diff --git a/translations/ru/cycles.json b/translations/ru/cycles.json index 672586693..434f20727 100644 --- a/translations/ru/cycles.json +++ b/translations/ru/cycles.json @@ -49,7 +49,7 @@ }, { "code": "tic", - "name": "The Innsmouth Conspiracy" + "name": "Заговор в Инсмуте" }, { "code": "tsk", diff --git a/translations/ru/pack/eoe/eoec.json b/translations/ru/pack/eoe/eoec.json index 7e1234928..969cab6c9 100644 --- a/translations/ru/pack/eoe/eoec.json +++ b/translations/ru/pack/eoe/eoec.json @@ -1210,7 +1210,7 @@ { "code": "08643", "name": "Пробуждённый Старец", - "text": "Охотник.\nОбязательно — Когда этот враг начинает с вами сражаться: Положите на него 1 ключ под вашим контролем. Когда «Пробуждённый Старец» покидает игру, положите тот ключ на его локацию.\nОбязательно — Когда сыщик в локации этого врага берёт под контроль ключ: Этот враг разворачивается, начинает сражаться и атакует того сыщика.", + "text": "Охотник.\nОбязательно — Когда этот враг начинает с вами сражаться: Положите на него 1 ключ под вашим контролем. Когда «Пробуждённый Старец» покидает игру, положите тот ключ на его локацию.\nОбязательно — Когда сыщик в локации этого врага берёт под контроль ключ: Этот враг разворачивается, начинает сражаться и атакует того сыщика.", "traits": "Монстр. Старец." }, { diff --git a/translations/ru/pack/fhv/fhvc.json b/translations/ru/pack/fhv/fhvc.json index 7ba018566..451291c43 100644 --- a/translations/ru/pack/fhv/fhvc.json +++ b/translations/ru/pack/fhv/fhvc.json @@ -143,7 +143,7 @@ "code": "10697", "name": "Ривер Хоуторн", "subname": "Большая шишка в Нью-Йорке", - "text": "Пока эта карта под вашим контролем, у вас +1 [willpower].\n][action]: Переговоры. Пройдите проверку [willpower] или [intellect] (3). При успехе ([codex] 5).\nОбязательно — После того как «Ривер Хоуторн» побеждена: Отложите её в сторону, вне игры. Снизьте её уровень доверия в журнале кампании.", + "text": "Пока эта карта под вашим контролем, у вас +1 [willpower].\n[action]: Переговоры. Пройдите проверку [willpower] или [intellect] (3). При успехе ([codex] 5).\nОбязательно — После того как «Ривер Хоуторн» побеждена: Отложите её в сторону, вне игры. Снизьте её уровень доверия в журнале кампании.", "traits": "Житель." }, { diff --git a/translations/ru/pack/investigator/nat.json b/translations/ru/pack/investigator/nat.json index 4595bb130..ad642cdbe 100644 --- a/translations/ru/pack/investigator/nat.json +++ b/translations/ru/pack/investigator/nat.json @@ -160,7 +160,7 @@ { "code": "60127", "name": "Боксёрские перчатки", - "text": "У вас +2 [combat] в бою.\n[reaction] После того как вы победили врага, поверните «Боксёрские перчатки»: Найдите среди 9 верхних карт своей колоды 1 событие-дух и добавьте его себе на руку. Перемешайте свою колоду.", + "text": "У вас +2 [combat] в бою.\n[reaction] После того как вы победили врага, поверните «Боксёрские перчатки»: Найдите среди 9 верхних карт своей колоды 1 событие-[[дух]] и добавьте его себе на руку. Перемешайте свою колоду.", "traits": "Вещь. Оружие.", "slot": "Рука ×2" }, diff --git a/translations/ru/pack/side/guardians_encounter.json b/translations/ru/pack/side/guardians_encounter.json index f7ffa7a52..0a1aeb0f8 100644 --- a/translations/ru/pack/side/guardians_encounter.json +++ b/translations/ru/pack/side/guardians_encounter.json @@ -430,7 +430,7 @@ { "code": "83051", "name": "Сонливость", - "text": "Раскрытие — Введите «Сонливость» в игру в свою зону угрозы, если там ещё нет экземпляра этой карты (если есть, то сбросьте «Сонливость» и считайте, что у неё есть Наплыв).\nОбязательно — Когда начинается ваш ход: Пройдите проверку (2). При провале потеряйте 1 действие.\n[reaction] После того как сила Бездны снижена: Сбросьте «Сонливость».", + "text": "Раскрытие — Введите «Сонливость» в игру в свою зону угрозы, если там ещё нет экземпляра этой карты (если есть, то сбросьте «Сонливость» и считайте, что у неё есть Наплыв).\nОбязательно — Когда начинается ваш ход: Пройдите проверку [willpower] (2). При провале потеряйте 1 действие.\n[reaction] После того как сила Бездны снижена: Сбросьте «Сонливость».", "traits": "Проклятие. Бездна." }, { diff --git a/translations/ru/pack/tde/tsh_encounter.json b/translations/ru/pack/tde/tsh_encounter.json index 1cd4dabdf..d6ba57c57 100644 --- a/translations/ru/pack/tde/tsh_encounter.json +++ b/translations/ru/pack/tde/tsh_encounter.json @@ -3,7 +3,7 @@ "code": "06168", "name": "Тысяча кошмарных форм", "text": "Лёгкий / Обычный\n[skull]: -1 (или −3, если вы в локации-[[кладбище]]).\n[cultist]: Вытяните ещё один жетон. При провале, если «Неименуемое» в игре, оно вас атакует (в какой локации оно бы ни находилось).\n[tablet]: +2. Чёрный кот устраивает переполох. Если эта проверка успешна, выберите в любой локации врага, чьё значение боя равно X или ниже, и уйдите от него (X равен числу единиц, на которое превышена сложность).\n[elder_thing]: -2. При провале вы должны либо положить 1 свою улику в вашу локацию, либо получить 1 ужас.", - "back_text": "Сложный / Экстремальный\n[skull]: -2 (или −4, если вы в локации-[[кладбище]]).\n[cultist]: Вытяните ещё один жетон. При провале, если «Неименуемое» в игре, оно вас атакует (в какой локации оно бы ни находилось).\n[tablet]: +1. ёрный кот устраивает переполох. Если эта проверка успешна, выберите в любой локации врага, чьё значение боя равно X или ниже, и уйдите от него (X равен числу единиц, на которое превышена сложность).\n[elder_thing]: -3. При провале вы должны либо положить 1 свою улику в вашу локацию, либо получить 1 ужас." + "back_text": "Сложный / Экстремальный\n[skull]: -2 (или −4, если вы в локации-[[кладбище]]).\n[cultist]: Вытяните ещё один жетон. При провале, если «Неименуемое» в игре, оно вас атакует (в какой локации оно бы ни находилось).\n[tablet]: +1. Чёрный кот устраивает переполох. Если эта проверка успешна, выберите в любой локации врага, чьё значение боя равно X или ниже, и уйдите от него (X равен числу единиц, на которое превышена сложность).\n[elder_thing]: -3. При провале вы должны либо положить 1 свою улику в вашу локацию, либо получить 1 ужас." }, { "code": "06169a", @@ -37,7 +37,7 @@ }, { "code": "06172", - "flavor": "ы всё ещё не до конца понимаете, что именно должны найти в старом доме, но Рэндольф настаивает, что нужно отыскать «ключ». Похоже, другого выхода нет: придётся обыскать дом и действовать по обстоятельствам.", + "flavor": "Вы всё ещё не до конца понимаете, что именно должны найти в старом доме, но Рэндольф настаивает, что нужно отыскать «ключ». Похоже, другого выхода нет: придётся обыскать дом и действовать по обстоятельствам.", "name": "В поисках Неименуемого", "text": "Цель — Изучите дом, чтобы найти путь в Мир грёз. (Найдите и выполните указание «Цель» на другой карте сценария.)", "back_name": "В глубины", diff --git a/translations/ru/pack/tic/def.json b/translations/ru/pack/tic/def.json index 539f0c17b..0618ae973 100644 --- a/translations/ru/pack/tic/def.json +++ b/translations/ru/pack/tic/def.json @@ -1,70 +1,193 @@ [ { "code": "07152", + "cost": 2, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Bryce Cook", "name": "Keen Eye", + "pack_code": "def", + "position": 152, + "quantity": 2, + "skill_combat": 1, + "skill_intellect": 1, "text": "[free] Spend 2 resources: You get +1 [intellect] until the end of the phase.\n[free] Spend 2 resources: You get +1 [combat] until the end of the phase.", - "traits": "Talent." + "traits": "Talent.", + "type_code": "asset", + "xp": 0 }, { "code": "07153", + "cost": 1, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Imad Awan", "name": "Radiant Smite", + "pack_code": "def", + "position": 153, + "quantity": 2, + "skill_combat": 1, + "skill_willpower": 1, + "tags": "se.", "text": "Fight. You may use [willpower] instead of [combat] for this attack. When you initiate this attack, search the chaos bag for up to 3 [bless] tokens, and seal them here. For each [bless] token sealed on Radiant Smite, you get +1 skill value and deal +1 damage for this attack. If this attack defeats the attacked enemy, return the sealed tokens to the token pool. Otherwise, release them.", - "traits": "Spell. Spirit. Blessed." + "traits": "Spell. Spirit. Blessed.", + "type_code": "event", + "xp": 1 }, { "code": "07154", + "cost": 1, + "deck_limit": 2, + "faction_code": "seeker", + "illustrator": "Greg Bobrowski", "name": "The Truth Beckons", + "pack_code": "def", + "position": 154, + "quantity": 2, + "skill_agility": 1, + "skill_intellect": 1, "text": "Play only if you are not engaged with an enemy.\nMove. Choose an unrevealed location. Move (one location at a time) along the shortest path toward that location, until you enter that location. End this effect if you reveal a location, if an enemy engages you, or if your movement is blocked.", - "traits": "Insight." + "traits": "Insight.", + "type_code": "event", + "xp": 0 }, { "code": "07155", + "cost": 2, + "deck_limit": 2, + "faction_code": "seeker", + "illustrator": "Romana Kendelic", "name": "Gaze of Ouraxsh", + "pack_code": "def", + "position": 155, + "quantity": 2, + "skill_agility": 1, + "skill_combat": 1, "text": "Reveal 7 random chaos tokens from the chaos bag. Deal a total of 1 damage plus 1 additional damage for each [curse] or [auto_fail] token revealed, divided as you choose among enemies at your location. This action does not provoke attacks of opportunity.", - "traits": "Spell. Cursed." + "traits": "Spell. Cursed.", + "type_code": "event", + "xp": 2 }, { "code": "07156", + "cost": 1, + "deck_limit": 2, + "faction_code": "rogue", + "health": 2, + "illustrator": "Henning Ludvigsen", "name": "Priest of Two Faiths", + "pack_code": "def", + "position": 156, + "quantity": 2, + "sanity": 2, + "skill_agility": 1, + "slot": "Ally", "text": "[reaction] After Priest of Two Faiths enters play: Add 3 [bless] tokens to the chaos bag.\nForced - At the end of the upkeep phase: You must either add 1 [curse] token to the chaos bag or discard Priest of Two Faiths.", "traits": "Ally. Blessed. Cursed.", - "slot": "Ally" + "type_code": "asset", + "xp": 1 }, { "code": "07157", + "cost": 3, + "deck_limit": 2, + "faction_code": "rogue", + "illustrator": "Alexandr Elichev", "name": "Under Surveillance", + "pack_code": "def", + "position": 157, + "quantity": 2, + "skill_agility": 1, + "skill_intellect": 1, "text": "Attach to your location. Limit 1 per location.\nForced - After a non-[[Elite]] enemy enters attached location, discard Under Surveillance: Automatically evade that enemy and discover 1 clue at attached location. That enemy does not ready during the next upkeep phase.", - "traits": "Tactic. Trap." + "traits": "Tactic. Trap.", + "type_code": "event", + "xp": 1 }, { "code": "07158", + "cost": 2, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Shane Watson", "name": "Blood Pact", + "pack_code": "def", + "position": 158, + "quantity": 2, + "skill_combat": 1, + "skill_willpower": 1, "text": "[free] Add 1 doom to Blood Pact: You get +2 [willpower] for this skill test. (Limit once per test.)\n[free] Add 1 doom to Blood Pact: You get +2 [combat] for this skill test. (Limit once per test.)", - "traits": "Spell. Pact." + "traits": "Spell. Pact.", + "type_code": "asset", + "xp": 0 }, { "code": "07159", + "cost": 2, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Dimitri Bielak", "name": "Abyssal Tome", + "pack_code": "def", + "position": 159, + "quantity": 2, + "skill_combat": 1, + "skill_intellect": 1, + "slot": "Hand", "text": "[action] Exhaust Abyssal Tome: Fight. You may use either [intellect] or [willpower] for this attack, instead of [combat]. When you initiate this attack, you may place 1 doom on Abyssal Tome (to a maximum of 3). You get +1 skill value and deal +1 damage for this attack for each doom on Abyssal Tome.", "traits": "Item. Tome.", - "slot": "Hand" + "type_code": "asset", + "xp": 2 }, { "code": "07160", + "cost": 0, + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "Adam S. Doyle", "name": "Butterfly Effect", + "pack_code": "def", + "position": 160, + "quantity": 2, + "skill_wild": 1, "text": "Fast. Play when a chaos token with a symbol is revealed during a skill test at your location (before resolving its effects).\nYou or the performing investigator may either commit a card to this skill test, or return a card they committed to this test to their hand.", - "traits": "Paradox. Blessed. Cursed." + "traits": "Paradox. Blessed. Cursed.", + "type_code": "event", + "xp": 1 }, { "code": "07161", + "cost": 1, + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "Matt Stawicki", "name": "Third Time's a Charm", + "pack_code": "def", + "position": 161, + "quantity": 2, + "skill_agility": 1, + "skill_combat": 1, + "skill_willpower": 1, "text": "Fast. Play when a skill test at your location begins.\nTwice during this test, when an investigator reveals a chaos token, they may cancel it, return it to the chaos bag, and reveal a new chaos token.", - "traits": "Spirit." + "traits": "Spirit.", + "type_code": "event", + "xp": 2 }, { "code": "07162", + "cost": 1, + "deck_limit": 2, + "faction_code": "neutral", + "illustrator": "Imad Awan", "name": "Manipulate Destiny", + "pack_code": "def", + "position": 162, + "quantity": 2, + "skill_wild": 1, + "tags": "hd.", "text": "Reveal tokens from the chaos bag until you reveal a [curse], [auto_fail], [bless], or [elder_sign] token. If you revealed...\n- ...a [curse] or [auto_fail] token, deal 2 damage to an enemy at your location.\n- ...a [bless] or [elder_sign] token, heal 2 damage from an investigator or [[Ally]] asset at your location.\nThis action does not provoke attacks of opportunity.", - "traits": "Spell." + "traits": "Spell.", + "type_code": "event", + "xp": 2 } ] diff --git a/translations/ru/pack/tic/def_encounter.json b/translations/ru/pack/tic/def_encounter.json index f07fd1354..872f10166 100644 --- a/translations/ru/pack/tic/def_encounter.json +++ b/translations/ru/pack/tic/def_encounter.json @@ -1,232 +1,598 @@ [ { + "back_text": "Hard / Expert\n[skull]: -X. X is 1 more than the number of keys the investigators control.\n[cultist]: -3. If this is an attack or evasion attempt against a [[Deep One]] enemy, it engages you. (If it is already engaged with you, it disengages first, then re-engages you.)\n[tablet]: -4. If you are not in a vehicle, take 1 damage.\n[elder_thing]: -5. If your location has a key on it, take 1 horror.", "code": "07163", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 1, + "faction_code": "mythos", "name": "Devil Reef", + "pack_code": "def", + "position": 163, + "quantity": 1, "text": "Easy / Standard\n[skull]: -X. X is the number of keys the investigators control.\n[cultist]: -2. If you fail and this is an attack or evasion attempt against a [[Deep One]] enemy, it engages you. (If it is already engaged with you, it disengages first, then re-engages you.)\n[tablet]: -3. If you fail and you are not in a vehicle, take 1 damage.\n[elder_thing]: -4. If you fail and your location has a key on it, take 1 horror.", - "back_text": "Hard / Expert\n[skull]: -X. X is 1 more than the number of keys the investigators control.\n[cultist]: -3. If this is an attack or evasion attempt against a [[Deep One]] enemy, it engages you. (If it is already engaged with you, it disengages first, then re-engages you.)\n[tablet]: -4. If you are not in a vehicle, take 1 damage.\n[elder_thing]: -5. If your location has a key on it, take 1 horror." + "type_code": "scenario" }, { + "back_link": "07164b", "code": "07164", + "doom": 9, + "encounter_code": "devil_reef", + "encounter_position": 2, + "faction_code": "mythos", "flavor": "The sailors along the docks of Innsmouth eye you with suspicion as you depart. The lighthouse beacon at the top of the nearby cliffside provides your only illumination as you head deeper into the fog.", + "illustrator": "Mark Molnar", "name": "Secrets of the Sea (v. I)", - "text": "As an additional cost for you to move from one [[Ocean]] location to another while not in a vehicle, you must spend 2 actions.\nForced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded location, partially flooded location, or a vehicle during your turn, take 5 direct damage." + "pack_code": "def", + "position": 164, + "quantity": 1, + "stage": 1, + "text": "As an additional cost for you to move from one [[Ocean]] location to another while not in a vehicle, you must spend 2 actions.\nForced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded location, partially flooded location, or a vehicle during your turn, take 5 direct damage.", + "type_code": "agenda" }, { "code": "07164b", + "encounter_code": "devil_reef", + "encounter_position": 2, + "enemy_damage": 2, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", "flavor": "\"It's got us in its grip! It ain't goin' nowhere. Now's your chance!\"", + "health": 6, + "hidden": true, + "illustrator": "Mark Winters", + "is_unique": true, "name": "The Terror of Devil Reef", + "pack_code": "def", + "position": 164, + "quantity": 1, "subname": "Grasping Abomination", "text": "Spawn - Fishing Vessel's location.\nHunter. Massive. Retaliate.\nThe Terror of Devil Reef cannot enter [[Cave]] locations.\nThe Terror of Devil Reef gets +3 [per_investigator] health.", - "traits": "Monster. Elite." + "traits": "Monster. Elite.", + "type_code": "enemy", + "victory": 1 }, { + "back_link": "07165b", "code": "07165", + "doom": 9, + "encounter_code": "devil_reef", + "encounter_position": 3, + "faction_code": "mythos", "flavor": "The sailors along the docks of Innsmouth eye you with suspicion as you depart. The lighthouse beacon at the top of the nearby cliffside provides your only illumination as you head deeper into the fog.", + "illustrator": "Mark Molnar", "name": "Secrets of the Sea (v. II)", - "text": "As an additional cost for you to move from one [[Ocean]] location to another while not in a vehicle, you must spend 2 actions.\nForced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded location, partially flooded location, or a vehicle during your turn, take 5 direct damage." + "pack_code": "def", + "position": 165, + "quantity": 1, + "stage": 1, + "text": "As an additional cost for you to move from one [[Ocean]] location to another while not in a vehicle, you must spend 2 actions.\nForced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded location, partially flooded location, or a vehicle during your turn, take 5 direct damage.", + "type_code": "agenda" }, { "code": "07165b", + "encounter_code": "devil_reef", + "encounter_position": 3, + "enemy_damage": 2, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 6, + "hidden": true, + "illustrator": "Mark Winters", + "is_unique": true, "name": "The Terror of Devil Reef", + "pack_code": "def", + "position": 165, + "quantity": 1, "subname": "Writhing in the Deep", "text": "Spawn - Fishing Vessel's location.\nHunter. Massive. Retaliate.\nThe Terror of Devil Reef cannot enter [[Cave]] locations.\nForced - When The Terror of Devil Reef would be defeated: Instead, remove all damage from it and exhaust it. It cannot ready for the remainder of the round (including the upkeep phase).", - "traits": "Monster. Elite." + "traits": "Monster. Elite.", + "type_code": "enemy" }, { + "back_flavor": "\"We've gotta pull back!\" Mr. Moore shouts over the roar of the waves. \"The sea's too rough, and the tide's gettin' worse by the minute! Stay out here any longer an' we'll capsize fer sure!\"\nYou protest, but the captain is right. The weather has gotten so bad Mr. Moore can barely control the ship. Worse yet, in just a matter of hours the tide has begun to swallow the coastal islands, leaving little for you to investigate. You nod to the captain, frustrated. This will have to do for now.", + "back_name": "Triumph of the Waves", + "back_text": "Record in your Campaign Log the tide has grown stronger.\n(→R1)", "code": "07166", + "doom": 9, + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 4, + "faction_code": "mythos", "flavor": "Now you know why none dare venture near the black reefs. It's not just the strange sightings on the islands - there is something far older and more horrifying that dwells under the waves...", + "illustrator": "Mark Molnar", "name": "The Devil of the Depths", + "pack_code": "def", + "position": 166, + "quantity": 1, + "stage": 2, "text": "As an additional cost for you to move from one [[Ocean]] location to another while not in a vehicle, you must spend 2 actions.\nForced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded location, partially flooded location, or a vehicle during your turn, take 5 direct damage.", - "back_name": "Triumph of the Waves", - "back_flavor": "\"We've gotta pull back!\" Mr. Moore shouts over the roar of the waves. \"The sea's too rough, and the tide's gettin' worse by the minute! Stay out here any longer an' we'll capsize fer sure!\"\nYou protest, but the captain is right. The weather has gotten so bad Mr. Moore can barely control the ship. Worse yet, in just a matter of hours the tide has begun to swallow the coastal islands, leaving little for you to investigate. You nod to the captain, frustrated. This will have to do for now.", - "back_text": "Record in your Campaign Log the tide has grown stronger.\n(→R1)" + "type_code": "agenda" }, { + "back_flavor": "Confident that you've found enough evidence of the Order's activities, you head back to the coast. You'd much rather continue your investigation on dry land.", + "back_name": "Secrets Uncovered", + "back_text": "(→R1)", + "clues": null, "code": "07167", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 5, + "faction_code": "mythos", "flavor": "Somewhere in these accursed reefs, the Esoteric Order of Dagon is hiding something big... but what?", + "illustrator": "Alan Dillingham", "name": "Reef of Mysteries", + "pack_code": "def", + "position": 167, + "quantity": 1, + "stage": 1, "text": "Keys can only be claimed from [[Y'ha-nthlei]] locations using the [free] ability on those locations.\nObjective - Find and claim as many of the following keys as you can from [[Y'ha-nthlei]] locations (purple, white, and black). If you control all 3 of these keys, advance.", - "back_name": "Secrets Uncovered", - "back_flavor": "Confident that you've found enough evidence of the Order's activities, you head back to the coast. You'd much rather continue your investigation on dry land.", - "back_text": "(→R1)" + "type_code": "act" }, { + "back_text": "Churning Waters enters play fully flooded (even while it is unrevealed).", + "back_flavor": "\"And far out at sea, despite a high tide, I glimpsed a long, black line scarcely rising above the water yet carrying a suggestion of odd latent malignancy.