Profundum Booklet English Version

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PROFUNDUM STORAGE BOX

Rulebooks

Large Room Tiles

Wound Hatch &


Success Tokens Domain Tokens
Tokens Wall Markers

3D Spawn
Markers
Investigator- Scenario-related
Sanity/Madness Support Tokens
related Tokens Tokens
Tokens

Objective &
Identity Makers Monster- Monster- Rise of Dagon
related Tokens related Tokens Scenario-related
Tokens

Flooded
Markers
Devoured
Effect
Markers
Broken Lock
Markers Devouring Track Blocks & Markers The Oracle’s Betrayal
Scenario-related Tokens

Slowed/
Weakened Markers

01
MUTED HORRORS EASY MODE FOR CHAPTER
VARIANT 1 OF THE BASE GAME
If the game is proving to be too difficult or fiddly, players can make the Change the first investigate action in the “Investigate Actions” section
game easier and decrease setup/upkeep time by not using the devoured on Page 30 to:
effect markers. To use this variant, observe the following instructions:
• During setup, do not place devoured effect markers.
Investigators in the same space with a Clue Token gain:
• When devouring a room, do not place devoured effect markers.
“Investigate: Acquire the Clue Token if there is a success token
• Still place spawn markers as usual.
on it. (Hard mode: Acquire the Clue Token if there are three
Note: Devoured effect placement relating to a specific scenario still success tokens on it.) Otherwise, roll 1 and, if it is a success
needs to be resolved. For example, in Chapter 8 of the base game there’s result, place a success token on the Clue Token.” Note: An
a scenario card called “Ronald Myers” that generates devoured effect investigator can only have one Clue Token.
markers during the game. Players still need to resolve this game effect.

INCREASED CLARIFICATION FOR


STAMINA VARIANT CHAPTER 4
Another variant you may use to ease the level of difficulty is to give each
OF THE BASE GAME
investigator 4 actions instead of 3 per activation. No other rules change.
Change the “Investigate Actions” section on Page 41 to:

Investigators in the same space with William gain: “Investigate:


Let William perform a Move action as an investigator, ignoring
monsters’ trap.”
Investigators in the same space with William gain: “Investigate:
Acquire the Key Marker that is identical to the one in your
current room (not space) from William’s card.” Note: The
investigator and William don’t need to be in the same space
with the Key Marker.
Investigate: Move your figure from anywhere on the board
directly into the space behind the Key Marker that is identical to
yours.
Investigators in the same space with a face-down Memory Token
gain: “Investigate: Flip the Memory Token face up and draw a
scenario card. If the symbol printed on the card is identical to
the Memory Token in your space, draw a new scenario card and
shuffle the first one back into the deck, if possible.”

02
DROWNING IN THE DEPTHS
The Enlightened Day spirals toward the Kadath facility’s airlock, feeling we’re all about to drown.”
its hull crumpling under the pressure of—something—wrapped You and your fellow investigators are trapped in a small section of a
around its circumference. The submersible plows into the strange facility, surrounded by unimaginable terrors. To make matters
docking pad, spinning as metal is mangled and structures worse, the place is quickly flooding and you’re dangerously close to
squeal. Something smacks into your head – drowning. If this is a hallucination, then you need to find a way to wake
You frown. You’re no longer in the submersible. Instead, you’re up. And if it’s not, then you need to find a way to escape. Because, either
standing in a strange facility, its walls strewn with dark horrors way, your mission’s about to end before it begins. Activate the energy
and its floor flooded with a pool of water that’s quickly rising system in the proper order to power up the escape system, then engage
toward your hips. The other members of the crew are with you the escape system itself. Rinse and repeat. But balance your oxygen
as well, looking as perplexed as you. “Where –” you stammer. carefully, because this entire area is flooded and the only way to breathe
is through a few sparse oxygen supply points which will use up vital
“A shared hallucination?” Dr. Asimov murmurs.
energy every time they’re triggered. How long can you hold your breath?
“This water feels real enough,” Samuel says. “Whether it’s a Now’s as good a time as any to find out.
vision or not, we need to get out of here. Otherwise, I have a

GAME BOARD
Assemble the game board as shown below:

24
Oxygen Supply Points

29
1

Random Energy System Markers (face down)

20
Escape System Marker (face down)
17

18

Wall Marker Spawn Marker


9

Escape System Marker: Take out one purple objective marker. Place it
face down in the marked space.
Flooded Section: Every space of the game board is flooded in this scenario.
Thus, to decrease setup and upkeep time, this scenario doesn’t use the
Random Energy System Markers: Take out the three objective markers flooded markers. However, if players prefer to use the flooded markers,
as shown below (1 red, 1 yellow, and 1 green). Shuffle them together place one in each space of the game board.
and randomly place one face down in each marked space.
Note: This scenario decreases the game’s difficulty level by not using the
devoured effect markers. Do not place devoured effect markers during setup
or after devouring a room tile. However, if players prefer to increase the
scenario’s difficulty, you may use the devoured effect markers as usual.

03
ROOM DECK AND DEVOURED DECK
Room deck: 9, 17, 29. Devoured deck: 1, 18, 20, 24.

SPECIAL SETUP
For games with 6 investigators: After choosing investigators during Step For games with 5 investigators: Follow the same steps as described for
2 of setup, shuffle six identity markers numbered 1-6 together. Randomly games with 6 investigators, but only shuffle the five identity markers
deal one to each investigator. Each investigator then sets his/her starting numbered 2-6 together instead.
oxygen level on the drowning dial according to the number on his/her For games with 4 investigators: Each investigator sets his/her starting
identity marker. Lastly, return the identity markers to the game box. oxygen level at “6”.

DEVOURING TRACK
Assemble the devouring track as shown below:

Hazard Effects:

Each investigator restores 3 oxygen. No effect.

