attacking an unholy monster
character’s control, anything else specified as a ‘Friendly’ in a a character must pass an Imagination Test. If the test fails the
scenario character uses up an action point but does not attack. If the test is
Enemy – Anything that is not friendly, mostly monsters. passed, the character attacks normally and does not have to pass
the test again for any other attacks on that target this turn.
Inspiring Presence – Having Inspiring Presence allows all Friendly
Characters on the same space to gain an additional attack die. Immunity (x) – Indicates immunity to the stated attack type (e.g.
immunity fire). All attacks against the monster lose the stated
Stealth – A character with stealth can leave spaces even if it has attack symbol.
monsters on it.
Double Attack – The monster attacks twice during each attack
Avoidance (x) – A character or monster with Avoidance can avoid phase. If the monster has an attack table, the second attack type is
some incoming damage from attacks. For each damage dealt roll chosen separate to the first and so both attacks may be different.
1D6; if the result is equal to or higher than the avoidance value, x,
then this point of damage is prevented. Note that when a Critical Aura of Despair – Players have 1 less AP while the aura is active.
Attack causes double damage, roll for Avoidance against each point Aura of Reality – As long as the aura is active, each player loses 1
of damage separately. hp at the start of his/her turn.
Monster Keyword Glossary Convert – Take control of 1 Basic or Elite monster. The monster
cannot be healed in any way, he loses 1 health at the start of your
Basic Monster – The most common sort of monster - usually a turn. The monster is treated like a player (so attacked by monsters)
nurse, patient or scavenger. Basic Monsters usually have just one but he can only attack once per round.
weak attack with no additional rules. Burrow – If this monster took any damage during the Round, then
Elite Monster – No special rules but they have an attack table that at the end of the Monsters’ Turn it burrows into the floor before
makes them use a random attack each turn. Some rules and cards appearing elsewhere in the hospital; Randomize the monster.
will affect only elite monsters or will be unable to target them. Smash (x) – The monster attacks each player on his space with x
Boss Monster – Cannot be stunned or controlled in any way. dice before his normal attacks (or movement). Roll for this attack
once, each player subtracts Defense and loses that many health.
Ethereal – Monsters that can move through walls and other
obstacles; characters can leave spaces with only ethereal monsters Armed to the Teeth – When this monster enters the game a
on them unless a character also becomes ethereal some way. Weapon Card is drawn and given to him. W hen he attacks, add
Ethereal characters can walk through walls and leave spaces with the weapon‘s Attack Dice value to his attack. If the weapon has any
non-ethereal monsters. additional abilities, the monster uses them too. He doesn’t use any
optional abilities (like losing durability to gain additional dice). The
Memorable – After killing a memorable monster each player that weapon loses durability as normal.
dealt at least one damage to it or was on the same space with it
during the Final Blow can draw a Memory Card. If the monster is killed by a character on the same space, the player
can take this weapon (with any durability tokens it has).
Runner – During Monster Movement if a character is in sight, the
runner instantaneously moves to the space with that character. If Leech Soul – When attacking, this monster heals Health equal to
multiple characters can be seen, the players may decide which the the damage dealt.
runner moves towards. Blood Bond – When within 4 spaces of another monster of the
Eternal Grudge – A Monster with Eternal Grudge respawns when same type, gain +1 to Attack Rolls and an additional attack action.
defeated (as at scenario setup unless stated otherwise). Final Blow
and Memorable rewards are only awarded when the monster is
defeated after Eternal Grudge has been removed/nullified.
“ Finishing a Scenario
“The human race will disappear. Other races will appear and After the players complete the objective of a scenario, remove
disappear in turn. The sky will become icy and void, pierced by all scenario tokens from the board (any remaining monsters stay
the feeble light of half-dead stars. Which will also disappear. on the board until they are defeated unless scenario card states
Everything will disappear. And what human beings do is just as otherwise). Every character receives both the following rewards:
free of sense as the free motion of elementary particles.”
1. Regain 1 insanity.
-H. P. Lovecraft
2. Draw a card from each Mental Disorder Deck listed on your
Character Card, pick one of those cards to keep and discard the rest
(back to their respective decks).
Scenario Guide
Players only receive rewards for completing scenarios if the
In Lobotomy, scenarios are represented by Scenario Cards. This Final Clash (p27) has not already begun.
guide contains detailed instructions and rules for each of them.
Scenario Specifications
Difficulty Level
Objective
Before starting the game, players decide on the difficulty. The
difficulty level decides the number of scenarios that must be Requirements that have to be met to finish a scenario.
completed to win, the end space of the Warden’s Insomnia Track
and the length of the session. Setup
1 scenario – Paranoid Beginner – A12 – 30-45 minutes Information on how to begin the scenario. They are used at the
2 scenarios – Seemingly Normal – B12 – 60-100 minutes beginning of the game and every time a new scenario is revealed.
4 scenarios – Insanely Impossible – D12 – 150+ minutes Specific information on how to apply and interact with a scenario
Goal of the Game with all monsters’ statistics, required costs, values and gameplay
clarifications.
Players win if they complete the objectives of all scenarios (e.g. Scenario Jump
2 scenarios for Seemingly Normal difficulty). However, the time to
do so is limited and is represented by the Warden (boss) patrolling Regardless of difficulty, the game always starts with a single
along his Insomnia Track. scenario. Only when the requirements are met for the Scenario
The Warden starts on the space marked as A1 and his journey Jump will another scenario start automatically.
ends when he reaches the end space determined by the difficulty, Scenario Jumps only happen in games with more than 1 scenario
e.g. C12 in Crazy Hard mode (3 scenarios). (’Seemingly Normal’ difficulty or higher) and only if there are still
If the Warden moves again after reaching the final space, he scenarios left to complete at the chosen difficulty level.
moves to the pentagram on the Central Board Piece and the Final When the Scenario Jump happens, start a new scenario by revealing
Clash begins - players can no longer win the game without defeating a new random Scenario Card (if it requires a specific Quarter not
him in a nearly impossible battle. used in this game, discard it and reveal a new Scenario Card). Then,
read the Scenario Card and follow the rules specified in the setup.
The Scenario Jump always happens before the scenario is finished,
so results in multiple scenarios being active at once.
Monsters The Patient Casefile Scenario Format
Monsters’ statistics and explanation of their special abilities. The scenarios details on the following pages are presented in the
Special events format of patient casefiles from Melville City Psychiatric Hospital.
Explains the additional special events that trigger when their With the odd exception, each casefile looks similar to the
symbols (blue, red or green) appear on the movement cards. following image.
Handicap
Modifications to be applied when the number of characters is
lower than five. The handicap scales the difficulty of scenarios.When
playing with 3 characters, both the 3-character and 4-character
handicaps are applied.
List of Scenarios
The following scenarios are included in the following pages. The
have been gathered by name in alphabetical order (ignoring ‘The’
at the start).