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "clues": 0, "code": "07168", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 6, + "faction_code": "mythos", + "illustrator": "Adam Lane", "name": "Churning Waters", + "pack_code": "def", + "position": 168, + "quantity": 1, + "shroud": 6, "text": "[action] If you are in the Fishing Vessel: Resign. Each investigator in the Fishing Vessel resigns. Remove Fishing Vessel from the game. Each resigning investigator places each of their purple, black, or white keys on the current act. All other investigators are left to fend for themselves.", "traits": "Ocean.", - "back_flavor": "\"And far out at sea, despite a high tide, I glimpsed a long, black line scarcely rising above the water yet carrying a suggestion of odd latent malignancy.\" - H. P. Lovecraft, The Shadow over Innsmouth", - "back_text": "Churning Waters enters play fully flooded (even while it is unrevealed)." + "type_code": "location" }, { + "back_flavor": "\"...as I glimpsed it I could not help thinking of all the hideous legends I had heard in the last twenty-four hours - legends which portrayed this ragged rock as a veritable gateway to realms of unfathomed horror and inconceivable abnormality.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jorge Ramos Márquez", + "back_name": "Devil Reef", + "clues": 0, "code": "07169", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 7, + "faction_code": "mythos", + "illustrator": "Ryan Barger", "name": "Lonely Isle", + "pack_code": "def", + "position": 169, + "quantity": 1, + "shroud": 5, "text": "Forced - After Lonely Isle is revealed: Put 2 random set-aside Tidal Tunnels into play, each adjacent to Lonely Isle (but not to one another).", "traits": "Ocean. Island.", - "back_name": "Devil Reef", - "back_flavor": "\"...as I glimpsed it I could not help thinking of all the hideous legends I had heard in the last twenty-four hours - legends which portrayed this ragged rock as a veritable gateway to realms of unfathomed horror and inconceivable abnormality.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"...as I glimpsed it I could not help thinking of all the hideous legends I had heard in the last twenty-four hours - legends which portrayed this ragged rock as a veritable gateway to realms of unfathomed horror and inconceivable abnormality.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jorge Ramos Márquez", + "back_name": "Devil Reef", + "clues": 0, "code": "07170", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 8, + "faction_code": "mythos", + "illustrator": "Carlos Palma Cruchaga", "name": "Hidden Cove", + "pack_code": "def", + "position": 170, + "quantity": 1, + "shroud": 3, "text": "Forced - After you reveal Hidden Cove: Put 1 set-aside Tidal Tunnel into play adjacent to Hidden Cove, then put 1 set-aside Unfathomable Depths into play adjacent to that Tidal Tunnel.", "traits": "Ocean. Island.", - "back_name": "Devil Reef", - "back_flavor": "\"...as I glimpsed it I could not help thinking of all the hideous legends I had heard in the last twenty-four hours - legends which portrayed this ragged rock as a veritable gateway to realms of unfathomed horror and inconceivable abnormality.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"...as I glimpsed it I could not help thinking of all the hideous legends I had heard in the last twenty-four hours - legends which portrayed this ragged rock as a veritable gateway to realms of unfathomed horror and inconceivable abnormality.\"\n- H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jorge Ramos Márquez", + "back_name": "Devil Reef", + "clues": 0, "code": "07171", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 9, + "faction_code": "mythos", + "illustrator": "Dual Brush Studios", "name": "Waveworn Island", + "pack_code": "def", + "position": 171, + "quantity": 1, + "shroud": 4, "text": "Forced - After you reveal Waveworn Island: Increase its flood level. Put 1 random set-aside Unfathomable Depths and 2 random set-aside Tidal Tunnels into play, each adjacent to Waveworn Island (but not to one another).", "traits": "Ocean. Island.", - "back_name": "Devil Reef", - "back_flavor": "\"...as I glimpsed it I could not help thinking of all the hideous legends I had heard in the last twenty-four hours - legends which portrayed this ragged rock as a veritable gateway to realms of unfathomed horror and inconceivable abnormality.\"\n- H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"...as I glimpsed it I could not help thinking of all the hideous legends I had heard in the last twenty-four hours - legends which portrayed this ragged rock as a veritable gateway to realms of unfathomed horror and inconceivable abnormality.\"\n- H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jorge Ramos Márquez", + "back_name": "Devil Reef", + "clues": 0, "code": "07172", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 10, + "faction_code": "mythos", + "illustrator": "David Frasheski", "name": "Salt Marshes", + "pack_code": "def", + "position": 172, + "quantity": 1, + "shroud": 4, "text": "[action] If you control the purple key: Look at the revealed side of any Tidal Tunnels or Unfathomable Depths location in play. (Group limit once per game.)\nForced - After you reveal Salt Marshes: Increase its flood level. Put 1 random set-aside Tidal Tunnel into play adjacent to Salt Marshes.", "traits": "Ocean. Island.", - "back_name": "Devil Reef", - "back_flavor": "\"...as I glimpsed it I could not help thinking of all the hideous legends I had heard in the last twenty-four hours - legends which portrayed this ragged rock as a veritable gateway to realms of unfathomed horror and inconceivable abnormality.\"\n- H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"...as I glimpsed it I could not help thinking of all the hideous legends I had heard in the last twenty-four hours - legends which portrayed this ragged rock as a veritable gateway to realms of unfathomed horror and inconceivable abnormality.\"\n- H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jorge Ramos Márquez", + "back_name": "Devil Reef", + "clues": 0, "code": "07173", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 11, + "faction_code": "mythos", + "illustrator": "Emilio Rodriguez", "name": "Black Reef", + "pack_code": "def", + "position": 173, + "quantity": 1, + "shroud": 2, "text": "Forced - After you reveal Black Reef: Increase its flood level. Put 2 random set-aside Tidal Tunnels into play, each adjacent to Black Reef (but not to one another). Then, put 1 random set-aside Unfathomable Depths into play adjacent to both of those Tidal Tunnels.", "traits": "Ocean. Island.", - "back_name": "Devil Reef", - "back_flavor": "\"...as I glimpsed it I could not help thinking of all the hideous legends I had heard in the last twenty-four hours - legends which portrayed this ragged rock as a veritable gateway to realms of unfathomed horror and inconceivable abnormality.\"\n- H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 1, "code": "07174a", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 12, + "faction_code": "mythos", + "illustrator": "Álvaro Calvo Escudero", "name": "Bootlegger's Hideaway", + "pack_code": "def", + "position": 174, + "quantity": 1, + "shroud": 4, "text": "Forced - After Bootlegger's Hideaway is revealed: Randomly choose 1 of the set-aside facedown keys and place it on Bootlegger's Hideaway without looking at it.\n[action] If you control the white key: Draw 3 cards. (Group limit once per game.)", "traits": "Cave.", - "back_name": "Tidal Tunnel", - "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward..." + "type_code": "location", + "victory": 1 }, { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 1, "code": "07174b", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 13, + "faction_code": "mythos", + "illustrator": "Álvaro Calvo Escudero", "name": "Bootlegger's Hideaway", + "pack_code": "def", + "position": 174, + "quantity": 1, + "shroud": 4, "text": "Forced - After Bootlegger's Hideaway is revealed: Randomly choose 1 of the set-aside facedown keys and place it on Bootlegger's Hideaway without looking at it.\n[action] If you control the black key: Gain 5 resources. (Group limit once per game.)", "traits": "Cave.", - "back_name": "Tidal Tunnel", - "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward..." + "type_code": "location", + "victory": 1 }, { + "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\"\n- H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Frej Agelii", + "back_name": "Unfathomable Depths", + "clues": 1, "code": "07175a", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 14, + "faction_code": "mythos", + "illustrator": "Andrew Olson", "name": "Deep One Grotto", + "pack_code": "def", + "position": 175, + "quantity": 1, + "shroud": 4, "text": "Forced - After this location is revealed: Increase its flood level. Place the set-aside purple key on it.\n[free] If investigators at this location control both the red key and the blue key and spend 2 [per_investigator] clues, as a group: Take control of the purple key and read Flashback IX in the Campaign Guide.", "traits": "Cave. Y'ha-nthlei.", - "back_name": "Unfathomable Depths", - "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\"\n- H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Frej Agelii", + "back_name": "Unfathomable Depths", + "clues": 2, "code": "07175b", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 15, + "faction_code": "mythos", + "illustrator": "Andrew Olson", "name": "Deep One Grotto", - "text": "Forced - After this location is revealed: Increase its flood level. Place the set-aside purple key on it.\n[free] If investigators at this location control both the green key and the yellow key and spend 3 [per_investigator] clues, as a group: Take control of the purple key and read Flashback IXin the Campaign Guide.", + "pack_code": "def", + "position": 175, + "quantity": 1, + "shroud": 2, + "text": "Forced - After this location is revealed: Increase its flood level. Place the set-aside purple key on it.\n[free] If investigators at this location control both the green key and the yellow key and spend 3 [per_investigator] clues, as a group: Take control of the purple key and read Flashback IX in the Campaign Guide.", "traits": "Cave. Y'ha-nthlei.", - "back_name": "Unfathomable Depths", - "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\"\n - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Frej Agelii", + "back_name": "Unfathomable Depths", + "clues": 1, "code": "07176a", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 16, + "faction_code": "mythos", + "illustrator": "Stanislav Dikolenko", "name": "Cyclopean Ruins", + "pack_code": "def", + "position": 176, + "quantity": 1, + "shroud": 3, "text": "Forced - After this location is revealed: It becomes fully flooded. Place the set-aside white key on it.\n[free] If investigators at this location control both the red key and the yellow key and spend 2 [per_investigator] clues, as a group: Take control of the white key and read Flashback X in the Campaign Guide.", "traits": "Cave. Y'ha-nthlei.", - "back_name": "Unfathomable Depths", - "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\"\n - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Frej Agelii", + "back_name": "Unfathomable Depths", + "clues": 2, "code": "07176b", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 17, + "faction_code": "mythos", + "illustrator": "Stanislav Dikolenko", "name": "Cyclopean Ruins", + "pack_code": "def", + "position": 176, + "quantity": 1, + "shroud": 1, "text": "Forced - After this location is revealed: It becomes fully flooded. Place the set-aside white key on it.\n[free] If investigators at this location control both the blue key and the green key and spend 3 [per_investigator] clues, as a group: Take control of the white key and read Flashback X in the Campaign Guide.", "traits": "Cave. Y'ha-nthlei.", - "back_name": "Unfathomable Depths", - "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Frej Agelii", + "back_name": "Unfathomable Depths", + "clues": 1, "code": "07177a", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 18, + "faction_code": "mythos", + "illustrator": "Vlad Ricean", "name": "Temple of the Union", + "pack_code": "def", + "position": 177, + "quantity": 1, + "shroud": 5, "text": "Forced - After this location is revealed: Place the set-aside black key on it.\n[free] If investigators at this location control both the red key and the green key and spend 2 [per_investigator] clues, as a group: Take control of the black key and read Flashback XI in the Campaign Guide.", "traits": "Cave. Y'ha-nthlei.", - "back_name": "Unfathomable Depths", - "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Frej Agelii", + "back_name": "Unfathomable Depths", + "clues": 2, "code": "07177b", + "double_sided": true, + "encounter_code": "devil_reef", + "encounter_position": 19, + "faction_code": "mythos", + "illustrator": "Vlad Ricean", "name": "Temple of the Union", + "pack_code": "def", + "position": 177, + "quantity": 1, + "shroud": 3, "text": "Forced - After this location is revealed: Place the set-aside black key on it.\n[free] If investigators at this location control both the blue key and the yellow key and spend 3 [per_investigator] clues, as a group: Take control of the black key and read Flashback XI in the Campaign Guide.", "traits": "Cave. Y'ha-nthlei.", - "back_name": "Unfathomable Depths", - "back_flavor": "\"They had all kinds o' cities on the sea-bottom, an' this island was heaved up from thar.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { "code": "07178", + "cost": null, + "encounter_code": "devil_reef", + "encounter_position": 20, + "faction_code": "neutral", + "illustrator": "Carlos Palma Cruchaga", "name": "Fishing Vessel", + "pack_code": "def", + "position": 178, + "quantity": 1, "text": "Vehicle.\nWhile you are in this vehicle, treat your location as if it were unflooded.\n[action]: Move Fishing Vessel to a connecting [[Ocean]] location.", - "traits": "Vehicle." + "traits": "Vehicle.", + "type_code": "asset" }, { "code": "07179", + "cost": 1, + "deck_limit": 1, + "encounter_code": "devil_reef", + "encounter_position": 21, + "faction_code": "neutral", + "illustrator": "Nino Vecia", "name": "Waveworn Idol", + "pack_code": "def", + "position": 179, + "quantity": 1, + "sanity": 2, + "skill_intellect": 1, + "skill_wild": 1, "text": "[reaction] After your location's flood level changes, or after a [[Deep One]] enemy spawns at your location, exhaust Waveworn Idol: Immediately take an action as if it were your turn (this action does not count toward the number of actions you can take each turn).", - "traits": "Item. Relic." + "traits": "Item. Relic.", + "type_code": "asset" }, { "code": "07180", + "cost": 1, + "deck_limit": 1, + "encounter_code": "devil_reef", + "encounter_position": 22, + "faction_code": "neutral", + "health": 2, + "illustrator": "Nino Vecia", "name": "Awakened Mantle", + "pack_code": "def", + "position": 180, + "quantity": 1, + "skill_agility": 1, + "skill_wild": 1, "text": "[free] If your location is flooded, exhaust Awakened Mantle: Move to a connecting location that is also flooded.", - "traits": "Item. Relic. Clothing." + "traits": "Item. Relic. Clothing.", + "type_code": "asset" }, { "code": "07181", + "cost": 1, + "deck_limit": 1, + "encounter_code": "devil_reef", + "encounter_position": 23, + "faction_code": "neutral", + "health": 1, + "illustrator": "Nino Vecia", "name": "Headdress of Y'ha-nthlei", + "pack_code": "def", + "position": 181, + "quantity": 1, + "sanity": 1, + "skill_wild": 1, + "skill_willpower": 1, "text": "You get +1 skill value while investigating a flooded location or while attacking or evading an enemy at a flooded location.", - "traits": "Item. Relic." + "traits": "Item. Relic.", + "type_code": "asset" }, { "code": "07182", + "encounter_code": "devil_reef", + "encounter_position": 24, + "enemy_evade": 2, + "enemy_fight": 4, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 2, + "illustrator": "Dimitri Bielak", "name": "Deep One Predator", + "pack_code": "def", + "position": 182, + "quantity": 2, "text": "Hunter.\nForced - After Deep One Predator engages you: Move 1 of your clues or keys to Deep One Predator.\nForced - When you defeat or evade Deep One Predator: Take control of all of its clues and keys.", - "traits": "Humanoid. Monster. Deep One." + "traits": "Humanoid. Monster. Deep One.", + "type_code": "enemy" }, { "code": "07183", + "encounter_code": "devil_reef", + "encounter_position": 26, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Stephen Somers", "name": "Hunting Deep One", + "pack_code": "def", + "position": 183, + "quantity": 2, "text": "Hunter.\nWhile Hunting Deep One is engaged with you, you cannot enter vehicles or gain resources.\nForced - After Hunting Deep One engages you: If you are not in a vehicle, lose 2 resources. If you are in a vehicle, leave your vehicle.", - "traits": "Humanoid. Monster. Deep One." + "traits": "Humanoid. Monster. Deep One.", + "type_code": "enemy" }, { "code": "07184", + "encounter_code": "devil_reef", + "encounter_position": 28, + "faction_code": "mythos", "flavor": "\"Did you see that?\"", + "illustrator": "Raymond Bonilla", "name": "Shapes in the Water", + "pack_code": "def", + "position": 184, + "quantity": 2, "text": "Revelation - Test [willpower] (2). If you fail, take 2 horror. This test gets +1 difficulty if your location is flooded (+2 difficulty instead if it is fully flooded).", - "traits": "Terror." + "traits": "Terror.", + "type_code": "treachery" }, { "code": "07185", + "encounter_code": "devil_reef", + "encounter_position": 30, + "faction_code": "mythos", + "illustrator": "Franz Vohwinkel", "name": "Aquatic Ambush", + "pack_code": "def", + "position": 185, + "quantity": 2, "text": "Revelation - Put Aquatic Ambush into play next to the agenda deck.\nForced - When you reveal a chaos token while attacking an enemy at a flooded location: Reveal an additional chaos token. (Max once per test.)\nForced - At the end of the round: Discard 1 copy of Aquatic Ambush from play. (Max once per round.)", - "traits": "Scheme." + "traits": "Scheme.", + "type_code": "treachery" }, { "code": "07186", + "encounter_code": "devil_reef", + "encounter_position": 32, + "faction_code": "mythos", + "illustrator": "Scott Purdy", "name": "Horrors from the Deep", + "pack_code": "def", + "position": 186, + "quantity": 2, "text": "Revelation - Test [agility] (2). If you fail, take 2 damage. This test gets +1 difficulty if your location is flooded (+2 difficulty instead if it is fully flooded).", - "traits": "Terror." + "traits": "Terror.", + "type_code": "treachery" }, { "code": "07187", + "encounter_code": "devil_reef", + "encounter_position": 34, + "faction_code": "mythos", + "illustrator": "Jacob Atienza", "name": "Stowaway", + "pack_code": "def", + "position": 187, + "quantity": 2, "text": "Revelation - If no investigators are in a vehicle, Stowaway gains surge. Otherwise, each investigator in a vehicle must either take 1 damage and 1 horror or leave that vehicle. Each investigator who left a vehicle cannot enter that vehicle for the remainder of the round.", - "traits": "Scheme." + "traits": "Scheme.", + "type_code": "treachery" }, { "code": "07188", + "encounter_code": "devil_reef", + "encounter_position": 36, + "faction_code": "mythos", + "illustrator": "Régis Moulun", "name": "Dragged Under", + "pack_code": "def", + "position": 188, + "quantity": 3, "text": "Revelation - Put Dragged Under into play in your threat area. If you are in a vehicle, leave it.\nYou cannot enter vehicles.\n[action]: Test [combat] (3) or [agility] (3). If you succeed, discard Dragged Under.", - "traits": "Scheme. Terror." + "traits": "Scheme. Terror.", + "type_code": "treachery" } ] diff --git a/translations/ru/pack/tic/hhg.json b/translations/ru/pack/tic/hhg.json index 0a6aaa647..8d6e38b3b 100644 --- a/translations/ru/pack/tic/hhg.json +++ b/translations/ru/pack/tic/hhg.json @@ -1,64 +1,163 @@ [ { "code": "07189", + "cost": 1, + "deck_limit": 2, + "faction_code": "guardian", + "health": -2, + "illustrator": "Imad Awan", "name": "Enchanted Armor", + "pack_code": "hhg", + "position": 189, + "quantity": 2, + "sanity": -2, + "skill_agility": 1, + "skill_willpower": 1, + "slot": "Body. Arcane", "text": "Play Enchanted Armor under the control of any investigator at your location.\nForced - After damage and/or horror is placed on Enchanted Armor: The owner of Enchanted Armor tests [willpower] (X), where X is the total amount of damage and horror on it. If the test fails, discard Enchanted Armor and assign the damage and/or horror just placed on it elsewhere.", "traits": "Ritual. Armor.", - "slot": "Body. Arcane" + "type_code": "asset", + "xp": 2 }, { "code": "07190", + "cost": 2, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Sebastian Luca", "name": "Blessing of Isis", + "pack_code": "hhg", + "position": 190, + "quantity": 2, + "skill_wild": 1, "text": "[reaction] When a second [bless] token is revealed during a single skill test at your location, exhaust Blessing of Isis: Cancel that token and treat it as if it were a [elder_sign] token instead. Return both of those tokens to the chaos bag after this test ends.", - "traits": "Ritual. Blessed." + "traits": "Ritual. Blessed.", + "type_code": "asset", + "xp": 3 }, { "code": "07191", + "cost": 3, + "deck_limit": 2, + "errata_date": "2022-08-26", + "faction_code": "seeker", + "illustrator": "Alexandr Elichev", "name": "Cryptic Grimoire", + "pack_code": "hhg", + "position": 191, + "quantity": 2, + "skill_agility": 1, + "skill_intellect": 1, + "slot": "Hand", "subname": "Text of the Elder Herald", - "text": "You can only include this asset in your deck by upgrading it from Cryptic Grimoire (Untranslated), and only if \"you have translated the grimoire\" in your Campaign Log.\n[reaction]: After you resolve 1 or more [curse] tokens during a skill test: Place that many secrets on Cryptic Grimoire.\n[reaction] When you play an [[Insight]] event during your turn, spend 2 secrets: That event gains fast. Reduce its cost by 1.", + "text": "Researched.\n[reaction]: After you resolve 1 or more [curse] tokens during a skill test: Place that many secrets on Cryptic Grimoire.\n[reaction] When you play an [[Insight]] event during your turn, spend 2 secrets: That event gains fast. Reduce its cost by 1.", "traits": "Item. Tome. Cursed.", - "slot": "Hand" + "type_code": "asset", + "xp": 4 }, { "code": "07192", + "cost": 3, + "deck_limit": 2, + "errata_date": "2022-08-26", + "faction_code": "seeker", + "illustrator": "Alexandr Elichev", "name": "Cryptic Grimoire", + "pack_code": "hhg", + "position": 192, + "quantity": 2, + "skill_intellect": 1, + "skill_willpower": 1, + "slot": "Hand", "subname": "Text of the Elder Guardian", - "text": "You can only include this asset in your deck by upgrading it from Cryptic Grimoire (Untranslated), and only if \"you have translated the grimoire\" in your Campaign Log.