SPECIAL RULES

INVESTIGATE ACTIONS
Investigators in the same space with a face-down Energy System Flip the Escape System Marker face up.” (The Escape System can
Marker gain: “Investigate: Flip the Energy System Marker in your only be activated when the Energy System reaches its
space face up. If the marker is red, nothing else happens. If the maximum level.)
marker is yellow, flip it face down unless the red marker is face up at Note: When an Energy System Marker is flipped face down due to
the moment. If the marker is green, flip it face down unless the red other game effects, other markers won’t be affected. (e.g. The red
and yellow markers are both face up at the moment.” (The Energy and yellow markers are face up. If the red one is flipped face down
System needs to be activated in order.) due to a game effect, the yellow one remains face up and is not
When all three Energy System Markers are face up, investigators in affected.)
the same space with the Escape System Marker gain: “Investigate:

When an investigator performs a Rest action in a space containing an • If there’s a monster in the same space with an Energy System Marker or
Oxygen Supply Point, he/she may choose to apply the following the Escape System Marker at the moment, flip that marker face down.
additional effect: “Restore oxygen to your maximum oxygen level • If the three Energy System Markers and the Escape System Marker are
(usually 6) and flip the Energy System Marker with the matching color all face up at the moment, place one success token on the Escape
face down.” (The forced application of the Oxygen System will System Marker. Then shuffle the three Energy System Markers and
drain the energy.) randomly place one face down in each marked space. Lastly, flip the
During the refresh phase, resolve the following effects in order: Escape System Marker face down.

WINNING
There are two success tokens on the Escape System Marker.

04
FACES OF THE SPHERE
How long has your team been trapped in this nightmarish themselves might not be. There’s something else, too. You feel this
otherworld? You’ve lost track. You can feel the place seeping into place plucking at your minds, siphoning out your deepest fears and
your bones, sipping on your mind. It pulls from your memories, hidden darkness. You are about to come face-to-face with the Visage of
your guilt, your inner darkness. You feel it gnawing at you, and your inner torment. Every round a new team member will become a
you know it wants to swallow you whole. For some reason, Visage Investigator, and you must all work together to rid yourselves of
though, you’re still surprised when it makes the things it’s this curse before it’s too late. Can you exorcise these demons from your
consumed real. team before you are all consumed by the darkness chewing on your
souls?
Your team is back in Kadath – or at least it looks like Kadath. Regard-
less, the dangers within its halls are very real, even if the corridors

GAME BOARD
Assemble the game board as shown below:

17 24
Wall Marker

Hatch Marker
27 28 26 21

1
Spawn Marker

18 29 25

Shuffle all the devoured effect markers. Randomly reveal and place a spaces that already contain a spawn marker.
devoured effect marker in each space of every devoured room, excluding

DEVOURED DECK
Devoured deck: 1, 2, 17, 18, 21, 24, 25, 26, 27, 28, 29.

SPECIAL SETUP
After setup, each investigator receives two Identity Markers and three
Objective Markers of the same color. Identity Marker and Objective Marker of the same color.

05
DEVOURING TRACK
Assemble the devouring track as shown below:

Hazard Effects:
If there’s no Visage Investigator in the game, the investigators
win the game.

Roll 1 . The investigator whose Identity Marker’s number using the devoured deck. Lastly, mark the newly spawned monster
matches the die-roll result becomes a Visage Investigator. (If the with one of the new Visage Investigator’s Identity Markers. This
matching investigator is currently a Visage Investigator or the result monster becomes the investigator’s Visage Monster.
doesn’t equal any investigator’s Identity Marker, reroll the .) If all of this investigator’s currently linked monsters have already
Then spawn one of this investigator’s currently linked monsters been spawned, then mark the nearest linked monster to this
and all three of his/her Objective Markers in four different rooms investigator with his/her Identity Marker instead.

SPECIAL RULES
INVESTIGATE ACTIONS
Investigators in the same space with any investigator’s Objective A Visage Investigator in the same space with one of his/her own
Marker gain: “Investigate: Move an Objective Marker in your space Objective Markers gains: “Investigate: Acquire your Objective
to an adjacent space.” Marker.”

After a Visage Investigator performs a Move action, his/her Visage currently linked monsters have already been spawned, then mark the
Monster performs a Move action immediately. After a Visage Investiga- nearest linked monster to this investigator with his/her Identity Marker
tor performs an Attack action, his/her Visage Monster performs an instead.
Attack action immediately. After a Visage Investigator performs an
At the end of each game round, every Objective Marker on the board
action other than the Move, Attack, or Rest actions, his/her Visage
moves 1 space toward its corresponding investigator.
Monster performs a Special action immediately (if able).
After a Visage Investigator has acquired all three of his/her Objective
After a Visage Investigator’s Visage Monster is killed, immediately
Markers on the board, he/she is no longer a Visage Investigator and
spawn one of his/her currently linked monsters and mark it with his/her
becomes a normal investigator. (At least until the next time he/she
Identity Marker. This newly spawned monster becomes this investiga- turns into a Visage Investigator from the hazard effect.) Take back
tor’s new Visage Monster. (Note: An investigator’s linked monster will his/her Identity Marker from his/her Visage Monster. The monster
change during every refresh phase.) If all of this Visage Investigator’s becomes a normal monster.

LOSING
BEFORE resolving the hazard effect during the devour phase, every
investigator is a Visage Investigator.

WINNING
When resolving the hazard effect, there is no Visage Investigator in
the game.
You shimmer and shiver as you are divided in two. Your friends horror at these hideous, tragic versions of yourselves as they
scream, too, as the Visages of their darkness extricate them- moan and writhe before you. Then they begin to… flicker. Fade.
selves, becoming their own corporeal presences. You all stare in

06

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