\n[reaction]: After you resolve 1 or more [curse] tokens during a skill test: Place that many secrets on Cryptic Grimoire.\n[reaction] When you would draw the top card of the encounter deck, spend 5 secrets: Draw a card from your deck instead.", + "text": "Researched.\n[reaction]: After you resolve 1 or more [curse] tokens during a skill test: Place that many secrets on Cryptic Grimoire.\n[reaction] When you would draw the top card of the encounter deck, spend 5 secrets: Draw a card from your deck instead.", "traits": "Item. Tome. Blessed.", - "slot": "Hand" + "type_code": "asset", + "xp": 4 }, { "code": "07193", + "cost": 0, + "deck_limit": 2, + "faction_code": "rogue", + "illustrator": "Jorge Ramos Márquez", "name": "Ríastrad", + "pack_code": "hhg", + "position": 193, + "quantity": 2, + "skill_combat": 2, "text": "Fight. When you initiate this attack, add up to 3 [curse] tokens to the chaos bag. For each [curse] token added to the chaos bag in this way, you get +1 [combat] and deal +1 damage for this attack.", - "traits": "Spell. Spirit. Cursed." + "traits": "Spell. Spirit. Cursed.", + "type_code": "event", + "xp": 1 }, { "code": "07194", + "cost": 5, + "deck_limit": 2, + "faction_code": "rogue", "flavor": "\"Nothin's ever gonna be the same, Vito.\"", + "health": 3, + "illustrator": "David Hovey", + "is_unique": true, "name": "Tristan Botley", + "pack_code": "hhg", + "position": 194, + "quantity": 2, + "sanity": 2, + "skill_wild": 1, + "slot": "Ally", "subname": "Fixer for Hire", "text": "[reaction] After your turn begins: Choose two skills. Until the start of your next turn, you get +1 to each of those skills.\n[reaction] After any skill test ends in which a total of 3 or more [curse] or [bless] tokens were revealed: Play Tristan Botley from your hand, at no cost.", "traits": "Ally. Criminal. Cursed.", - "slot": "Ally" + "type_code": "asset", + "xp": 2 }, { "code": "07195", + "cost": 2, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Trudi Castle", "name": "Curse of Aeons", + "pack_code": "hhg", + "position": 195, + "quantity": 2, + "skill_wild": 1, "text": "[reaction] When a second [curse] token is revealed during a single skill test at your location, exhaust Curse of Aeons: Cancel that token and treat it as if it were a [skull] token instead. You may choose to remove both of those tokens from the chaos bag after the test ends.", - "traits": "Ritual. Cursed." + "traits": "Ritual. Cursed.", + "type_code": "asset", + "xp": 3 }, { "code": "07196", + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "Alexander Chelyshev", "name": "Unrelenting", + "pack_code": "hhg", + "position": 196, + "quantity": 2, + "skill_wild": 1, + "tags": "se.", "text": "Max 1 committed per test.\nAfter you commit Unrelenting to a skill test, search the chaos bag for up to 3 non-[auto_fail] chaos tokens of your choice, and seal them on Unrelenting. If all 3 tokens sealed on Unrelenting are \"+1,\", \"0,\" [bless], and/or [elder_sign] tokens, draw 2 cards. Release all tokens sealed here after this test ends.", - "traits": "Practiced." + "traits": "Practiced.", + "type_code": "skill", + "xp": 1 }, { "code": "07197", + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "David Hovey", "name": "Signum Crucis", + "pack_code": "hhg", + "position": 197, + "quantity": 2, + "skill_wild": 1, "text": "Commit only to a skill test you are performing, and only if the difficulty of that test is higher than your base skill value.\nAfter you commit Signum Crucis to a skill test, add X [bless] tokens to the chaos bag. X is the difference between the test's difficulty and your base skill value.", - "traits": "Practiced. Blessed." + "traits": "Practiced. Blessed.", + "type_code": "skill", + "xp": 2 } ] diff --git a/translations/ru/pack/tic/hhg_encounter.json b/translations/ru/pack/tic/hhg_encounter.json new file mode 100644 index 000000000..b73a6e6c8 --- /dev/null +++ b/translations/ru/pack/tic/hhg_encounter.json @@ -0,0 +1,624 @@ +[ + { + "back_text": "Hard / Expert\n[skull]: -2 (-4 instead if there are 6 or fewer locations remaining in the Road deck).\n[cultist]: -2. For each point you fail by, an investigator in your vehicle places 1 of their clues on your location.\n[tablet]: -3. For each point you fail by, an investigator in your vehicle loses 1 resource.\n[elder_thing]: -4. Resolve the hunter keyword on each enemy in play.", + "code": "07198", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 1, + "faction_code": "mythos", + "name": "Horror in High Gear", + "pack_code": "hhg", + "position": 198, + "quantity": 1, + "text": "Easy / Standard\n[skull]: -1 (-3 instead if there are 6 or fewer locations remaining in the Road deck).\n[cultist]: -1. For each point you fail by, an investigator in your vehicle places 1 of their clues on your location.\n[tablet]: -2. For each point you fail by, an investigator in your vehicle loses 1 resource.\n[elder_thing]: -4. If you fail, resolve the hunter keyword on each enemy in play.", + "type_code": "scenario" + }, + { + "back_link": "07199b", + "code": "07199", + "doom": 8, + "encounter_code": "horror_in_high_gear", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "On your way to Falcon Point, you are ambushed by agents of the Order!", + "illustrator": "Anders Finér", + "name": "The Chase is On! (v. I)", + "pack_code": "hhg", + "position": 199, + "quantity": 1, + "stage": 1, + "text": "As an additional cost for you to move while not in a vehicle, you must spend 2 actions.\nForced - At the end of the round: Starting with the rearmost location, set each location with no vehicles, enemies, or investigators aside, out of play (or add it to the victory display if it has Victory X and has no clues on it). Stop when you reach a location with at least 1 vehicle, enemy, or investigator; or the location behind the rearmost investigator.", + "type_code": "agenda" + }, + { + "code": "07199b", + "encounter_code": "horror_in_high_gear", + "encounter_position": 2, + "enemy_damage": 2, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 6, + "hidden": true, + "illustrator": "Anders Finér", + "is_unique": true, + "name": "The Terror of Devil Reef", + "pack_code": "hhg", + "position": 199, + "quantity": 1, + "subname": "Relentless Monstrosity", + "text": "Spawn - Rearmost location.\nHunter. Massive. Retaliate.\nForced - When The Terror of Devil Reef would be defeated: Instead, remove all damage from it and exhaust it. It cannot ready for the remainder of the round.", + "traits": "Monster. Elite.", + "type_code": "enemy" + }, + { + "back_flavor": "Just as you think you might be able to escape unscathed, you hear the telltale sputtering of your engine struggling to keep up with your demands. You curse and briefly stop your car before it stalls. You have only seconds to get it started again before the cultists catch up to you!", + "back_name": "Just Our Luck", + "back_text": "Flip over each vehicle that is running, so that it is stopped.\nShuffle the encounter discard pile into the encounter deck. If there are 3 or 4 investigators in the game, discard cards from the top of the encounter deck until a [[Vehicle]] enemy or Malfunction treachery is discarded. The lead investigator draws that card.", + "code": "07200", + "doom": 8, + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "On your way to Falcon Point, you are ambushed by agents of the Order!", + "illustrator": "Anders Finér", + "name": "The Chase is On! (v. II)", + "pack_code": "hhg", + "position": 200, + "quantity": 1, + "stage": 1, + "text": "As an additional cost for you to move while not in a vehicle, you must spend 2 actions.\nForced - At the end of the round: Starting with the rearmost location, set each location with no vehicles, enemies, or investigators aside, out of play (or add it to the victory display if it has Victory X and has no clues on it). Stop when you reach a location with at least 1 vehicle, enemy, or investigator; or the location behind the rearmost investigator.", + "type_code": "agenda" + }, + { + "back_flavor": "Day is starting to break through the trees to the east, and thanks to the interference of your relentless pursuers, you still haven't made it to Falcon Point. Your car has begun to shake and stutter. You know it is only a matter of minutes before it runs out of fuel, but you have no choice. They've almost caught up to you. You force the accelerator down - \nThe turn catches you by surprise. You try to skid to a halt, but it's too late. There is a brief feeling of weightlessness as the wheels leave the ground. Time slows to a crawl. Then, a whirlwind of chaos erupts around you.\nThe next thing you know, you are crawling out of the wreckage. You are bloody and bruised, but alive. And by some twist of fortune, your pursuers have driven past the spot of your accident. \"Next time, I'm driving,\" Agent Harper jokes between fits of coughing.", + "back_name": "Out of Gas", + "back_text": "Each investigator is defeated and suffers 1 physical trauma.", + "code": "07201", + "doom": 9, + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "The Order is out for blood!", + "illustrator": "Anders Finér", + "name": "Hot Pursuit", + "pack_code": "hhg", + "position": 201, + "quantity": 1, + "stage": 2, + "text": "As an additional cost for you to move while not in a vehicle, you must spend 2 actions.\nForced - At the end of the round: Starting with the rearmost location, set each location with no vehicles, enemies, or investigators aside, out of play (or add it to the victory display if it has Victory X and has no clues on it). Stop when you reach a location with at least 1 vehicle, enemy, or investigator; or the location behind the rearmost investigator.", + "type_code": "agenda" + }, + { + "back_flavor": "\"I think we've lost them!\" Agent Harper shouts, peeking her head out of your car's window. You glance at your rearview mirror and confirm that you no longer see the glaring headlights of your pursuers. Warm relief flutters through you. It's finally over.\nFor now.", + "back_name": "Safe at Last?", + "back_text": "(→R1)", + "clues": null, + "code": "07202", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "Your only chance is to reach Falcon Point before your pursuers catch up to you.", + "illustrator": "Alexander Chelyshev", + "name": "Pedal to the Metal", + "pack_code": "hhg", + "position": 202, + "quantity": 1, + "stage": 1, + "text": "Each enemy gains hunter.\nForced - At the end of each investigation phase: Each vehicle that is running must move to a connecting [[Road]] location of the driver's choice.\nObjective - Drive to Falcon Point as fast as you can! (You will be instructed when to advance.)", + "type_code": "act" + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 0, + "code": "07203", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "The road continues to wind up the side of the cliff. The lighthouse beacon at the peak shines through the fog, luring you closer.", + "illustrator": "Ryan Barger", + "name": "Falcon Point Approach", + "pack_code": "hhg", + "position": 203, + "quantity": 1, + "shroud": 1, + "text": "Objective - If each undefeated investigator is at Falcon Point Approach, advance.", + "traits": "Road.", + "type_code": "location" + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 1, + "code": "07204a", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 7, + "faction_code": "mythos", + "illustrator": "Nele Diel", + "name": "Dimly Lit Road", + "pack_code": "hhg", + "position": 204, + "quantity": 1, + "shroud": 4, + "text": "Road 1.\nForced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 1 clue for each investigator in that vehicle. For each clue they could not spend, an investigator in that vehicle takes 2 horror. (Limit once per game for each vehicle.)", + "traits": "Road.", + "type_code": "location" + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 2, + "code": "07204b", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 8, + "faction_code": "mythos", + "illustrator": "Nele Diel", + "name": "Dimly Lit Road", + "pack_code": "hhg", + "position": 204, + "quantity": 1, + "shroud": 3, + "text": "Road 1.\nForced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 2 clues for each investigator in that vehicle. For each clue they could not spend, an investigator in that vehicle takes 1 horror. (Limit once per game for each vehicle.)", + "traits": "Road.", + "type_code": "location" + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 2, + "code": "07204c", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 9, + "faction_code": "mythos", + "illustrator": "Nele Diel", + "name": "Dimly Lit Road", + "pack_code": "hhg", + "position": 204, + "quantity": 1, + "shroud": 2, + "text": "Road 1.\nForced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 2 clues for each investigator in that vehicle. For each clue they could not spend, an investigator in that vehicle takes 2 horror. (Limit once per game for each vehicle.)", + "traits": "Road.", + "type_code": "location" + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 2, + "code": "07205a", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 10, + "faction_code": "mythos", + "illustrator": "Jorge Ramos Márquez", + "name": "Cliffside Road", + "pack_code": "hhg", + "position": 205, + "quantity": 1, + "shroud": 2, + "text": "Road 1.\nForced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 2 clues for each investigator in that vehicle. If they cannot, the vehicle's driver tests [willpower] (X) or [agility] (X), where X is the number of clues they could not spend. If the driver fails, their vehicle is removed from the game and each investigator in that vehicle takes 10 damage. (Limit once per game for each vehicle.)", + "traits": "Road.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 3, + "code": "07205b", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 11, + "faction_code": "mythos", + "illustrator": "Jorge Ramos Márquez", + "name": "Cliffside Road", + "pack_code": "hhg", + "position": 205, + "quantity": 1, + "shroud": 1, + "text": "Road 1.\nForced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 2 clues for each investigator in that vehicle. If they cannot, the vehicle's driver tests [willpower] (X) or [agility] (X), where X is the number of clues they could not spend. If the driver fails, their vehicle is removed from the game and each investigator in that vehicle takes 10 damage. (Limit once per game for each vehicle.)", + "traits": "Road.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 1, + "code": "07206a", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 12, + "faction_code": "mythos", + "illustrator": "Dimitri Bielak", + "name": "Fork in the Road", + "pack_code": "hhg", + "position": 206, + "quantity": 1, + "shroud": 4, + "text": "Road 2.\n[free] Investigators at this location spend 1 [per_investigator] clues, as a group: Look at the revealed side of any location ahead of this one.", + "traits": "Road.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 1, + "code": "07206b", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 13, + "faction_code": "mythos", + "illustrator": "Dimitri Bielak", + "name": "Fork in the Road", + "pack_code": "hhg", + "position": 206, + "quantity": 1, + "shroud": 5, + "text": "Road 2.\n[free] Investigators at this location spend 1 [per_investigator] clues, as a group: Look at the revealed side of any location ahead of this one.", + "traits": "Road.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 2, + "code": "07207a", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 14, + "faction_code": "mythos", + "illustrator": "Greg Bobrowski", + "name": "Intersection", + "pack_code": "hhg", + "position": 207, + "quantity": 1, + "shroud": 3, + "text": "Road 3.\n[free] Investigators at this location spend 1 [per_investigator] clues, as a group: Look at the revealed side of any location ahead of this one.", + "traits": "Road.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 2, + "code": "07207b", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 15, + "faction_code": "mythos", + "illustrator": "Greg Bobrowski", + "name": "Intersection", + "pack_code": "hhg", + "position": 207, + "quantity": 1, + "shroud": 4, + "text": "Road 3.\n[free] Investigators at this location spend 1 [per_investigator] clues, as a group: Look at the revealed side of any location ahead of this one.", + "traits": "Road.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 1, + "code": "07208a", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 16, + "faction_code": "mythos", + "illustrator": "Greg Bobrowski", + "name": "Tight Turn", + "pack_code": "hhg", + "position": 208, + "quantity": 1, + "shroud": 4, + "text": "Road 1.\nForced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 1 clue for each investigator in that vehicle. For each clue they could not spend, an investigator in that vehicle takes 2 damage. (Limit once per game for each vehicle.)", + "traits": "Road.", + "type_code": "location" + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 2, + "code": "07208b", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 17, + "faction_code": "mythos", + "illustrator": "Greg Bobrowski", + "name": "Tight Turn", + "pack_code": "hhg", + "position": 208, + "quantity": 1, + "shroud": 3, + "text": "Road 1.\nForced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 2 clues for each investigator in that vehicle. For each clue they could not spend, an investigator in that vehicle takes 1 damage. (Limit once per game for each vehicle.)", + "traits": "Road.", + "type_code": "location" + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 2, + "code": "07208c", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 18, + "faction_code": "mythos", + "illustrator": "Greg Bobrowski", + "name": "Tight Turn", + "pack_code": "hhg", + "position": 208, + "quantity": 1, + "shroud": 2, + "text": "Road 1.\nForced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 2 clues for each investigator in that vehicle. For each clue they could not spend, an investigator in that vehicle takes 2 damage. (Limit once per game for each vehicle.)", + "traits": "Road.", + "type_code": "location" + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 2, + "code": "07209a", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 19, + "faction_code": "mythos", + "illustrator": "Dimitri Bielak", + "name": "Desolate Road", + "pack_code": "hhg", + "position": 209, + "quantity": 1, + "shroud": 2, + "text": "Road 1.\nForced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 2 clues for each investigator in that vehicle. If they cannot, discard cards from the top of the encounter deck until a [[Vehicle]] enemy is discarded and spawn that enemy at Desolate Road. (Limit once per game for each vehicle.)", + "traits": "Road.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 1, + "code": "07209b", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 20, + "faction_code": "mythos", + "illustrator": "Dimitri Bielak", + "name": "Desolate Road", + "pack_code": "hhg", + "position": 209, + "quantity": 1, + "shroud": 4, + "text": "Road 1.\nForced - When a vehicle leaves this location: Investigators at this location, as a group, must spend 1 clue for each investigator in that vehicle. If they cannot, discard cards from the top of the encounter deck until a [[Vehicle]] enemy is discarded and spawn that enemy at Desolate Road. (Limit once per game for each vehicle.)", + "traits": "Road.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "\"On the left the creek-threaded countryside was nearer, the narrow road to Ipswich gleaming white in the moonlight.\" – H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Jokubas Uogintas", + "back_name": "Old Innsmouth Road", + "clues": 0, + "code": "07210", + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 21, + "faction_code": "mythos", + "illustrator": "David Frasheski", + "name": "Long Way Around", + "pack_code": "hhg", + "position": 210, + "quantity": 6, + "shroud": 6, + "text": "Road 1.\nForced - After a vehicle enters Long Way Around: Place 1 doom on the current agenda (this may cause the current agenda to advance). That vehicle cannot leave Long Way Around until the end of the next round.", + "traits": "Road.", + "type_code": "location" + }, + { + "back_link": "07211b", + "code": "07211a", + "cost": null, + "encounter_code": "horror_in_high_gear", + "encounter_position": 27, + "faction_code": "neutral", + "illustrator": "Bruce Moffet", + "name": "Thomas Dawson's Car", + "pack_code": "hhg", + "position": 211, + "quantity": 1, + "subname": "Running", + "text": "Vehicle. Limit 2 investigators in this vehicle.\nThis vehicle is running. Investigators cannot enter or leave it.\n[action] If you are this vehicle's driver: Draw the top card of the encounter deck. Then, move this vehicle to a connecting [[Road]] location. (Max once per round.)\n[action] If you are this vehicle's driver: You stop the car. Flip this vehicle over.", + "traits": "Vehicle.", + "type_code": "asset" + }, + { + "code": "07211b", + "cost": null, + "encounter_code": "horror_in_high_gear", + "encounter_position": 27, + "faction_code": "neutral", + "hidden": true, + "illustrator": "Bruce Moffet", + "name": "Thomas Dawson's Car", + "pack_code": "hhg", + "position": 211, + "quantity": 1, + "subname": "Stopped", + "text": "Vehicle. Limit 2 investigators in this vehicle.\nThis vehicle is stopped.\n[action] If you are this vehicle's driver: You start the car. Flip this vehicle over.", + "traits": "Vehicle.", + "type_code": "asset" + }, + { + "back_link": "07212b", + "code": "07212a", + "cost": null, + "double_sided": true, + "encounter_code": "horror_in_high_gear", + "encounter_position": 28, + "faction_code": "neutral", + "illustrator": "Lukasz Jaskolski", + "name": "Elina Harper's Car", + "pack_code": "hhg", + "position": 212, + "quantity": 1, + "subname": "Running", + "text": "Vehicle. Limit 2 investigators in this vehicle.\nThis vehicle is running. Investigators cannot enter or leave it.\n[action] If you are this vehicle's driver: Draw the top card of the encounter deck. Then, move this vehicle to a connecting [[Road]] location. (Max once per round.)\n[action] If you are this vehicle's driver: You stop the car. Flip this vehicle over.", + "traits": "Vehicle.", + "type_code": "asset" + }, + { + "code": "07212b", + "cost": null, + "encounter_code": "horror_in_high_gear", + "encounter_position": 28, + "faction_code": "neutral", + "hidden": true, + "illustrator": "Lukasz Jaskolski", + "name": "Elina Harper's Car", + "pack_code": "hhg", + "position": 212, + "quantity": 1, + "subname": "Stopped", + "text": "Vehicle. Limit 2 investigators in this vehicle.\nThis vehicle is stopped.\n[action] If you are this vehicle's driver: You start the car. Flip this vehicle over.", + "traits": "Vehicle.", + "type_code": "asset" + }, + { + "code": "07213", + "encounter_code": "horror_in_high_gear", + "encounter_position": 29, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 4, + "faction_code": "mythos", + "health": 4, + "illustrator": "Miguel Coimbra", + "name": "Pursuing Motorcar", + "pack_code": "hhg", + "position": 213, + "quantity": 2, + "text": "Spawn - Rearmost location.\nHunter.\nForced - When Pursuing Motorcar attacks you, if you are not in a vehicle: It deals +2 damage for this attack.\nForced - When Pursuing Motorcar attacks an investigator in a vehicle: It attacks each other investigator in that vehicle, as well.", + "traits": "Vehicle. Humanoid. Cultist.", + "type_code": "enemy" + }, + { + "code": "07214", + "encounter_code": "horror_in_high_gear", + "encounter_position": 31, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 5, + "illustrator": "Mike Nash", + "name": "Hit Van", + "pack_code": "hhg", + "position": 214, + "quantity": 2, + "text": "Spawn - Rearmost location.\nHunter. Retaliate.\nHit Van cannot attack during the same phase it moved via its hunter keyword.", + "traits": "Vehicle. Humanoid. Cultist.", + "type_code": "enemy" + }, + { + "code": "07215", + "encounter_code": "horror_in_high_gear", + "encounter_position": 33, + "enemy_evade": 1, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Andreas Zafiratos", + "name": "Hybrid Assassin", + "pack_code": "hhg", + "position": 215, + "quantity": 2, + "text": "Hunter.\nForced - After Hybrid Assassin moves via its hunter keyword, if it is unengaged: Resolve its hunter keyword again. (Limit once per round.)", + "traits": "Vehicle. Humanoid. Hybrid.", + "type_code": "enemy" + }, + { + "code": "07216", + "encounter_code": "horror_in_high_gear", + "encounter_position": 35, + "faction_code": "mythos", + "illustrator": "Jon Bosco", + "name": "Bumpy Ride", + "pack_code": "hhg", + "position": 216, + "quantity": 2, + "text": "Revelation - If you are...\n- ...not in a vehicle, test [agility] (5). If you fail, take 3 damage.\n- ...in a vehicle, that vehicle's driver tests [agility] (3). If the driver fails, each investigator in your vehicle takes 2 damage.", + "traits": "Hazard.", + "type_code": "treachery" + }, + { + "code": "07217", + "encounter_code": "horror_in_high_gear", + "encounter_position": 37, + "faction_code": "mythos", + "illustrator": "Romana Kendelic", + "name": "\"I can't see!\"", + "pack_code": "hhg", + "position": 217, + "quantity": 2, + "text": "Revelation - If you are...\n- ...not in a vehicle, test [willpower] (5). If you fail, take 3 horror.\n- ...in a vehicle, that vehicle's driver tests [willpower] (3). If the driver fails, each investigator in your vehicle takes 2 horror.", + "traits": "Hazard.", + "type_code": "treachery" + }, + { + "code": "07218", + "encounter_code": "horror_in_high_gear", + "encounter_position": 39, + "faction_code": "mythos", + "illustrator": "Matthew Cowdery", + "name": "Eyes in the Trees", + "pack_code": "hhg", + "position": 218, + "quantity": 2, + "text": "Revelation - Test [willpower] (4). If you fail, you must either discard an asset you control, or discard 1 card from your hand for each point you failed by. If you fail and you are in a vehicle, each other investigator in your vehicle must also resolve this effect as if they had just failed.", + "traits": "Hazard.", + "type_code": "treachery" + }, + { + "code": "07219", + "encounter_code": "horror_in_high_gear", + "encounter_position": 41, + "faction_code": "mythos", + "illustrator": "Ryan Barger", + "name": "\"They're catching up!\"", + "pack_code": "hhg", + "position": 219, + "quantity": 2, + "text": "Revelation - Resolve the hunter keyword on each enemy in play. If no enemies move as a result of this effect, discard cards from the top of the encounter deck until a [[Vehicle]] enemy is discarded and spawn that enemy at the rearmost location.", + "traits": "Scheme.", + "type_code": "treachery" + } +] diff --git a/translations/ru/pack/tic/itd.json b/translations/ru/pack/tic/itd.json index e0e8caa67..3652c5cc9 100644 --- a/translations/ru/pack/tic/itd.json +++ b/translations/ru/pack/tic/itd.json @@ -1,104 +1,258 @@ [ { "code": "07108", + "cost": 2, + "deck_limit": 2, + "faction_code": "guardian", "flavor": "\"If you blow that thing one more time, I'm gonna make you eat it.\"", + "illustrator": "Robert Laskey", "name": "Riot Whistle", + "pack_code": "itd", + "position": 108, + "quantity": 2, + "skill_willpower": 1, + "slot": "Accessory", "text": "You may take an additional action during your turn, which can only be used to engage.", "traits": "Item. Tool.", - "slot": "Accessory" + "type_code": "asset", + "xp": 0 }, { "code": "07109", + "cost": 1, + "deck_limit": 2, + "faction_code": "guardian", "flavor": "Lita narrowed her eyes and tightened her grip. They wouldn't get away. Not this time. Not ever again.", + "illustrator": "Alexandr Elichev", "name": "Righteous Hunt", + "pack_code": "itd", + "position": 109, + "quantity": 2, + "skill_agility": 1, + "skill_combat": 1, "text": "Engage. Choose an enemy up to 2 locations away. Move (one location at a time) to that enemy's location, engage it, and add [bless] tokens to the chaos bag equal to that enemy's horror value.", - "traits": "Tactic. Blessed." + "traits": "Tactic. Blessed.", + "type_code": "event", + "xp": 1 }, { "code": "07110", + "cost": null, + "deck_limit": 1, + "faction_code": "guardian", + "illustrator": "Tiziano Baracchi", "name": "Sacred Covenant", + "pack_code": "itd", + "permanent": true, + "position": 110, + "quantity": 1, "text": "Permanent. Limit 1 [[Covenant]] per deck.\n[reaction] After an investigator at any location performs the \"reveal chaos token\" step of a skill test, exhaust Sacred Covenant: Return any number of [bless] tokens revealed during this test to the chaos bag, ignoring their modifiers for this test.", - "traits": "Covenant. Blessed." + "traits": "Covenant. Blessed.", + "type_code": "asset", + "xp": 2 }, { "code": "07111", + "cost": 4, + "deck_limit": 2, + "faction_code": "seeker", "flavor": "Once you let go of your assumptions, anything is possible", + "health": 1, + "illustrator": "Alexandre Dainche", "name": "Eldritch Sophist", + "pack_code": "itd", + "position": 111, + "quantity": 2, + "sanity": 3, + "skill_willpower": 1, + "slot": "Ally", "text": "Uses (3 secrets).\n[fast]: Exhaust Eldritch Sophist: Move 1 secret or charge from an asset you control to another asset controlled by an investigator at your location.", - "traits": "Ally. Miskatonic", - "slot": "Ally" + "traits": "Ally. Miskatonic.", + "type_code": "asset", + "xp": 0 }, { "code": "07112", + "cost": 0, + "deck_limit": 2, + "faction_code": "seeker", "flavor": "When you start following a thread, it's hard to say what you'll find at the other end.", + "illustrator": "Winona Nelson", "name": "Stirring Up Trouble", + "pack_code": "itd", + "position": 112, + "quantity": 2, + "skill_combat": 1, + "skill_intellect": 1, "text": "As an additional cost to play Stirring Up Trouble, add [curse] tokens to the chaos bag equal to your location's shroud value.\nDiscover 2 clues at your location.", - "traits": "Insight. Cursed." + "traits": "Insight. Cursed.", + "type_code": "event", + "xp": 1 }, { "code": "07113", + "cost": null, + "deck_limit": 1, + "faction_code": "seeker", + "illustrator": "Tiziano Baracchi", "name": "Blasphemous Covenant", + "pack_code": "itd", + "permanent": true, + "position": 113, + "quantity": 1, "text": "Permanent. Limit 1 [[Covenant]] per deck.\n[reaction] When an investigator at your location reveals a [curse] token during a skill test, exhaust Blasphemous Covenant: Treat that token's modifier as +1 instead of its normal modifier. After this test ends, return that token to the chaos bag.", - "traits": "Covenant. Cursed." + "traits": "Covenant. Cursed.", + "type_code": "asset", + "xp": 2 }, { "code": "07114", + "cost": 2, + "deck_limit": 2, + "faction_code": "rogue", "flavor": "If you're careful, it's just \"entering.\"", + "illustrator": "Lake Hurwitz", "name": "Breaking and Entering", + "pack_code": "itd", + "position": 114, + "quantity": 2, + "skill_agility": 1, + "skill_intellect": 1, "text": "Investigate. Add your [agility] value to your skill value for this investigation. If you succeed by 2 or more, you may automatically evade an enemy at this location. This action does not provoke attacks of opportunity.", - "traits": "Trick." + "traits": "Trick.", + "type_code": "event", + "xp": 0 }, { "code": "07115", + "deck_limit": 2, + "faction_code": "rogue", "flavor": "\"Oh, hooey. What's the worst that could happen?\"", + "illustrator": "Stanislav Dikolenko", "name": "Skeptic", + "pack_code": "itd", + "position": 115, + "quantity": 2, + "skill_wild": 1, "text": "During this skill test, treat the modifier of each [bless] and each [curse] token as +1 instead of its normal modifier.", - "traits": "Practiced." + "traits": "Practiced.", + "type_code": "skill", + "xp": 1 }, { "code": "07116", + "cost": null, + "deck_limit": 1, + "faction_code": "rogue", + "illustrator": "Tiziano Baracchi", "name": "False Covenant", + "pack_code": "itd", + "permanent": true, + "position": 116, + "quantity": 1, "text": "Permanent. Limit 1 [[Covenant]] per deck.\n[reaction] When an investigator at your location reveals a [curse] token during a skill test, exhaust False Covenant: Cancel that chaos token, return it to the token pool, and reveal another token.", - "traits": "Covenant. Cursed." + "traits": "Covenant. Cursed.", + "type_code": "asset", + "xp": 2 }, { "code": "07117", + "cost": 4, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Imad Awan", "name": "Armageddon", + "pack_code": "itd", + "position": 117, + "quantity": 2, + "skill_combat": 1, + "slot": "Arcane", "text": "Uses (3 charges).\n[action] Spend 1 charge: Fight. This attack uses [willpower] instead of [combat] and deals +1 damage. If a [curse] token is revealed during this attack, you may deal 1 damage to an enemy at your location or place 1 charge on Armageddon.", "traits": "Spell. Cursed.", - "slot": "Arcane" + "type_code": "asset", + "xp": 0 }, { "code": "07118", + "cost": 5, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Alexandre Honoré", "name": "Eye of Chaos", - "text": "Uses (3 charges).\n[action] Spend 1 charge: Investigate. Investigate using [willpower] instead of [intellect] If you succeed, discover 1 additional clue at this location. If a [curse] token is revealed during this investigation, you may discover 1 clue at a connecting location or place 1 charge on Eye of Chaos.", + "pack_code": "itd", + "position": 118, + "quantity": 2, + "skill_intellect": 1, + "slot": "Arcane", + "text": "Uses (3 charges).\n[action] Spend 1 charge: Investigate. Investigate using [willpower] instead of [intellect]. If you succeed, discover 1 additional clue at this location. If a [curse] token is revealed during this investigation, you may discover 1 clue at a connecting location or place 1 charge on Eye of Chaos.", "traits": "Spell. Cursed.", - "slot": "Arcane" + "type_code": "asset", + "xp": 0 }, { "code": "07119", + "cost": 3, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Patrick McEvoy", "name": "Shroud of Shadows", + "pack_code": "itd", + "position": 119, + "quantity": 2, + "skill_agility": 1, + "slot": "Arcane", "text": "Uses (3 charges).\n[action] Spend 1 charge: Evade. This evasion uses [willpower] instead of [agility]. If you succeed and the evaded enemy is non-[[Elite]], you may move that enemy to a connecting location. If a [curse] token is revealed during this evasion attempt, you may move to a connecting location or place 1 charge on Shroud of Shadows.", "traits": "Spell. Cursed.", - "slot": "Arcane" + "type_code": "asset", + "xp": 0 }, { "code": "07120", + "cost": null, + "deck_limit": 1, + "faction_code": "mystic", + "illustrator": "Tiziano Baracchi", "name": "Paradoxical Covenant", + "pack_code": "itd", + "permanent": true, + "position": 120, + "quantity": 1, "text": "Permanent. Limit 1 [[Covenant]] per deck.\n[reaction] After an investigator at your location performs the \"reveal the chaos token\" step of a skill test, if both a [bless] token and a [curse] token were revealed during that test, exhaust Paradoxical Covenant: This test automatically succeeds. (Remove each [bless] and [curse] token revealed from the chaos bag after this test ends.)", - "traits": "Covenant. Blessed. Cursed." + "traits": "Covenant. Blessed. Cursed.", + "type_code": "asset", + "xp": 2 }, { "code": "07121", + "cost": 3, + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "Romana Kendelic", "name": "Mariner's Compass", + "pack_code": "itd", + "position": 121, + "quantity": 2, + "skill_intellect": 1, + "slot": "Hand", "text": "[action] Exhaust Mariner's Compass: Investigate. If you succeed and have no resources in your resource pool, discover 1 additional clue at your location.\n[fast] During an investigation using Mariner's Compass, spend 1 resource: You get +1 [intellect] for this skill test. (Limit three times per investigation.)", "traits": "Item. Tool.", - "slot": "Hand" + "type_code": "asset", + "xp": 0 }, { "code": "07122", + "cost": null, + "deck_limit": 1, + "faction_code": "survivor", + "illustrator": "Tiziano Baracchi", "name": "Ancient Covenant", + "pack_code": "itd", + "permanent": true, + "position": 122, + "quantity": 1, "text": "Permanent. Limit 1 [[Covenant]] per deck.\n[reaction] When an investigator at your location resolves a [bless] token during a skill test, exhaust Ancient Covenant: Do not reveal another token as part of this [bless] token's effect.", - "traits": "Covenant. Blessed." + "traits": "Covenant. Blessed.", + "type_code": "asset", + "xp": 2 } ] diff --git a/translations/ru/pack/tic/itd_encounter.json b/translations/ru/pack/tic/itd_encounter.json index dcf940ec3..2fd810fb2 100644 --- a/translations/ru/pack/tic/itd_encounter.json +++ b/translations/ru/pack/tic/itd_encounter.json @@ -1,207 +1,530 @@ [ { + "back_text": "Hard / Expert\n[skull]: -2 for each location to the east of your location (on the same row).\n[cultist]: -4. If you fail, move to the connecting location to the east, ignoring all barriers.\n[tablet]: -5. If you fail, choose a connecting location with no barriers between it and your location. Place 1 barrier between the two locations.\n[elder_thing]: -X. X is twice the number of barriers between your location and all connecting locations.", "code": "07123", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 1, + "faction_code": "mythos", "name": "In Too Deep", + "pack_code": "itd", + "position": 123, + "quantity": 1, "text": "Easy / Standard\n[skull]: -1 for each location to the east of your location (on the same row).\n[cultist]: -2. If you fail, move to the connecting location to the east, ignoring all barriers.\n[tablet]: -3. If you fail, choose a connecting location with no barriers between it and your location. Place 1 barrier between the two locations.\n[elder_thing]: -X. X is the number of barriers between your location and all connecting locations.", - "back_text": "Hard / Expert\n[skull]: -2 for each location to the east of your location (on the same row).\n[cultist]: -4. If you fail, move to the connecting location to the east, ignoring all barriers.\n[tablet]: -5. If you fail, choose a connecting location with no barriers between it and your location. Place 1 barrier between the two locations.\n[elder_thing]: -X. X is twice the number of barriers between your location and all connecting locations." + "type_code": "scenario" }, { + "back_flavor": "The tide creeps in as you make your way through the decrepit streets. You hear the blood-curdling cries of someone in agony up ahead. The moment you see the creatures patrolling the intersection, you hide in the broken-down doorway of a ruined building. Their unusual gait and croaking voices send shivers through your body. Even as the slapping of their webbed feet against the road fades into the distance, you cannot escape the feeling that, inevitably, they will find you.", + "back_name": "Chased by Deep Ones", + "back_text": "Increase the flood level of each [[Coastal]] location.\nShuffle each set-aside Ravager from the Deep and Young Deep One enemy into the encounter deck, along with the encounter discard pile.", "code": "07124", + "doom": 6, + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 2, + "faction_code": "mythos", "flavor": "\"In a second all my plans were utterly changed - for if the southward highway were blocked ahead of me, I must clearly find another egress from Innsmouth.\"\n - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Matt Dixon", "name": "Barricaded Streets", + "pack_code": "itd", + "position": 124, + "quantity": 1, + "stage": 1, "text": "Each [[Suspect]] enemy loses aloof and cannot be parleyed with.\nForced - When your turn ends, if you are at a fully flooded location: Take 1 damage.", - "back_name": "Chased by Deep Ones", - "back_flavor": "The tide creeps in as you make your way through the decrepit streets. You hear the blood-curdling cries of someone in agony up ahead. The moment you see the creatures patrolling the intersection, you hide in the broken-down doorway of a ruined building. Their unusual gait and croaking voices send shivers through your body. Even as the slapping of their webbed feet against the road fades into the distance, you cannot escape the feeling that, inevitably, they will find you.", - "back_text": "Increase the flood level of each [[Coastal]] location.\nShuffle each set-aside Ravager from the Deep and Young Deep One enemy into the encounter deck, along with the encounter discard pile." + "type_code": "agenda" }, { + "back_flavor": "A crowd gathers in the town square. At first you are relieved to see faces not bearing hideous, monstrous features: the prodigious, bulging eyes; wide jaws filled with sharp, jagged teeth; the gills, fins and webbings that suggest something fish-like and inhuman. Then you hear one voice rise above the din, and your heart turns to ice.\n\"The time is nigh! The Order of Dagon commands you! Slay the outsiders and any who stand in our way, and you shall be rewarded! You shall be remade and share in the riches of the deep!\" a robed man shouts. The crowd rejoices in jubilant madness.", + "back_name": "Pursued by Townsfolk", + "back_text": "Increase the flood level of each [[Midtown]] location.\nSpawn the set-aside Angry Mob at Innsmouth Square. Randomly choose 1 of the set-aside facedown keys and place it on Angry Mob without looking at it.", "code": "07125", + "doom": 5, + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 3, + "faction_code": "mythos", "flavor": "\"It had not seen me, but was simply obeying a general plan of cutting off my escape. This, however, implied that all roads leading out of Innsmouth were similarly patrolled...\"\n - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Matt Dixon", "name": "Relentless Tide", + "pack_code": "itd", + "position": 125, + "quantity": 1, + "stage": 2, "text": "Each [[Suspect]] enemy loses aloof and cannot be parleyed with.\nForced - When your turn ends, if you are at a fully flooded location: Take 1 damage and 1 horror.", - "back_name": "Pursued by Townsfolk", - "back_flavor": "A crowd gathers in the town square. At first you are relieved to see faces not bearing hideous, monstrous features: the prodigious, bulging eyes; wide jaws filled with sharp, jagged teeth; the gills, fins and webbings that suggest something fish-like and inhuman. Then you hear one voice rise above the din, and your heart turns to ice.\n\"The time is nigh! The Order of Dagon commands you! Slay the outsiders and any who stand in our way, and you shall be rewarded! You shall be remade and share in the riches of the deep!\" a robed man shouts. The crowd rejoices in jubilant madness.", - "back_text": "Increase the flood level of each [[Midtown]] location.\nSpawn the set-aside Angry Mob at Innsmouth Square. Randomly choose 1 of the set-aside facedown keys and place it on Angry Mob without looking at it." + "type_code": "agenda" }, { + "back_flavor": "The Manuxet River spills over as the tide rolls in higher and higher. Soon the streets are overflowing. The waves engulf anything and everything in their way, turning over vehicles, smashing through ramshackle houses, and cutting off escape routes. If this goes on much longer, there will be nothing left of the town of Innsmouth.", + "back_name": "Closing In", + "back_text": "Increase the flood level of each location.\nIn player order, each investigator draws 1 encounter card.", "code": "07126", + "doom": 4, + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 4, + "faction_code": "mythos", "flavor": "\"As I watched - choked by a sudden rise in the fishy odour after a short abatement - I saw a band of uncouth, crouching shapes loping and shambling in the same direction...\"\n - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Matt Dixon", "name": "Flooded Streets", + "pack_code": "itd", + "position": 126, + "quantity": 1, + "stage": 3, "text": "Each [[Suspect]] enemy loses aloof and cannot be parleyed with.\nForced - When your turn ends, if you are at a fully flooded location: Take 1 damage, 1 horror, and discard 1 card at random from your hand.", - "back_name": "Closing In", - "back_flavor": "The Manuxet River spills over as the tide rolls in higher and higher. Soon the streets are overflowing. The waves engulf anything and everything in their way, turning over vehicles, smashing through ramshackle houses, and cutting off escape routes. If this goes on much longer, there will be nothing left of the town of Innsmouth.", - "back_text": "Increase the flood level of each location.\nIn player order, each investigator draws 1 encounter card." + "type_code": "agenda" }, { + "back_flavor": "Water rushes through the town. The waves crash through dilapidated buildings, consume the streets, and destroy every standing bridge. Even the refinery is turned to rubble by the surging waters. Soon, Innsmouth is gone. You barely escape the raging sea.", + "back_name": "Swallowed by the Sea", + "back_text": "In your Campaign Log, record Innsmouth was consumed by the rising tide.\nEach investigator that has not resigned is defeated and suffers 1 physical trauma.", "code": "07127", + "doom": 3, + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 5, + "faction_code": "mythos", "flavor": "\"Nothing that I could have imagined - nothing, even, that I could have gathered had I credited old Zadok's crazy tale in the most literal way - would be in any way comparable to the demoniac, blasphemous reality that I saw - or believe I saw.\"\n - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Matt Dixon", "name": "Rage of the Deep", + "pack_code": "itd", + "position": 127, + "quantity": 1, + "stage": 4, "text": "Each [[Suspect]] enemy loses aloof and cannot be parleyed with.\nForced - When your turn ends, if you are at a fully flooded location: Take 1 damage, 1 horror, and discard 2 cards at random from your hand.", - "back_name": "Swallowed by the Sea", - "back_flavor": "Water rushes through the town. The waves crash through dilapidated buildings, consume the streets, and destroy every standing bridge. Even the refinery is turned to rubble by the surging waters. Soon, Innsmouth is gone. You barely escape the raging sea.", - "back_text": "In your Campaign Log, record Innsmouth was consumed by the rising tide.\nEach investigator that has not resigned is defeated and suffers 1 physical trauma." + "type_code": "agenda" }, { + "back_flavor": "After hours of fleeing, sneaking, and hiding, you finally reach the abandoned railway station on the western edge of Innsmouth. The moment you see the two automobiles parked by the tracks, you break into a run. You're more than happy to leave this awful place behind.", + "back_name": "Out of Town", + "back_text": "In your Campaign Log, record the investigators made it safely to their vehicles.\n(→R1)", + "clues": null, "code": "07128", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 6, + "faction_code": "mythos", "flavor": "Inhuman creatures patrol the streets of Innsmouth, hunting for you and more of your kind. You must make your way to the other end of town and escape... but perhaps more of your memories can be recovered if you explore the town of Innsmouth further?", + "illustrator": "Tomasz Jedruszek", "name": "Through the Labyrinth", + "pack_code": "itd", + "position": 128, + "quantity": 1, + "stage": 1, "text": "[free] Spend 1 [per_investigator] +1 clues, as a group: Remove 1 barrier between your location and a connecting location.\nObjective - Get to the Railroad Station! If each surviving investigator has resigned, advance.", - "back_name": "Out of Town", - "back_flavor": "After hours of fleeing, sneaking, and hiding, you finally reach the abandoned railway station on the western edge of Innsmouth. The moment you see the two automobiles parked by the tracks, you break into a run. You're more than happy to leave this awful place behind.", - "back_text": "In your Campaign Log, record the investigators made it safely to their vehicles.\n(→R1)" + "type_code": "act" }, { + "back_flavor": "Some of the townsfolk are gathered in front of the old Order of Dagon hall on the north side of town. Their crazed shouts echo through the streets. Based on what Agent Harper has told you, you know that the Order has something to do with these strange happenings... but what?", + "clues": 1, "code": "07129", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 7, + "faction_code": "mythos", + "illustrator": "Ryan Barger", "name": "Esoteric Order of Dagon", + "pack_code": "itd", + "position": 129, + "quantity": 1, + "shroud": 4, "text": "Forced - After this location is revealed: Randomly choose 1 of the set-aside facedown keys and place it on this location without looking at it.\n[action] [action]: Parley. Test [intellect] (3). If you succeed, remove 1 barrier between this location and a connecting location.", "traits": "Innsmouth. Midtown.", - "back_flavor": "Some of the townsfolk are gathered in front of the old Order of Dagon hall on the north side of town. Their crazed shouts echo through the streets. Based on what Agent Harper has told you, you know that the Order has something to do with these strange happenings... but what?" + "type_code": "location" }, { + "back_flavor": "Sawbone Alley is not for the faint of heart, but if you think you know the town's secrets, fortune favors the bold.", + "clues": 2, "code": "07130", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 8, + "faction_code": "mythos", + "illustrator": "Nele Diel", "name": "Sawbone Alley", + "pack_code": "itd", + "position": 130, + "quantity": 1, + "shroud": 4, "text": "[action]: Parley. Test [willpower] (1 [per_investigator]). If you succeed, remove 1 barrier between this location and a connecting location.\n[free] If the investigators control 7 keys, as a group: Parley. Read Flashback VII in the Campaign Guide.", "traits": "Innsmouth.", - "back_flavor": "Sawbone Alley is not for the faint of heart, but if you think you know the town's secrets, fortune favors the bold." + "type_code": "location", + "victory": 1 }, { + "back_flavor": "Full of lifelong inhabitants, the slums could be a good place to glean key information about the state of the town.", + "clues": 1, "code": "07131", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 9, + "faction_code": "mythos", + "illustrator": "Marc Simonetti", "name": "Shoreward Slums", + "pack_code": "itd", + "position": 131, + "quantity": 1, + "shroud": 2, "text": "Forced - After this location is revealed: Randomly choose 1 of the set-aside facedown keys and place it on this location without looking at it.\n[free] Take 1 damage: Parley. Remove 1 barrier between this location and a connecting location.", "traits": "Innsmouth. Coastal. Midtown.", - "back_flavor": "Full of lifelong inhabitants, the slums could be a good place to glean key information about the state of the town." + "type_code": "location" }, { + "back_flavor": "Decrepit and apparently abandoned, the house is unlocked and oddly inviting.", + "clues": 1, "code": "07132", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 10, + "faction_code": "mythos", + "illustrator": "Lars Simkins", "name": "The House on Water Street", + "pack_code": "itd", + "position": 132, + "quantity": 1, + "shroud": 2, "text": "Forced - After this location is revealed: Randomly choose 1 of the set-aside facedown keys and place it on this location without looking at it.\n[free] Choose and discard 1 card from your hand: Parley. Remove 1 barrier between this location and a connecting location.", "traits": "Innsmouth. Coastal.", - "back_flavor": "Decrepit and apparently abandoned, the house is unlocked and oddly inviting." + "type_code": "location" }, { + "back_flavor": "The police must have an idea of what's going on, and it may be worth talking to one of the inmates.", + "clues": 1, "code": "07133", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 11, + "faction_code": "mythos", + "illustrator": "Ryan Barger", "name": "Innsmouth Jail", + "pack_code": "itd", + "position": 133, + "quantity": 1, + "shroud": 3, "text": "[action] Spend 3 resources: Parley. Remove 1 barrier between this location and a connecting location.\n[free] If you control the black key: Parley. Read Flashback VIII in the Campaign Guide.", "traits": "Innsmouth. Midtown.", - "back_flavor": "The police must have an idea of what's going on, and it may be worth talking to one of the inmates." + "type_code": "location", + "victory": 1 }, { + "back_flavor": "You're beginning to wonder if anyone from Innsmouth can be trusted...", + "clues": 1, "code": "07134", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 12, + "faction_code": "mythos", + "illustrator": "Alexander Tooth", "name": "New Church Green", + "pack_code": "itd", + "position": 134, + "quantity": 1, + "shroud": 3, "text": "Forced - After this location is revealed: Randomly choose 1 of the set-aside facedown keys and place it on this location without looking at it.\n[action] If there are no clues on this location: Parley. Remove 1 barrier between this location and a connecting location.", "traits": "Innsmouth. Midtown.", - "back_flavor": "You're beginning to wonder if anyone from Innsmouth can be trusted..." + "type_code": "location" }, { + "back_flavor": "Contrary to its name, the Little Bookshop has a vast collection of books. You might find a valuable tome by perusing its shelves.", + "clues": 1, + "clues_fixed": true, "code": "07135", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 13, + "faction_code": "mythos", + "illustrator": "Nele Diel", "name": "The Little Bookshop", + "pack_code": "itd", + "position": 135, + "quantity": 1, + "shroud": 3, "text": "[action] [action] Draw the top card of the encounter deck: Parley. Remove 1 barrier between this location and a connecting location.\n[free] If the investigators control 5 or more keys, as a group: Parley. Read Flashback VI in the Campaign Guide.", "traits": "Innsmouth.", - "back_flavor": "Contrary to its name, the Little Bookshop has a vast collection of books. You might find a valuable tome by perusing its shelves." + "type_code": "location" }, { + "back_flavor": "A crumbling ruin, the bridge nonetheless provides decent cover for your flight through the town.", + "clues": 2, "code": "07136", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 14, + "faction_code": "mythos", + "illustrator": "Leanna Crossan", "name": "Fish Street Bridge", + "pack_code": "itd", + "position": 136, + "quantity": 1, + "shroud": 1, "text": "Fish Street Bridge gets +1 shroud for each barrier between it and any connecting location.\n[action] Add 2 [curse] tokens to the chaos bag: Parley. Remove 1 barrier between this location and a connecting location.", "traits": "Innsmouth. Coastal. Midtown.", - "back_flavor": "A crumbling ruin, the bridge nonetheless provides decent cover for your flight through the town." + "type_code": "location", + "victory": 1 }, { + "back_flavor": "Someone has barricaded the entrance to the grocery store in the hopes that it might keep out the creatures prowling the streets. It won't. But it's a nice thought.", + "clues": 2, "code": "07137", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 15, + "faction_code": "mythos", + "illustrator": "Ryan Barger", "name": "First National Grocery", + "pack_code": "itd", + "position": 137, + "quantity": 1, + "shroud": 3, "text": "Forced - After you enter this location from a connecting location: Place 1 barrier between both locations.\n[action]: Parley. Test your lowest skill (2). If you succeed, remove 1 barrier between this location and a connecting location.", "traits": "Innsmouth. Midtown.", - "back_flavor": "Someone has barricaded the entrance to the grocery store in the hopes that it might keep out the creatures prowling the streets. It won't. But it's a nice thought." + "type_code": "location", + "victory": 1 }, { + "back_flavor": "Even the town's once-bustling harbour is deserted. The angry tide has consumed much of the docks and toppled several ships into the ocean. If this continues much longer, there won't be much of a harbour left at all.", + "clues": 1, "code": "07138", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 16, + "faction_code": "mythos", + "illustrator": "Tomasz Jedruszek", "name": "Innsmouth Harbour", + "pack_code": "itd", + "position": 138, + "quantity": 1, + "shroud": 1, "text": "[reaction] After you enter this location: Move to The House on Water Street.\n[action] [action]: Parley. Remove 1 barrier between this location and a connecting location.", "traits": "Innsmouth. Coastal.", - "back_flavor": "Even the town's once-bustling harbour is deserted. The angry tide has consumed much of the docks and toppled several ships into the ocean. If this continues much longer, there won't be much of a harbour left at all." + "type_code": "location" }, { + "back_flavor": "From your vantage point, you see a red bus parked in the square. Getting a ride would be a tremendous help in escaping this infested, decrepit town. Then you hear a petrifying sound emanating from the square - a thunderous, deep growl that gives you second thoughts about proceeding.", + "clues": 1, "code": "07139", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 17, + "faction_code": "mythos", + "illustrator": "Mark Molnar", "name": "Innsmouth Square", + "pack_code": "itd", + "position": 139, + "quantity": 1, + "shroud": 4, "text": "Forced - After this location is revealed: Spawn the set-aside Innsmouth Shoggoth at this location, exhausted.\n[action]: Parley. Move 1 barrier between this location and a connecting location so it is between this location and a different connecting location.\n[free] If the investigators control 2 or more keys, as a group: Parley. Read Flashback V in the Campaign Guide.", "traits": "Innsmouth. Midtown.", - "back_flavor": "From your vantage point, you see a red bus parked in the square. Getting a ride would be a tremendous help in escaping this infested, decrepit town. Then you hear a petrifying sound emanating from the square - a thunderous, deep growl that gives you second thoughts about proceeding." + "type_code": "location", + "victory": 1 }, { + "back_flavor": "Finding a trustworthy individual to query may open a door, and an out-of-town guest staying at the hotel could provide a vital piece of this puzzle.", + "clues": 2, "code": "07140", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 18, + "faction_code": "mythos", + "illustrator": "Marc Simonetti", "name": "Gilman House", + "pack_code": "itd", + "position": 140, + "quantity": 1, + "shroud": 3, "text": "Forced - After this location is revealed: Randomly choose 1 of the set-aside facedown keys and place it on this location without looking at it.\n[action]: Parley. Test [combat] (2) or [agility] (2). If you succeed, remove 1 barrier between this location and a connecting location.", "traits": "Innsmouth. Midtown.", - "back_flavor": "Finding a trustworthy individual to query may open a door, and an out-of-town guest staying at the hotel could provide a vital piece of this puzzle." + "type_code": "location" }, { + "back_flavor": "\"Crossing the bridge and turning toward the roar of the lower falls, I passed close to the Marsh refinery, which seemed oddly free from the noise of industry. This building stood on the steep river bluff near a bridge and an open confluence of streets which I took to be the earliest civic centre...\"\n - H. P. Lovecraft, The Shadow over Innsmouth", + "clues": 1, + "clues_fixed": true, "code": "07141", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 19, + "faction_code": "mythos", + "illustrator": "Mark Molnar", "name": "Marsh Refinery", + "pack_code": "itd", + "position": 141, + "quantity": 1, + "shroud": 3, "text": "[free] If you control 1 or more keys: Move to a connecting location.\n[action] Discard an asset you control: Parley. Remove 1 barrier between this location and a connecting location.", "traits": "Innsmouth. Coastal. Midtown.", - "back_flavor": "\"Crossing the bridge and turning toward the roar of the lower falls, I passed close to the Marsh refinery, which seemed oddly free from the noise of industry. This building stood on the steep river bluff near a bridge and an open confluence of streets which I took to be the earliest civic centre...\"\n - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"No railroad now - B. & M. never went through, and the branch line from Rowley was given up years ago.\"\n - H. P. Lovecraft, The Shadow over Innsmouth", + "clues": 0, "code": "07142", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 20, + "faction_code": "mythos", + "illustrator": "Alexander Chelyshev", "name": "Railroad Station", + "pack_code": "itd", + "position": 142, + "quantity": 1, + "shroud": 1, "text": "Forced - After you enter this location, if it is flooded: Test [agility] (2). If you fail, take 1 damage.\n[action]: Resign. You escape the submerged town.", "traits": "Innsmouth.", - "back_flavor": "\"No railroad now - B. & M. never went through, and the branch line from Rowley was given up years ago.\"\n - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "From here, you can still see the exit of the tidal cavern where you were trapped. The opening vanishes slowly as the tide rolls in. You shudder to think how things might have turned out if you hadn't escaped.", + "clues": 1, + "clues_fixed": true, "code": "07143", + "double_sided": true, + "encounter_code": "in_too_deep", + "encounter_position": 21, + "faction_code": "mythos", + "illustrator": "David Frasheski", "name": "Desolate Coastline", + "pack_code": "itd", + "position": 143, + "quantity": 1, + "shroud": 2, "text": "Card effects cannot place barriers between Desolate Coastline and connecting locations.", "traits": "Innsmouth. Coastal.", - "back_flavor": "From here, you can still see the exit of the tidal cavern where you were trapped. The opening vanishes slowly as the tide rolls in. You shudder to think how things might have turned out if you hadn't escaped." + "type_code": "location" }, { "code": "07144", + "encounter_code": "in_too_deep", + "encounter_position": 22, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 4, + "illustrator": "Matthew Cowdery", "name": "Innsmouth Shoggoth", + "pack_code": "itd", + "position": 144, + "quantity": 1, "text": "Hunter. Massive.\nInnsmouth Shoggoth gets +2 [per_investigator] health.\nWhen Innsmouth Shoggoth moves via its hunter keyword, it ignores all barriers.\nForced - After Innsmouth Shoggoth moves: Remove each barrier it moved through.", - "traits": "Monster. Shoggoth. Elite." + "traits": "Monster. Shoggoth. Elite.", + "type_code": "enemy", + "victory": 1 }, { "code": "07145", + "encounter_code": "in_too_deep", + "encounter_position": 23, + "enemy_damage": 2, + "enemy_evade": 1, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 4, + "illustrator": "Matthew Cowdery", "name": "Ravager from the Deep", + "pack_code": "itd", + "position": 145, + "quantity": 2, "text": "Hunter.\nWhile its location is flooded, Ravager from the Deep gets +1 fight and +1 evade (+2 fight and +2 evade instead if its location is fully flooded).\nForced - After Ravager from the Deep engages you: Test [combat] (2). If you fail, place 1 barrier between your location and the connecting location to the west.", - "traits": "Humanoid. Monster. Deep One." + "traits": "Humanoid. Monster. Deep One.", + "type_code": "enemy" }, { "code": "07146", + "encounter_code": "in_too_deep", + "encounter_position": 25, + "enemy_damage": 1, + "enemy_evade": 1, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 2, + "illustrator": "Mike Capprotti", "name": "Emerging Deep One", + "pack_code": "itd", + "position": 146, + "quantity": 3, "text": "Hunter.\nRevelation - Emerging Deep One enters play exhausted and unengaged unless its location is fully flooded.\nForced - After Emerging Deep One engages you, if your location is flooded: It attacks you.", - "traits": "Humanoid. Monster. Deep One." + "traits": "Humanoid. Monster. Deep One.", + "type_code": "enemy" }, { "code": "07147", + "encounter_code": "in_too_deep", + "encounter_position": 28, + "faction_code": "mythos", + "illustrator": "Tomasz Jedruszek", "name": "Deep One Invasion", + "pack_code": "itd", + "position": 147, + "quantity": 1, "text": "Revelation - Shuffle the encounter discard pile into the encounter deck. For each location to the east of your location (on the same row), discard cards from the top of the encounter deck until a [[Deep One]] enemy with the hunter keyword is discarded and spawn that enemy at that location.", - "traits": "Scheme." + "traits": "Scheme.", + "type_code": "treachery" }, { "code": "07148", + "encounter_code": "in_too_deep", + "encounter_position": 29, + "faction_code": "mythos", + "illustrator": "Cyril van der Haegen", "name": "Pulled Back", + "pack_code": "itd", + "position": 148, + "quantity": 2, "text": "Revelation - Test [willpower] (3). If you fail, move to the connecting location to the east, ignoring all barriers. Then place each key you control on your location.", - "traits": "Terror." + "traits": "Terror.", + "type_code": "treachery" }, { "code": "07149", + "encounter_code": "in_too_deep", + "encounter_position": 31, + "faction_code": "mythos", + "illustrator": "Lukasz Jaskolski", "name": "Inundated", + "pack_code": "itd", + "position": 149, + "quantity": 3, "text": "Revelation - Place 1 barrier between this location and each connecting location with no barriers between them. If no barriers are placed by this effect, Inundated gains surge.", - "traits": "Hazard." + "traits": "Hazard.", + "type_code": "treachery" }, { "code": "07150", + "cost": 0, + "encounter_code": "in_too_deep", + "encounter_position": 34, + "faction_code": "neutral", + "health": 1, + "illustrator": "Cris Griffin", + "is_unique": true, "name": "Joe Sargent", + "pack_code": "itd", + "position": 150, + "quantity": 1, + "sanity": 2, "subname": "Rattletrap Bus Driver", "text": "Uses (3 tickets).\nForced - When Joe Sargent leaves play: Remove him from the game.\n[free] Spend 1 ticket: Move to a connecting location that is not fully flooded.", - "traits": "Ally. Hybrid." + "traits": "Ally. Hybrid.", + "type_code": "asset" }, { "code": "07151", + "cost": null, + "deck_limit": 1, + "encounter_code": "in_too_deep", + "encounter_position": 35, + "faction_code": "neutral", + "illustrator": "Dimitri Bielak", "name": "Teachings of the Order", + "pack_code": "itd", + "permanent": true, + "position": 151, + "quantity": 1, "text": "Permanent.\n[free] Exhaust Teachings of the Order and choose one effect you have not yet chosen this campaign:\n- Remove all [curse] tokens from the chaos bag.\n- Remove a flood token from a non-[[Sanctum]] location.\n- Defeat a non-[[Elite]] enemy at your location.", - "traits": "Item. Tome." + "traits": "Item. Tome.", + "type_code": "asset" } ] diff --git a/translations/ru/pack/tic/itm.json b/translations/ru/pack/tic/itm.json new file mode 100644 index 000000000..750eb1bae --- /dev/null +++ b/translations/ru/pack/tic/itm.json @@ -0,0 +1,183 @@ +[ + { + "code": "07301", + "cost": 3, + "deck_limit": 2, + "faction_code": "guardian", + "flavor": "Even in the deepest darkness, light can still bloom.", + "illustrator": "Romana Kendelic", + "name": "Hallow", + "pack_code": "itm", + "position": 301, + "quantity": 2, + "skill_wild": 1, + "skill_willpower": 1, + "text": "As an additional cost to play Hallow, return a total of 10 [bless] tokens to the token pool from the chaos bag or sealed on cards in play.\nRemove 1 doom from any card in play.", + "traits": "Spell. Blessed.", + "type_code": "event", + "xp": 3 + }, + { + "code": "07302", + "cost": 4, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Régis Moulun", + "name": "Holy Spear", + "pack_code": "itm", + "position": 302, + "quantity": 2, + "slot": "Hand x2", + "skill_combat": 2, + "skill_willpower": 1, + "tags": "se.", + "text": "[action]: Fight. You get +2 [combat] and deal +1 damage for this attack. When you initiate this ability, you may release a [bless] token sealed on Holy Spear.\n[action] Search the chaos bag for 2 [bless] tokens and seal them on Holy Spear: Fight. You get +4 [combat] and deal +2 damage for this attack.", + "traits": "Item. Weapon. Melee. Blessed.", + "type_code": "asset", + "xp": 5 + }, + { + "code": "07303", + "cost": null, + "deck_limit": 1, + "exceptional": true, + "faction_code": "seeker", + "illustrator": "Alexander Chelyshev", + "name": "Ancestral Knowledge", + "pack_code": "itm", + "permanent": true, + "position": 303, + "quantity": 1, + "text": "Permanent. Exceptional.\nYour deck must include at least 10 skills. Your deck size is increased by 5.\n[reaction] Before drawing your opening hand: Attach 5 random non-weakness skills from your deck facedown to this card.\n[fast] Exhaust Ancestral Knowledge: Draw 1 attached skill.", + "traits": "Talent.", + "type_code": "asset", + "xp": 3 + }, + { + "code": "07304", + "cost": 0, + "deck_limit": 2, + "faction_code": "seeker", + "illustrator": "Tom Garden", + "name": "Ariadne's Twine", + "pack_code": "itm", + "position": 304, + "quantity": 2, + "skill_intellect": 2, + "slot": "Arcane", + "text": "Uses (0 secrets).\nSecrets on Ariadne's Twine can be spent as if they were on any asset controlled by an investigator at your location.\n[free] Exhaust Ariadne's Twine: Move 1 secret from an asset you control to your resource pool, as a resource, or vice versa.", + "traits": "Ritual.", + "type_code": "asset", + "xp": 3 + }, + { + "code": "07305", + "cost": 4, + "deck_limit": 2, + "faction_code": "rogue", + "illustrator": "Mauro Dal Bo", + "name": ".25 Automatic", + "pack_code": "itm", + "position": 305, + "quantity": 2, + "skill_agility": 1, + "skill_combat": 1, + "slot": "Hand", + "text": "Fast. Uses (4 ammo).\n[action] Spend 1 ammo: Fight. If the attacked enemy is exhausted, you get +2 [combat] and deal +1 damage for this attack.\n[reaction] After you evade an enemy at your location: Perform the above Fight ability without spending an action.", + "traits": "Item. Weapon. Firearm. Illicit.", + "type_code": "asset", + "xp": 2 + }, + { + "code": "07306", + "deck_limit": 2, + "faction_code": "rogue", + "illustrator": "Borja Pindado", + "name": "Justify the Means", + "pack_code": "itm", + "position": 306, + "quantity": 2, + "text": "You may commit Justify the Means to any type of test.\nAs an additional cost to commit Justify the Means to a skill test, add [curse] tokens to the chaos bag equal to this test's difficulty.\nThis test automatically succeeds.", + "traits": "Practiced. Cursed.", + "type_code": "skill", + "xp": 3 + }, + { + "code": "07307", + "cost": 2, + "deck_limit": 1, + "exceptional": true, + "faction_code": "rogue", + "illustrator": "Julepe", + "name": "Lucky Dice", + "pack_code": "itm", + "position": 307, + "quantity": 1, + "skill_agility": 1, + "skill_willpower": 1, + "slot": "Accessory", + "subname": "...Or Are They?", + "text": "Exceptional.\n[reaction] When you reveal a non-[curse], non-[auto_fail] chaos token, add 1 [curse] token to the chaos bag: Ignore the just revealed chaos token and reveal another one to resolve. If that token has a [curse] or [auto_fail] symbol, return Lucky Dice to your hand (cannot be ignored/canceled).", + "traits": "Item. Relic.", + "type_code": "asset", + "xp": 3 + }, + { + "code": "07308", + "cost": 0, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Adam S. Doyle", + "name": "Rite of Equilibrium", + "pack_code": "itm", + "position": 308, + "quantity": 2, + "skill_wild": 1, + "tags": "hh.", + "text": "Either (choose one):\n- Add X [curse] tokens to the chaos bag to add X [bless] tokens to the chaos bag.\n- Remove X [curse] and X [bless] tokens from the chaos bag to heal X total horror from among cards at your location.", + "traits": "Spell. Blessed. Cursed.", + "type_code": "event", + "xp": 5 + }, + { + "code": "07309", + "cost": 3, + "deck_limit": 2, + "faction_code": "survivor", + "health": 2, + "illustrator": "Tony Foti", + "is_unique": true, + "name": "Jacob Morrison", + "pack_code": "itm", + "position": 309, + "quantity": 2, + "sanity": 2, + "skill_wild": 1, + "slot": "Ally", + "subname": "Coast Guard Captain", + "text": "Jacob Morrison does not ready during the upkeep phase.\n[reaction] When you would fail a skill test, exhaust Jacob Morrison: You get +2 skill value for that test.\n[reaction] After a [bless] token is revealed from the chaos bag during a skill test you are performing: Ready Jacob Morrison.", + "traits": "Ally. Blessed.", + "type_code": "asset", + "xp": 3 + }, + { + "code": "07310", + "cost": 1, + "deck_limit": 2, + "errata_date": "2022-08-26", + "faction_code": "survivor", + "illustrator": "Alexander Chelyshev", + "is_unique": true, + "name": "Shrine of the Moirai", + "pack_code": "itm", + "position": 310, + "quantity": 2, + "skill_agility": 1, + "skill_intellect": 1, + "skill_willpower": 1, + "text": "Attach to your location. Uses (3 offerings).\nAttached location gains: \"[fast] Draw the top card of the encounter deck, exhaust Shrine of the Moirai, and spend 1 offering: Return up to 2 cards with a total combined level of 5 or less from your discard pile to your hand. Any investigator at this location may trigger this ability.\"\nCard design by the Moirai at Arkham Nights 2019.", + "traits": "Fortune. Blessed. Cursed.", + "type_code": "event", + "xp": 3 + } +] diff --git a/translations/ru/pack/tic/itm_encounter.json b/translations/ru/pack/tic/itm_encounter.json new file mode 100644 index 000000000..d5182fe91 --- /dev/null +++ b/translations/ru/pack/tic/itm_encounter.json @@ -0,0 +1,584 @@ +[ + { + "back_text": "Hard / Expert\n[skull]: -2 (-4 instead if there are 4 or more unflooded [[Y'ha-nthlei]] locations in play).\n[cultist]: -4. If you fail, place 1 doom on the current agenda (this may cause the current agenda to advance).\n[tablet]: -5. If you fail, you must either increase the flood level of your location or take 1 damage.\n[elder_thing]: -6. If you fail and there is a key on your location, take 1 horror.", + "code": "07311", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 1, + "faction_code": "mythos", + "name": "Into the Maelstrom", + "pack_code": "itm", + "position": 311, + "quantity": 1, + "text": "Easy / Standard\n[skull]: -1 (-3 instead if there are 4 or more unflooded [[Y'ha-nthlei]] locations in play).\n[cultist]: -3. If you fail, place 1 doom on the current agenda (this may cause the current agenda to advance).\n[tablet]: -4. If you fail, you must either increase the flood level of your location or take 1 damage.\n[elder_thing]: -5. If you fail and there is a key on your location, take 1 horror.", + "type_code": "scenario" + }, + { + "back_flavor": "The waters continue to roil in ebullient energy, as if somehow alive. With each passing moment, the sea grows more and more volatile. Stranger still are the monstrous creatures that now prowl the dark waters - creatures that defy all laws of nature...", + "back_name": "Maelstrom Mutation", + "back_text": "Shuffle the set-aside Lloigor enemy and the set-aside Aquatic Abomination enemy into the encounter deck, along with the encounter discard pile.", + "code": "07312", + "doom": 6, + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "Your boat lands on the black reef, and you descend once more into the tidal caverns. Deeper and deeper still you travel, until all thoughts of returning to the surface seem like fantasy.", + "illustrator": "Brad Rigney", + "name": "Under the Surface", + "pack_code": "itm", + "position": 312, + "quantity": 1, + "stage": 1, + "text": "Forced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", + "type_code": "agenda" + }, + { + "back_name": "Tyrants of the Deep", + "back_text": "If Hydra is in play, flip her to her (Awakened and Enraged) side.\nIf Dagon is in play and slumbering, flip him to his (Awakened and Enraged) side.", + "code": "07313", + "doom": 8, + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "Even this deep beneath the surface of the ocean, you can tell that your time is running short. You feel the pull of the tide as it courses through the water. Every bone in your body quakes. The walls breathe as though alive.", + "illustrator": "Brad Rigney", + "name": "Celestial Alignment", + "pack_code": "itm", + "position": 313, + "quantity": 1, + "stage": 2, + "text": "Forced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", + "type_code": "agenda" + }, + { + "back_flavor": "The chanting of the Deep Ones rises to a crescendo. The alien walls of Y'ha-nthlei twist and contort before your eyes, like lungs desperately clawing for breath. The air becomes thin. Water seeps through the walls. Nothing can stop the pull of the tide now. Nothing can stop the great flood. A triumphant roar sounds throughout the city, and the citizens of the deep rise to meet the cry in their jubilance. You collapse in exhaustion and resignation. Your part is over, now. The part of humanity will soon follow.", + "back_name": "Into the Maelstrom", + "back_text": "(→R8)", + "code": "07314", + "doom": 10, + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "The great flood has begun. With the ritual complete, the seas shall overtake the Earth, and there will be nothing left but the primordial ocean and its denizens. You are all that stands in the way of humanity's extinction.", + "illustrator": "Brad Rigney", + "name": "The Flood", + "pack_code": "itm", + "position": 314, + "quantity": 1, + "stage": 3, + "text": "If an [[Ancient One]] enemy is slumbering, flip it to its (Awakened and Enraged) side.\nForced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", + "type_code": "agenda" + }, + { + "back_flavor": "A maelstrom of currents tugs at your flesh as you cross through the gateway. When you emerge on the other side, you are no longer in the simple tidal caverns beneath Devil Reef, but inside a vast city within the depths: a city of otherworldly, alien architecture and, surprisingly, riches beyond your wildest imagination.", + "back_name": "To Y'ha-nthlei", + "back_text": "Remove each location other than Gateway to Y'ha-nthlei from the game (or add them to the victory display if they have Victory X and no clues remaining). Discard each card at those locations.\nPut set-aside locations into play as shown in the Campaign Guide, following the \"Act 2 Setup\" instructions. (Note that the number of Y'ha-nthlei locations used and the arrangement of the locations varies depending on the number of investigators in the game.)\nPut the set-aside Hydra enemy into play in the Lair of Hydra, (Deep in Slumber) side faceup.\nPut the set-aside Dagon enemy into play in the Lair of Dagon. Check Campaign Log. If Dagon has awakened, he enters play (Awakened and Enraged) side faceup. If Dagon still slumbers, he enters play (Deep in Slumber) side faceup.", + "clues": null, + "code": "07315", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 5, + "errata_date": "2021-06-28", + "faction_code": "mythos", + "flavor": "Finally you reach the gateway to the final depths: a swirling vortex of otherworldly currents beyond which Y'ha-nthlei, the city of the Deep Ones, waits. Somehow, you must gain entrance...", + "illustrator": "Carlos Palma Cruchaga", + "name": "Back into the Depths", + "pack_code": "itm", + "position": 315, + "quantity": 1, + "stage": 1, + "text": "Objective - If each investigator is at Gateway to Y'ha-nthlei and the investigators possess each of the following keys (blue, red, yellow, and green), you may choose to advance.", + "type_code": "act" + }, + { + "back_flavor": "The seas part with a roaring torrent. Chill air flows through the corridors of Y'ha-nthlei as it rises. When the stars look down upon its alien, emerald halls, something in the air changes. There is a sound like a snap and the hissing of air being pulled through the vacuum of space. Then, like automobiles lurching to life, the Earth and the Moon begin to move once more.", + "back_name": "Shattering the Alignment", + "back_text": "Add this card to the victory display.\n- If there is another act card in play, you may choose to either continue playing in order to accomplish the objective on that act card, or proceed immediately to (→R1) without fulfilling that objective.\n- If there are no other act cards in play, proceed to (→R1).\nVictory 2.", + "clues": null, + "code": "07316", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "Deep within the city of Y'ha-nthlei, the Deep Ones are performing a ritual that will drown the Earth under the seas. The only way to counteract this ritual is to unveil the depths and expose the city to the sky.", + "illustrator": "Carlos Palma Cruchaga", + "name": "City of the Deep (v. I)", + "pack_code": "itm", + "position": 316, + "quantity": 1, + "stage": 2, + "text": "[fast] Either remove 1 [per_investigator] damage from an [[Ancient One]] enemy at your location, or investigators at a [[Lair]] location spend 1 [per_investigator] clues, as a group: Decrease the flood level of any non-[[Sanctum]] location in play\nObjective - Stop the Deep Ones' ritual by draining the city. If each location in play is unflooded, advance.", + "type_code": "act", + "victory": 2 + }, + { + "back_flavor": "The gold and jewels hoarded in the vaults of the Deep Ones are too plentiful to count. There is no doubt in your mind: This is how the creatures - and by proxy, the Esoteric Order of Dagon - were able to manipulate the people of Innsmouth and bring more into their fold. Even a few handfuls of such riches would be enough for one to live comfortably for the rest of their life. You and Agent Harper grab only the most valuable relics you can find, leaving the rest to sink with the remainder of the city. \"We have submarines stationed off the coast. When we're done here, they'll blow this place apart,\" she explains.", + "back_name": "Conspiracy Fulfilled", + "back_text": "Add this card to the victory display.\n- If there is another act card in play, you may choose to either continue playing in order to accomplish the objective on that act card, or proceed immediately to (→R1) without fulfilling that objective.\n- If there are no other act cards in play, proceed to (→R1).\nVictory 2.", + "clues": null, + "code": "07317", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 7, + "faction_code": "mythos", + "flavor": "You've agreed to help Agent Harper complete her mission to find and bring back the vast wealth of Y'ha-nthlei. Who knows what the government will do with such riches...", + "illustrator": "Carlos Palma Cruchaga", + "name": "City of the Deep (v. II)", + "pack_code": "itm", + "position": 317, + "quantity": 1, + "stage": 2, + "text": "Objective - Recover the riches of the Deep Ones. If the Lair of Dagon, the Lair of Hydra, and the Vault of Riches with the purple key have no clues on them, advance.", + "type_code": "act", + "victory": 2 + }, + { + "back_flavor": "With the deities of the Deep Ones thrashing and howling in pain, sections of the city begin to collapse all around you. Hoping to use this to your advantage, you lure the creatures closer and closer to the vaults where their riches are held. The vast hoards of gold and jewels are no doubt how the creatures - and by proxy, the Esoteric Order of Dagon - were able to manipulate the people of Innsmouth and bring more into their fold. You cannot let that ever happen again. One final blow sends one of the creatures staggering through the wall. The ceiling collapses, and a torrent of seawater follows. You escape just before you are caught inside.", + "back_name": "Conspiracy Dismantled", + "back_text": "Add this card to the victory display.\n- If there is another act card in play, you may choose to either continue playing in order to accomplish the objective on that act card, or proceed immediately to (→R1) without fulfilling that objective.\n- If there are no other act cards in play, proceed to (→R1).\nVictory 2.", + "clues": null, + "code": "07318", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 8, + "faction_code": "mythos", + "flavor": "You refuse to be a pawn in the government's schemes. Even so, you don't wish Agent Harper to come to any harm. You tell her to escape while she can, and she slips away, cursing under her breath. Now you have a new goal - send the riches of Y'ha-nthlei into the depths so they can never again be used against humanity.", + "illustrator": "Carlos Palma Cruchaga", + "name": "City of the Deep (v. III)", + "pack_code": "itm", + "position": 318, + "quantity": 1, + "stage": 2, + "text": "Objective - Collapse the vault containing the Deep Ones' riches. If Dagon and Hydra each have at least 4 [per_investigator] damage on them, advance.", + "type_code": "act", + "victory": 2 + }, + { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 1, + "code": "07319", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 9, + "faction_code": "mythos", + "illustrator": "Emilio Rodriguez", + "name": "Dark Abyss", + "pack_code": "itm", + "position": 319, + "quantity": 2, + "shroud": 2, + "text": "Forced - After Dark Abyss is revealed: Randomly choose 1 of the set-aside facedown keys and place it on Dark Abyss without looking at it.\nForced - After the last clue is discovered from Dark Abyss: Dark Abyss becomes fully flooded. Increase the flood level of each location connected to Dark Abyss.", + "traits": "Cave.", + "type_code": "location" + }, + { + "back_flavor": "\"Stupendous and unheard-of splendours await me below, and I shall seek them soon.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_text": "Gateway to Y'ha-nthlei enters play partially flooded (even while it is unrevealed).", + "clues": 0, + "code": "07320", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 11, + "faction_code": "mythos", + "flavor": "The gateway to the city of the deep is a roiling vortex of seawater - a portal of currents beyond which lies Y'ha-nthlei, your final destination.", + "illustrator": "Sarah Lindstrom", + "name": "Gateway to Y'ha-nthlei", + "pack_code": "itm", + "position": 320, + "quantity": 1, + "shroud": 2, + "traits": "Y'ha-nthlei. Otherworld.", + "type_code": "location" + }, + { + "back_flavor": "\"We shall swim out to that brooding reef in the sea and dive down through black abysses to Cyclopean and many-columned Y'ha-nthlei...\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Marc Simonetti", + "back_name": "Y'ha-nthlei", + "back_text": "Y'ha-nthlei enters play partially flooded (even while it is unrevealed).", + "clues": 1, + "code": "07321", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 12, + "faction_code": "mythos", + "illustrator": "Dimitri Bielak", + "name": "Sunken Halls", + "pack_code": "itm", + "position": 321, + "quantity": 2, + "shroud": 2, + "text": "[action] If you control the black key: Place it on Sunken Halls.\nForced - After an enemy enters Sunken Halls, if the black key is on Sunken Halls: Deal 2 damage to that enemy.", + "traits": "Y'ha-nthlei.", + "type_code": "location" + }, + { + "back_flavor": "\"We shall swim out to that brooding reef in the sea and dive down through black abysses to Cyclopean and many-columned Y'ha-nthlei...\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Marc Simonetti", + "back_name": "Y'ha-nthlei", + "back_text": "Y'ha-nthlei enters play partially flooded (even while it is unrevealed).", + "clues": 2, + "code": "07322", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 14, + "faction_code": "mythos", + "illustrator": "Vlad Ricean", + "name": "Vault of Riches", + "pack_code": "itm", + "position": 322, + "quantity": 2, + "shroud": 4, + "text": "[action] If you control the purple key: Place it on Vault of Riches. Then, choose a non-[[Elite]] enemy at any location. Automatically evade that enemy and move it to Vault of Riches. That enemy does not ready during the next upkeep phase. (Group limit once per game.)", + "traits": "Y'ha-nthlei.", + "type_code": "location" + }, + { + "back_flavor": "\"We shall swim out to that brooding reef in the sea and dive down through black abysses to Cyclopean and many-columned Y'ha-nthlei...\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Marc Simonetti", + "back_name": "Y'ha-nthlei", + "back_text": "Y'ha-nthlei enters play partially flooded (even while it is unrevealed).", + "clues": 0, + "code": "07323", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 16, + "faction_code": "mythos", + "illustrator": "Lukasz Jaskolski", + "name": "Undersea Corridors", + "pack_code": "itm", + "position": 323, + "quantity": 3, + "shroud": 6, + "text": "[action] If you control the white key: Place it on Undersea Corridors.\n[fast] If the white key is on Undersea Corridors: Move. Move to a connecting location. (Limit once per round.)", + "traits": "Y'ha-nthlei.", + "type_code": "location" + }, + { + "back_flavor": "\"... in that lair of the Deep Ones we shall dwell amidst wonder and glory for ever.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Dimitri Bielak", + "back_name": "Y'ha-nthlei Sanctum", + "back_text": "Y'ha-nthlei Sanctum enters play fully flooded (even while it is unrevealed).", + "clues": 1, + "code": "07324", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 19, + "faction_code": "mythos", + "illustrator": "Ben Zweifel", + "name": "Statues in the Deep", + "pack_code": "itm", + "position": 324, + "quantity": 1, + "shroud": 3, + "text": "[action] If you control the blue key, place it on this location and investigators here spend 1 [per_investigator] clues, as a group: Automatically evade each [[Ancient One]] enemy. Unflood this location. For the remainder of the game, this location cannot be flooded. (Group limit once per game.)\nForced - After you fail a skill test while investigating this location: Take 1 damage.", + "traits": "Y'ha-nthlei. Sanctum.", + "type_code": "location" + }, + { + "back_flavor": "\"... in that lair of the Deep Ones we shall dwell amidst wonder and glory for ever.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Dimitri Bielak", + "back_name": "Y'ha-nthlei Sanctum", + "back_text": "Y'ha-nthlei Sanctum enters play fully flooded (even while it is unrevealed).", + "clues": 1, + "code": "07325", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 20, + "faction_code": "mythos", + "illustrator": "Nele Diel", + "name": "Submerged Temple", + "pack_code": "itm", + "position": 325, + "quantity": 1, + "shroud": 5, + "text": "Each [[Deep One]] enemy at this location gets +2 fight.\n[action] If you control the green key, place it on this location and investigators here spend 1 [per_investigator] clues, as a group: Automatically evade each [[Ancient One]] enemy. Unflood this location. For the remainder of the game, this location cannot be flooded. (Group limit once per game.)", + "traits": "Y'ha-nthlei. Sanctum.", + "type_code": "location" + }, + { + "back_flavor": "\"... in that lair of the Deep Ones we shall dwell amidst wonder and glory for ever.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Dimitri Bielak", + "back_name": "Y'ha-nthlei Sanctum", + "back_text": "Y'ha-nthlei Sanctum enters play fully flooded (even while it is unrevealed).", + "clues": 1, + "code": "07326", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 21, + "faction_code": "mythos", + "illustrator": "Stanislav Dikolenko", + "name": "Syzygy Chamber", + "pack_code": "itm", + "position": 326, + "quantity": 1, + "shroud": 4, + "text": "[action] If you control the red key, place it on this location and investigators here spend 1 [per_investigator] clues, as a group: Automatically evade each [[Ancient One]] enemy. Unflood this location. For the remainder of the game, this location cannot be flooded. (Group limit once per game.)\nForced - After any location's flood value is increased: Each investigator at this location takes 1 horror.", + "traits": "Y'ha-nthlei. Sanctum.", + "type_code": "location" + }, + { + "back_flavor": "\"... in that lair of the Deep Ones we shall dwell amidst wonder and glory for ever.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "back_illustrator": "Dimitri Bielak", + "back_name": "Y'ha-nthlei Sanctum", + "back_text": "Y'ha-nthlei Sanctum enters play fully flooded (even while it is unrevealed).", + "clues": 1, + "code": "07327", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 22, + "faction_code": "mythos", + "illustrator": "Emilio Rodriguez", + "name": "Onyx Guardians", + "pack_code": "itm", + "position": 327, + "quantity": 1, + "shroud": 2, + "text": "During the enemy phase, each ready [[Ancient One]] enemy can attack investigators here as if they were engaged.\n[action] If you control the yellow key, place it on this location and investigators here spend 1 [per_investigator] clues, as a group: Automatically evade each [[Ancient One]] enemy. Unflood this location. For the remainder of the game, this location cannot be flooded. (Group limit once per game.)", + "traits": "Y'ha-nthlei. Sanctum.", + "type_code": "location" + }, + { + "back_flavor": "As you descend the familiar steps, something tugs at your memories. You've been here before, haven't you?", + "clues": 3, + "code": "07328", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 23, + "faction_code": "mythos", + "illustrator": "Daria Khlebnikova", + "name": "Lair of Dagon", + "pack_code": "itm", + "position": 328, + "quantity": 1, + "shroud": 6, + "subname": "Sanctuary of Father Dagon", + "text": "Lair of Dagon gets -1 shroud for each [[Sanctum]] location with a key on it.\n[fast] Check Campaign Log. If all 7 keys are on locations and the Order's ritual was disrupted: You dig deep into your memories to recall what happened the last time you were here. Read Flashback XIV in the Campaign Guide.", + "traits": "Y'ha-nthlei. Lair.", + "type_code": "location" + }, + { + "back_flavor": "Amidst the sound of cascading waterfalls, the deep rumbling of something enormous stirring emanates from below. Each of the thing's breaths resounds throughout the city, shaking the walls, filling your heart with fear, and yet, calling to you.", + "clues": 3, + "code": "07329", + "double_sided": true, + "encounter_code": "into_the_maelstrom", + "encounter_position": 24, + "faction_code": "mythos", + "illustrator": "Daria Khlebnikova", + "name": "Lair of Hydra", + "pack_code": "itm", + "position": 329, + "quantity": 1, + "shroud": 6, + "subname": "High Temple of Mother Hydra", + "text": "Lair of Hydra gets -1 shroud for each [[Sanctum]] location with a key on it.\n[action] Place the black, purple, or white key on this location: Deal 3 damage to an [[Ancient One]] enemy that is not slumbering. (Group limit once per game.)", + "traits": "Y'ha-nthlei. Lair.", + "type_code": "location" + }, + { + "back_link": "07330b", + "code": "07330a", + "encounter_code": "into_the_maelstrom", + "encounter_position": 25, + "enemy_evade": null, + "enemy_fight": null, + "errata_date": "2022-08-26", + "faction_code": "mythos", + "health": null, + "illustrator": "Stanislav Dikolenko", + "is_unique": true, + "name": "Dagon", + "pack_code": "itm", + "position": 330, + "quantity": 1, + "subname": "Deep in Slumber", + "text": "Dagon is slumbering. He cannot attack or engage, and is immune to investigator actions and player card effects.\nForced - At the end of the investigation phase, if an investigator is in Lair of Dagon and Dagon is ready: Place 1 doom on him.\n[action]: Test [willpower] (4). If you succeed, either exhaust Dagon or remove 1 doom from him. If you fail by 3 or more, place 1 doom on him.", + "traits": "Ancient One. Elite.", + "type_code": "enemy" + }, + { + "code": "07330b", + "encounter_code": "into_the_maelstrom", + "encounter_position": 25, + "enemy_damage": 1, + "enemy_evade": 4, + "enemy_fight": 7, + "enemy_horror": 2, + "faction_code": "mythos", + "health": null, + "hidden": true, + "illustrator": "Stanislav Dikolenko", + "is_unique": true, + "name": "Dagon", + "pack_code": "itm", + "position": 330, + "quantity": 1, + "subname": "Awakened and Enraged", + "text": "Hunter. Massive. Retaliate.\nDagon gets -1 fight for each [[Sanctum]] location with a key on it.\nForced - After Dagon is evaded or dealt damage: Do the same to a copy of Dagon's Brood in play, as well.", + "traits": "Ancient One. Elite.", + "type_code": "enemy" + }, + { + "back_link": "07331b", + "code": "07331a", + "encounter_code": "into_the_maelstrom", + "encounter_position": 26, + "enemy_evade": null, + "enemy_fight": null, + "errata_date": "2022-08-26", + "faction_code": "mythos", + "health": null, + "illustrator": "Matthew Cowdery", + "is_unique": true, + "name": "Hydra", + "pack_code": "itm", + "position": 331, + "quantity": 1, + "subname": "Deep in Slumber", + "text": "Hydra is slumbering. She cannot attack or engage, and is immune to investigator actions and player card effects.\nForced - At the end of the investigation phase, if an investigator is in Lair of Hydra and Hydra is ready: Place 1 doom on her.\n[action]: Test [willpower] (4). If you succeed, either exhaust Hydra or remove 1 doom from her. If you fail by 3 or more, place 1 doom on her.", + "traits": "Ancient One. Elite.", + "type_code": "enemy" + }, + { + "code": "07331b", + "encounter_code": "into_the_maelstrom", + "encounter_position": 26, + "enemy_damage": 2, + "enemy_evade": 4, + "enemy_fight": 7, + "enemy_horror": 1, + "faction_code": "mythos", + "health": null, + "hidden": true, + "illustrator": "Matthew Cowdery", + "is_unique": true, + "name": "Hydra", + "pack_code": "itm", + "position": 331, + "quantity": 1, + "subname": "Awakened and Enraged", + "text": "Hunter. Massive. Retaliate.\nHydra gets -1 fight for each [[Sanctum]] location with a key on it.\nForced - After Hydra is evaded or dealt damage: Do the same to a copy of Hydra's Brood in play, as well.", + "traits": "Ancient One. Elite.", + "type_code": "enemy" + }, + { + "code": "07332", + "encounter_code": "into_the_maelstrom", + "encounter_position": 27, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 5, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 7, + "illustrator": "Stephen Somers", + "name": "Aquatic Abomination", + "pack_code": "itm", + "position": 332, + "quantity": 1, + "text": "Hunter.\nWhile Aquatic Abomination is moving, fully flooded locations are considered to be connected to one another.\nAquatic Abomination cannot attack during the same phase it moved via its hunter keyword.", + "traits": "Monster. Abomination.", + "type_code": "enemy" + }, + { + "code": "07333", + "encounter_code": "into_the_maelstrom", + "encounter_position": 28, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 1, + "faction_code": "mythos", + "health": 4, + "illustrator": "Daarken", + "name": "Dagon's Brood", + "pack_code": "itm", + "position": 333, + "quantity": 2, + "text": "Spawn - Lair of Dagon or Gateway to Y'ha-nthlei (whichever is farther from you).\nHunter.\nForced - After Dagon's Brood engages you, if Dagon is in play: Either place 1 doom on Dagon, or Dagon attacks you.", + "traits": "Humanoid. Monster. Deep One.", + "type_code": "enemy" + }, + { + "code": "07334", + "encounter_code": "into_the_maelstrom", + "encounter_position": 30, + "enemy_evade": 2, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Álvaro Calvo Escudero", + "name": "Hydra's Brood", + "pack_code": "itm", + "position": 334, + "quantity": 2, + "text": "Spawn - Lair of Hydra or Gateway to Y'ha-nthlei (whichever is farther from you).\nHunter.\nForced - After Hydra's Brood engages you, if Hydra is in play: Either place 1 doom on Hydra, or Hydra attacks you.", + "traits": "Humanoid. Monster. Deep One.", + "type_code": "enemy" + }, + { + "code": "07335", + "encounter_code": "into_the_maelstrom", + "encounter_position": 32, + "faction_code": "mythos", + "illustrator": "Jason Ward", + "name": "Treacherous Depths", + "pack_code": "itm", + "position": 335, + "quantity": 3, + "text": "Peril.\nRevelation - You must either (choose one):\n- Increase the flood level of your current location.\n- Discard assets from your play area with a total resource cost of at least X, where X is your location's shroud value.", + "traits": "Hazard.", + "type_code": "treachery" + }, + { + "code": "07336", + "encounter_code": "into_the_maelstrom", + "encounter_position": 35, + "faction_code": "mythos", + "illustrator": "Ryan Barger", + "name": "Conspiracy of Deep Ones", + "pack_code": "itm", + "position": 336, + "quantity": 2, + "text": "Peril.\nRevelation - Test [willpower] (2). This test gets +1 difficulty for each [[Sanctum]] location with a key on it. If you fail, you must either place 1 doom on the current agenda (this effect may cause the current agenda to advance), or the nearest [[Ancient One]] enemy in play attacks you.", + "traits": "Scheme.", + "type_code": "treachery" + }, + { + "code": "07337", + "encounter_code": "into_the_maelstrom", + "encounter_position": 37, + "faction_code": "mythos", + "illustrator": "John Gravato", + "name": "Thalassophobia", + "pack_code": "itm", + "position": 337, + "quantity": 2, + "text": "Revelation - If no investigators are at flooded locations, Thalassophobia gains surge. Otherwise, each investigator at a partially flooded location takes 1 horror, and each investigator at a fully flooded location takes 1 direct horror that cannot be prevented.", + "traits": "Terror.", + "type_code": "treachery" + }, + { + "code": "07338", + "cost": 3, + "encounter_code": "into_the_maelstrom", + "encounter_position": 39, + "faction_code": "neutral", + "health": 3, + "illustrator": "Angela Sung", + "name": "Diving Suit", + "pack_code": "itm", + "position": 338, + "quantity": 4, + "sanity": null, + "slot": "Body", + "text": "You ignore the Forced ability on the current agenda.\nForced - When any amount of damage would be placed on you: Place 1 of that damage on Diving Suit.\nForced - When Diving Suit leaves play: Remove it from the game.", + "traits": "Item. Armor.", + "type_code": "asset" + } +] diff --git a/translations/ru/pack/tic/lif.json b/translations/ru/pack/tic/lif.json index dab477358..8383cc4ae 100644 --- a/translations/ru/pack/tic/lif.json +++ b/translations/ru/pack/tic/lif.json @@ -1,32 +1,205 @@ [ + { + "code": "07220", + "cost": 2, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Sara Biddle", + "name": "Holy Rosary", + "pack_code": "lif", + "position": 220, + "quantity": 2, + "sanity": 2, + "skill_agility": 1, + "skill_willpower": 1, + "slot": "Accessory", + "text": "You get +1 [willpower].\n[reaction] After you succeed at a [willpower] test on a treachery, exhaust Holy Rosary: Add 2 [bless] tokens to the chaos bag.", + "traits": "Item. Charm. Blessed.", + "type_code": "asset", + "xp": 2 + }, { "code": "07221", + "cost": 2, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Sebastian Luca", "name": "Shield of Faith", + "pack_code": "lif", + "position": 221, + "quantity": 2, + "skill_willpower": 2, + "slot": "Arcane", + "tags": "se.", "text": "Seal (up to 5 [bless]). If Shield of Faith has no tokens sealed on it, discard it.\n[reaction] When an enemy attacks an investigator at your location, exhaust Shield of Faith and release a chaos token sealed here: Cancel that attack.", "traits": "Spell. Blessed.", - "slot": "Arcane" + "type_code": "asset", + "xp": 2 + }, + { + "code": "07222", + "deck_limit": 2, + "faction_code": "seeker", + "flavor": "\"Those that Hobgoblin call you and sweet Puck,\nYou do their work, and they shall have good luck...\n\"- William Shakespeare, A Midsummer Night's Dream", + "illustrator": "Sarah Lindstrom", + "name": "Fey", + "pack_code": "lif", + "position": 222, + "quantity": 2, + "skill_wild": 2, + "skill_willpower": 1, + "text": "If a [curse] token is revealed during this skill test, you may return Fey to your hand when this test ends.", + "traits": "Innate. Cursed.", + "type_code": "skill", + "xp": 1 + }, + { + "code": "07223", + "cost": 2, + "deck_limit": 2, + "errata_date": "2021-06-28", + "faction_code": "seeker", + "illustrator": "Alexandre Honoré", + "name": "Guided by the Unseen", + "pack_code": "lif", + "position": 223, + "quantity": 2, + "skill_intellect": 1, + "skill_willpower": 1, + "slot": "Arcane", + "text": "Uses (4 secrets).\n[fast] During a skill test at your location: The performing investigator may search the top 3 cards of their deck for a card that can be committed to this test. You may spend 1 secret to commit that card. Shuffle the performing investigator's deck. (Limit once per test.)", + "traits": "Ritual.", + "type_code": "asset", + "xp": 3 }, { "code": "07224", + "cost": 2, + "deck_limit": 1, + "exceptional": true, + "faction_code": "rogue", + "illustrator": "Sarah Lindstrom", + "is_unique": true, "name": "\"Lucky\" Penny", + "pack_code": "lif", + "position": 224, + "quantity": 1, + "skill_agility": 1, + "skill_willpower": 1, + "slot": "Accessory", "subname": "Omen of Misfortune", "text": "Exceptional.\nForced - When you reveal a [bless] or [curse] token during a skill test you are performing: Flip a coin. On a heads, treat that token as a [bless] token. On a tails, treat that token as a [curse] token. If you treat a [bless] token as a [curse] token as a result of this effect, draw 1 card.", "traits": "Item. Charm. Cursed.", - "slot": "Accessory" + "type_code": "asset", + "xp": 2 }, { "code": "07225", + "cost": 2, + "deck_limit": 1, + "exceptional": true, + "faction_code": "rogue", + "illustrator": "Alexandre Honoré", + "is_unique": true, "name": "Eye of the Djinn", + "pack_code": "lif", + "position": 225, + "quantity": 1, + "skill_intellect": 2, + "slot": "Hand", "subname": "Vessel of Good and Evil", "text": "Exceptional.\n[reaction] When you initiate a skill test during your turn, exhaust Eye of the Djinn: Set your base skill value to 5 for this test. If a [bless] token is revealed during this test, ready Eye of the Djinn. If a [curse] token is revealed during this test, you may take an additional action this turn.", "traits": "Item. Relic. Blessed. Cursed.", - "slot": "Hand" + "type_code": "asset", + "xp": 2 + }, + { + "code": "07226", + "cost": 4, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Imad Awan", + "name": "Armageddon", + "pack_code": "lif", + "position": 226, + "quantity": 2, + "skill_combat": 1, + "skill_willpower": 1, + "slot": "Arcane", + "text": "Uses (3 charges).\n[action] Spend 1 charge: Fight. This attack uses [willpower] instead of [combat]. You get +2 [willpower] and deal +1 damage for this attack. For each [curse] token revealed during this attack, you may deal 1 damage to an enemy at your location or place 1 charge on Armageddon.", + "traits": "Spell. Cursed.", + "type_code": "asset", + "xp": 4 + }, + { + "code": "07227", + "cost": 5, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Alexandre Honoré", + "name": "Eye of Chaos", + "pack_code": "lif", + "position": 227, + "quantity": 2, + "skill_intellect": 1, + "skill_willpower": 1, + "slot": "Arcane", + "text": "Uses (3 charges).\n[action] Spend 1 charge: Investigate. Investigate using [willpower] instead of [intellect]. You get +2 [willpower] for this test. If you succeed, discover 1 additional clue at this location. For each [curse] token revealed during this investigation, you may discover 1 clue at a connecting location or place 1 charge on Eye of Chaos.", + "traits": "Spell. Cursed.", + "type_code": "asset", + "xp": 4 }, { "code": "07228", + "cost": 3, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Patrick McEvoy", "name": "Shroud of Shadows", + "pack_code": "lif", + "position": 228, + "quantity": 2, + "skill_agility": 1, + "skill_willpower": 1, + "slot": "Arcane", "text": "Uses (3 charges).\n[action] Spend 1 charge: Evade. This evasion uses [willpower] instead of [agility]. You get +2 [willpower] for this test. If you succeed and the evaded enemy is non-[[Elite]], you may move that enemy to a connecting location. For each [curse] token revealed during this evasion attempt, you may move to a connecting location or place 1 charge on Shroud of Shadows.", "traits": "Spell. Cursed.", - "slot": "Arcane" + "type_code": "asset", + "xp": 4 + }, + { + "code": "07229", + "cost": 2, + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "Carlos Palma Cruchaga", + "name": "Spirit of Humanity", + "pack_code": "lif", + "position": 229, + "quantity": 2, + "skill_willpower": 1, + "slot": "Arcane", + "tags": "hd.hh.", + "text": "[fast] Exhaust Spirit of Humanity and take 1 damage and 1 horror: Add 2 [bless] tokens to the chaos bag.\n[fast] Exhaust Spirit of Humanity and add 2 [curse] tokens to the chaos bag: Heal 1 damage and 1 horror.", + "traits": "Ritual. Blessed. Cursed.", + "type_code": "asset", + "xp": 2 + }, + { + "code": "07230", + "cost": 3, + "deck_limit": 2, + "faction_code": "survivor", + "flavor": "Even the skeins of fate can be untangled, for a time.", + "illustrator": "Adam S. Doyle", + "name": "Harmony Restored", + "pack_code": "lif", + "position": 230, + "quantity": 2, + "skill_willpower": 2, + "text": "Search the chaos bag for X [curse] tokens and return them to the token pool. X is the number of [bless] tokens in the chaos bag. Gain 1 resource for each [curse] token removed in this way.", + "traits": "Fortune. Blessed.", + "type_code": "event", + "xp": 2 } ] diff --git a/translations/ru/pack/tic/lif_encounter.json b/translations/ru/pack/tic/lif_encounter.json new file mode 100644 index 000000000..9797391a3 --- /dev/null +++ b/translations/ru/pack/tic/lif_encounter.json @@ -0,0 +1,579 @@ +[ + { + "back_text": "Hard / Expert\n[skull]: -2. If your location is flooded, reveal an additional chaos token.\n[cultist]: -2. If you fail, after this test ends, increase the flood level of your location (if you cannot, take 1 horror instead).\n[tablet]: -3. If you fail this test and your location is flooded, take 2 damage.\n[elder_thing]: -4. Move the nearest unengaged enemy once toward your location. It loses aloof during this movement.", + "code": "07231", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 1, + "faction_code": "mythos", + "name": "A Light in the Fog", + "pack_code": "lif", + "position": 231, + "quantity": 1, + "text": "Easy / Standard\n[skull]: -1. If your location is flooded, reveal an additional chaos token.\n[cultist]: -2. If you fail, after this test ends, increase the flood level of your location.\n[tablet]: -3. If you fail this test and your location is flooded, take 1 damage.\n[elder_thing]: -4. If you fail, move the nearest ready unengaged enemy once toward your location. It loses aloof during this movement.", + "type_code": "scenario" + }, + { + "back_flavor": "You don't see the attack coming until it is too late. Just as you round a corner, you are struck across the head and sent reeling. Your ambusher pins you against the wall, his grin full of sharp, jagged teeth. You recognize the repulsive face from your memories.\n\"It's you again,\" Oceiros says with a hint of surprise in his croaking voice. \"So you're the ones who've been snooping around. No matter. Your meddling ends now.\"", + "back_name": "Ambushed!", + "back_text": "Spawn the set-aside Oceiros Marsh enemy engaged with the lead investigator. Place the set-aside blue key on Oceiros Marsh.\nShuffle each set-aside copy of Worth His Salt into the encounter deck.\nEach investigator loses each of their clues.\nPut the set-aside Lighthouse Basement location into play directly below Lighthouse Stairwell.\nAdvance the act directly to act 2a (do not resolve act 1b).", + "code": "07232", + "doom": 4, + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "A curl of mist wraps the lighthouse in an otherworldy veil. The waves lap at the rocks on the shoreline like hungry, wet tongues. Overhead, the moon gleams unnaturally bright in the sky. You have a curious feeling you are not alone...", + "illustrator": "Alex Eckman-Lawn", + "name": "Fog on the Bay", + "pack_code": "lif", + "position": 232, + "quantity": 1, + "stage": 1, + "text": "Locations on the same row are connected to one another.\nForced - When this agenda advances: Move all doom on it to the next agenda.", + "type_code": "agenda" + }, + { + "back_flavor": "Suddenly, you are ambushed by more of the repulsive hybrid creatures than you can possibly fend off. Cold, scaled hands grab your arms and pin them behind your back. The next thing you know, a sack is thrown over your head, obscuring your vision. You struggle in vain against your captors, but you are outnumbered and outmatched. \"Take them below,\" a croaking voice commands. \"They must learn the consequences of trespassing on sacred ground.\"", + "back_name": "Seized by Deep Ones", + "back_text": "Each investigator is captured. Place each of their keys on Holding Cells. If Oceiros Marsh is in play, set him aside, out of play. Shuffle each set-aside copy of Taken Captive into the encounter deck.\nReveal the Lighthouse Basement. Put Sunken Grotto (Lower Depths) into play directly below Sunken Grotto (Upper Depths) and Sunken Grotto (Final Depths) into play directly below Sunken Grotto (Lower Depths). Then, put random set-aside Tidal Tunnel locations into play until there are exactly 4 locations on each row, except for the row with the Lantern Room. (See Campaign Guide for diagram.)\nAdvance the act directly to act 3a (do not resolve act 2b).", + "code": "07233", + "doom": 7, + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "The Order knows you’re here. You have little time to spare - you have to find the way into their lair before they mobilize to capture you!", + "illustrator": "Alex Eckman-Lawn", + "name": "Unchanging as the Sea", + "pack_code": "lif", + "position": 233, + "quantity": 1, + "stage": 2, + "text": "Locations on the same row are connected to one another.\nForced - When an investigator is captured: Advance this agenda.\nForced - When this agenda advances: Move all doom on it to the next agenda.", + "type_code": "agenda" + }, + { + "back_flavor": "Familiar, heavy breathing echoes across the slick rocks of the caverns and the stone walls of the lighthouse. You duck behind some cover as you hear footsteps approaching. Then comes the loud creaking and slamming of a heavy metal door, followed by a telltale click that stops your heart dead. Someone has sealed the exit to the lighthouse above...", + "back_name": "Locked In", + "back_text": "Search all out-of-play areas for Oceiros Marsh and spawn him in the Sunken Grotto (Upper Depths).\nRemove each [[Falcon Point]] location from the game (or add them to the victory display if they have Victory X and no clues on them). Move each enemy and investigator at those locations to Sunken Grotto (Upper Depths). Each other card at those locations is discarded.\nFind the 4 bottommost locations that can have their flood levels increased. Increase each of their flood levels.", + "code": "07234", + "doom": 10, + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "A wave of cold familiarity washes over you as you see the water level starting to rise throughout the tunnels. The tide is rolling in. If you aren’t quick, there won’t be much left here to investigate. Luckily, you still have a way out should the tide rise too quickly...", + "illustrator": "Alex Eckman-Lawn", + "name": "The Tide Rises", + "pack_code": "lif", + "position": 234, + "quantity": 1, + "stage": 3, + "text": "Locations on the same row are connected to one another.", + "type_code": "agenda" + }, + { + "back_flavor": "The tide continues to rise...", + "back_name": "Full Tide", + "back_text": "Find the 4 bottommost locations that can have their flood levels increased. Increase each of their flood levels. If you cannot, proceed to (→R3). Otherwise, flip this agenda back over and continue playing.", + "code": "07235", + "doom": 3, + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "The crash of waves on the shoreline echoes through the porous tunnels underneath the lighthouse. Your pulse pounds in your ears as you struggle to stay ahead of the water.", + "illustrator": "Alex Eckman-Lawn", + "name": "Terror at Falcon Point", + "pack_code": "lif", + "position": 235, + "quantity": 1, + "stage": 4, + "text": "Oceiros Marsh gets +2 [per_investigator] health.\nLocations on the same row are connected to one another.\n(Beware - the scenario may not end when this agenda advances, but the tide will continue to rise...)", + "type_code": "agenda" + }, + { + "back_flavor": "As you tiptoe through the old, timeworn structure, you hear muffled conversation from within the small cottage attached to the lighthouse. You press your ear upon a nearby wall and stand perfectly still, your heart racing.\n\"Find them,\" a deep, croaking voice orders. \"Do not let them reach the grotto. The Order's secrets must be preserved.\"\n\"Yes, Oceiros,\" a few quiet voices reply in unison. You wait until the sound of footsteps has faded before you resume your investigation. It looks like your hunch was right. Oceiros is here!", + "back_name": "Eavesdropping on the Enemy", + "back_text": "Spawn the set-aside Oceiros Marsh enemy in Lighthouse Keeper's Cottage, exhausted. Place the set-aside blue key on him.\nShuffle each set-aside copy of Worth His Salt into the encounter deck.\nPut the set-aside Lighthouse Basement location into play directly below Lighthouse Stairwell.\nAdvance the agenda directly to agenda 2a (do not resolve agenda 1b).", + "clues": 3, + "code": "07236", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "All signs point to this lighthouse being a base of operations for the Esoteric Order of Dagon. There’s not much left of Innsmouth to investigate, so this is your best chance to find answers. What exactly is the Order up to? You must find out before they realize you’re here...", + "illustrator": "Imad Awan", + "name": "The Lighthouse", + "pack_code": "lif", + "position": 236, + "quantity": 1, + "stage": 1, + "text": "Objective - Spend the requisite number of clues before the agenda advances.", + "type_code": "act" + }, + { + "back_flavor": "You use Oceiros's key to open the basement door of the lighthouse, expecting to find a small stone cellar. What you find instead is a network of flooded caverns extending deep into the cliffside of Falcon Point, perhaps even below sea level. You were right to come here - who knows what secrets the Order keeps here, away from prying eyes?", + "back_name": "Exploring the Depths", + "back_text": "If Oceiros Marsh is in play, add him to the victory display.\nPut Sunken Grotto (Lower Depths) into play directly below Sunken Grotto (Upper Depths) and Sunken Grotto (Final Depths) into play directly below Sunken Grotto (Lower Depths). Then, put random set-aside Tidal Tunnel locations into play until there are exactly 4 locations on each row, except for the row with the Lantern Room. (See Campaign Guide for diagram.)\nShuffle each set-aside copy of Taken Captive into the encounter deck.\nAdvance the agenda directly to agenda 3a (do not resolve agenda 2b).", + "clues": null, + "code": "07237", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 7, + "faction_code": "mythos", + "flavor": "Falcon Point contains many secrets the Order does not wish you to know. Perhaps dealing with Oceiros will open the way.", + "illustrator": "Imad Awan", + "name": "Finding the Path", + "pack_code": "lif", + "position": 237, + "quantity": 1, + "stage": 2, + "text": "Objective - If an investigator enters Lighthouse Basement before the agenda advances, advance.", + "type_code": "act" + }, + { + "back_name": "Bound for Y'ha-nthlei", + "back_text": "If at least 1 investigator resigned from the Moon Room:\n
The underwater tunnels seem to go on forever, stretching into murk-ridden eddies. Dark salt water crashes against the glass helmet of your suit. After what feels like an eternity, you burst into the cold evening air, chilled to the bone. You pull the heavy suit off, piece by piece, the moment you reach the shore.
\n(→R1)\nIf each investigator who resigned did so from the Falcon Point Gatehouse:\n
You flee into the lonely woods, panting for air. Somehow, you've escaped the denizens of the deep once more.
(→R2)", + "clues": null, + "code": "07238", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 8, + "faction_code": "mythos", + "flavor": "Deep below the lighthouse is a web of tunnels filled with information pertaining to the Order’s activities. You must learn what you can before escaping.", + "illustrator": "Imad Awan", + "name": "Worshippers of the Deep", + "pack_code": "lif", + "position": 238, + "quantity": 1, + "stage": 3, + "text": "Forced - At the end of the investigation phase: Each investigator at a fully flooded location must either take 3 damage or move to the location directly below their location.\nObjective - If each undefeated investigator has resigned, advance. (Hint - You may wish to find what you came for before you leave this place. The black and red keys represent the objects you need the most.)", + "type_code": "act" + }, + { + "back_flavor": "Thick fog obscures your approach as you climb the trail leading to Falcon Point. With any luck, the lighthouse will be abandoned... but luck hasn’t been on your side as of late.", + "back_text": "Falcon Point Gatehouse cannot be fully flooded.", + "clues": 0, + "code": "07239", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 9, + "faction_code": "mythos", + "illustrator": "Adam Bray", + "name": "Falcon Point Gatehouse", + "pack_code": "lif", + "position": 239, + "quantity": 1, + "shroud": 1, + "text": "Falcon Point Gatehouse cannot be fully flooded.\n[action]: Resign. You head back into the woods, leaving the lighthouse and its mysteries behind. If you control the black or red keys, place each one you control on the current act.", + "traits": "Falcon Point.", + "type_code": "location" + }, + { + "back_flavor": "The heavy door leading into the lighthouse is already ajar. Somebody has been here recently...", + "back_illustrator": "Yoann Boissonnet", + "back_text": "Lighthouse Stairwell cannot be fully flooded.", + "clues": 1, + "code": "07240", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 10, + "faction_code": "mythos", + "illustrator": "Dual Brush Studios", + "name": "Lighthouse Stairwell", + "pack_code": "lif", + "position": 240, + "quantity": 1, + "shroud": 3, + "text": "Lighthouse Stairwell cannot be fully flooded.\n[free] If there are any [[Relic]] story assets currently set aside: Add 1 of them to your hand.", + "traits": "Falcon Point.", + "type_code": "location" + }, + { + "back_flavor": "At the very top of the stairwell, a narrow wooden door warped by rain damage blocks your way to the lantern room atop the lighthouse.", + "back_illustrator": "Yoann Boissonnet", + "back_text": "Lantern Room cannot be flooded.", + "clues": 2, + "code": "07241", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 11, + "faction_code": "mythos", + "illustrator": "Dual Brush Studios", + "name": "Lantern Room", + "pack_code": "lif", + "position": 241, + "quantity": 1, + "shroud": 2, + "text": "Lantern Room cannot be flooded.\nForced - After Lantern Room is revealed: Place the set-aside white key on it.", + "traits": "Falcon Point.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "The sharp cliffside juts over the Innsmouth coast. Dark waves crash against the jagged rocks. A fall from here would certainly be deadly.", + "back_text": "Falcon Point Cliffside cannot be fully flooded.", + "clues": 1, + "code": "07242", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 12, + "faction_code": "mythos", + "illustrator": "Alexandre Honoré", + "name": "Falcon Point Cliffside", + "pack_code": "lif", + "position": 242, + "quantity": 1, + "shroud": 1, + "text": "Falcon Point Cliffside cannot be fully flooded.\n[free] If you control the white key: Using the white key, you peer out into the dark, stormy horizon, and something sparks in your memories. Read Flashback XII in the Campaign Guide.", + "traits": "Falcon Point.", + "type_code": "location" + }, + { + "back_flavor": "The cottage next to the lighthouse is in shambles. It’s a wonder the door hasn’t already fallen off its hinges. Beyond, the building’s interior smells of fish and mold.", + "back_illustrator": "Yoann Boissonnet", + "back_text": "Lighthouse Keeper's Cottage cannot be fully flooded.", + "clues": 2, + "code": "07243", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 13, + "faction_code": "mythos", + "illustrator": "Alexander Chelyshev", + "name": "Lighthouse Keeper's Cottage", + "pack_code": "lif", + "position": 243, + "quantity": 1, + "shroud": 4, + "text": "Lighthouse Keeper's Cottage cannot be fully flooded.\nForced - After Lighthouse Keeper's Cottage is revealed: Place the set-aside yellow key on it.", + "traits": "Falcon Point.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "A thick padlock bars your way into what you suspect is a small cellar below the lighthouse.", + "back_illustrator": "Yoann Boissonnet", + "back_name": "Lighthouse Basement", + "back_text": "The door leading into the basement of the lighthouse is locked tight. You cannot enter this location unless you control the blue key.", + "clues": 0, + "code": "07244", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 14, + "faction_code": "mythos", + "flavor": "Well, that's certainly not a cellar.", + "illustrator": "Greg Bobrowski", + "name": "Sunken Grotto", + "pack_code": "lif", + "position": 244, + "quantity": 1, + "shroud": 2, + "subname": "Upper Depths", + "text": "[free] Investigators at this location spend 1 [per_investigator] clues, as a group: Look at the revealed side of a Tidal Tunnel location on this row.", + "traits": "Cave.", + "type_code": "location" + }, + { + "back_flavor": "Rickety wooden stairways cut through the crust of the cliffside, leading deeper underground.", + "clues": 0, + "code": "07245", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 15, + "faction_code": "mythos", + "illustrator": "Greg Bobrowski", + "name": "Sunken Grotto", + "pack_code": "lif", + "position": 245, + "quantity": 1, + "shroud": 3, + "subname": "Lower Depths", + "text": "[free] Investigators at this location spend 1 [per_investigator] clues, as a group: Look at the revealed side of a Tidal Tunnel location on this row.", + "traits": "Cave.", + "type_code": "location" + }, + { + "back_flavor": "Rickety wooden stairways cut through the crust of the cliffside, leading deeper underground.", + "clues": 0, + "code": "07246", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 16, + "faction_code": "mythos", + "illustrator": "Greg Bobrowski", + "name": "Sunken Grotto", + "pack_code": "lif", + "position": 246, + "quantity": 1, + "shroud": 4, + "subname": "Final Depths", + "text": "[free] Investigators at this location spend 1 [per_investigator] clues, as a group: Look at the revealed side of a Tidal Tunnel location on this row.", + "traits": "Cave.", + "type_code": "location" + }, + { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 2, + "code": "07247", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 17, + "faction_code": "mythos", + "illustrator": "Stanislav Dikolenko", + "name": "Shrine to Hydra", + "pack_code": "lif", + "position": 247, + "quantity": 1, + "shroud": 5, + "text": "Clues cannot be discovered from Shrine to Hydra except by investigating.\nWhile an investigator at Shrine to Hydra controls the green key, Shrine to Hydra gets -3 shroud.\nForced - After Shrine to Hydra is revealed: Place the set-aside red key on it.", + "traits": "Cave.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 0, + "code": "07248", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 18, + "faction_code": "mythos", + "illustrator": "Álvaro Calvo Escudero", + "name": "Deep One Nursery", + "pack_code": "lif", + "position": 248, + "quantity": 1, + "shroud": 2, + "text": "[free] If you control the purple key: You compare the purple key to the oversized eggs littering the flooded chamber and recall something. Read Flashback XIII in the Campaign Guide.\nForced - After Deep One Nursery is revealed: Increase its flood level.", + "traits": "Cave.", + "type_code": "location" + }, + { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 0, + "code": "07249", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 19, + "faction_code": "mythos", + "illustrator": "Sarah Lindstrom", + "name": "The Moon Room", + "pack_code": "lif", + "position": 249, + "quantity": 1, + "shroud": 3, + "text": "[action] If The Moon Room is unflooded: Resign. You don one of the empty diving suits and dive into the reflecting pool. If you control the black or red keys, place each one you control on the current act.\nForced - After The Moon Room is revealed: Increase its flood level.", + "traits": "Cave.", + "type_code": "location" + }, + { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 1, + "code": "07250", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 20, + "faction_code": "mythos", + "illustrator": "Dual Brush Studios", + "name": "Sunken Archives", + "pack_code": "lif", + "position": 250, + "quantity": 1, + "shroud": 2, + "text": "Clues cannot be discovered at Sunken Archives while it is flooded.\nForced - After Sunken Archives is revealed: It becomes fully flooded. Place the set-aside black key on it.", + "traits": "Cave.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 0, + "code": "07251", + "double_sided": true, + "encounter_code": "a_light_in_the_fog", + "encounter_position": 21, + "faction_code": "mythos", + "illustrator": "Álvaro Calvo Escudero", + "name": "Pump Room", + "pack_code": "lif", + "position": 251, + "quantity": 1, + "shroud": 3, + "text": "[action]: Test [intellect] (2) or [agility] (2). If you succeed, choose two locations. Decrease the flood level of one location and increase the flood level of the other (if you succeed by 2 or more, you may instead choose just one location and decrease its flood level).", + "traits": "Cave.", + "type_code": "location" + }, + { + "back_link": "07252b", + "code": "07252", + "encounter_code": "a_light_in_the_fog", + "encounter_position": 22, + "faction_code": "mythos", + "name": "Captured!", + "pack_code": "lif", + "position": 252, + "quantity": 1, + "text": "The first time an investigator is captured, read the following:\n
You are bound and dragged deep underground, then thrown into a sealed prison cell, surrounded on all sides by dripping stone walls. Your cries fall on deaf ears as your captor's footsteps fade into the distance.
\nRemove the captured investigator from their location and return each asset in that investigator's hand slots to their hand.\nTurn that investigator's mini-card sideways to indicate that they have been captured. Captured investigators cannot move, fight, or be engaged.\nFlip this story card over to its \"Holding Cells\" side and put it into play. It is not on any existing row or column, and is only connected to Sunken Grotto locations through its connection icons. Place the captured investigator in Holding Cells.\nFrom now on, whenever an investigator is captured, resolve this same effect (return each asset in their hand slots to their hand, turn their mini-card sideways, and place them in Holding Cells).", + "type_code": "story" + }, + { + "clues": 1, + "code": "07252b", + "encounter_code": "a_light_in_the_fog", + "encounter_position": 22, + "faction_code": "mythos", + "hidden": true, + "illustrator": "Stanislav Dikolenko", + "name": "Holding Cells", + "pack_code": "lif", + "position": 252, + "quantity": 1, + "shroud": 3, + "text": "Holding Cells cannot be flooded. \nEnemies cannot enter or spawn at Holding Cells (if one would spawn here, spawn it at any Sunken Grotto instead).\n[action]: Test [combat] (3) to break the bars or [agility] (3) to pick the locks. If you control the yellow key, this test automatically succeeds. If you succeed, free an investigator who is captured here.", + "traits": "Cave.", + "type_code": "location", + "victory": 1 + }, + { + "code": "07253", + "encounter_code": "a_light_in_the_fog", + "encounter_position": 23, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 4, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 6, + "illustrator": "Apterus", + "is_unique": true, + "name": "Oceiros Marsh", + "pack_code": "lif", + "position": 253, + "quantity": 1, + "subname": "Keeper of the Lighthouse", + "text": "Hunter. Retaliate.\nOceiros Marsh gets +2 evade while his location is flooded.\nForced - After Oceiros Marsh is successfully evaded: For each point you succeeded by, take control of 1 key on him.\nForced - After Oceiros Marsh attacks you during the enemy phase: You are captured. Place each of your keys on Oceiros Marsh.", + "traits": "Humanoid. Deep One. Hybrid. Elite.", + "type_code": "enemy", + "victory": 2 + }, + { + "code": "07254", + "encounter_code": "a_light_in_the_fog", + "encounter_position": 24, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 2, + "illustrator": "Apterus", + "name": "Deep One Nursemaid", + "pack_code": "lif", + "position": 254, + "quantity": 2, + "text": "Aloof. Retaliate.\nWhile Deep One Nursemaid is unengaged, each other [[Deep One]] enemy at its location or connecting locations gets +1 fight and +1 evade.\nForced - After Deep One Nursemaid engages you: Draw the top card of the encounter deck. That card loses surge.", + "traits": "Humanoid. Monster. Deep One.", + "type_code": "enemy" + }, + { + "code": "07255", + "encounter_code": "a_light_in_the_fog", + "encounter_position": 26, + "enemy_evade": 1, + "enemy_fight": 1, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 1, + "illustrator": "Álvaro Calvo Escudero", + "name": "Deep One Hatchling", + "pack_code": "lif", + "position": 255, + "quantity": 4, + "text": "Surge.\nForced - After you engage Deep One Hatchling: Either lose 1 action or it attacks you.\nForced - After you defeat Deep One Hatchling: Move the nearest ready, unengaged [[Deep One]] enemy once toward your location. That enemy loses aloof during this movement.", + "traits": "Monster. Deep One.", + "type_code": "enemy" + }, + { + "code": "07256", + "encounter_code": "a_light_in_the_fog", + "encounter_position": 30, + "faction_code": "mythos", + "illustrator": "Álvaro Calvo Escudero", + "name": "Hideous Lullaby", + "pack_code": "lif", + "position": 256, + "quantity": 3, + "text": "Revelation - If there are no [[Deep One]] enemies in play, Hideous Lullaby gains surge. Otherwise, find the [[Deep One]] enemy with the highest fight value. Test [willpower] (X), where X is that enemy's fight value. If you fail, take 2 horror.", + "traits": "Terror.", + "type_code": "treachery" + }, + { + "code": "07257", + "encounter_code": "a_light_in_the_fog", + "encounter_position": 33, + "faction_code": "mythos", + "illustrator": "Stanislav Dikolenko", + "name": "Kiss of Brine", + "pack_code": "lif", + "position": 257, + "quantity": 2, + "text": "Revelation - Test [combat] (2). Increase the difficulty of this test by 2 if you are at a flooded location. If you fail, take 1 damage and put Kiss of Brine into play in your threat area.\nYou cannot gain resources or draw cards.\nForced - At the end of the enemy phase: Discard Kiss of Brine.", + "traits": "Curse. Hazard.", + "type_code": "treachery" + }, + { + "code": "07258", + "encounter_code": "a_light_in_the_fog", + "encounter_position": 35, + "faction_code": "mythos", + "illustrator": "Adam S. Doyle", + "name": "Totality", + "pack_code": "lif", + "position": 258, + "quantity": 2, + "text": "Revelation - Test [willpower] (3). If you fail, put Totality into play in your threat area.\nForced - After you enter a flooded location: Take 1 horror.\nForced - At the end of your turn: Discard Totality.", + "traits": "Omen. Terror.", + "type_code": "treachery" + }, + { + "code": "07259", + "encounter_code": "a_light_in_the_fog", + "encounter_position": 37, + "faction_code": "mythos", + "illustrator": "Jorge Ramos Márquez", + "name": "Worth His Salt", + "pack_code": "lif", + "position": 259, + "quantity": 2, + "text": "Revelation - Attach to Oceiros Marsh, even if he is in the victory display.\nForced - After Oceiros Marsh moves via his hunter keyword, if he is unengaged: Resolve his hunter keyword again. He cannot attack this phase. (Limit once per round.)\nForced - When Oceiros Marsh attacks: This attack deals +1 damage and +1 horror. Discard this card.", + "traits": "Scheme.", + "type_code": "treachery" + }, + { + "code": "07260", + "encounter_code": "a_light_in_the_fog", + "encounter_position": 39, + "faction_code": "mythos", + "flavor": "You are hurled into the dark cell and hear the heart‑stopping click of the lock closing behind you.", + "illustrator": "Brad Rigney", + "name": "Taken Captive", + "pack_code": "lif", + "position": 260, + "quantity": 2, + "text": "Revelation - Test [agility] (4). If you fail, you are captured; place each of your keys on Holding Cells.", + "traits": "Scheme.", + "type_code": "treachery" + } +] diff --git a/translations/ru/pack/tic/lod.json b/translations/ru/pack/tic/lod.json index 7699ce870..ec79c81b8 100644 --- a/translations/ru/pack/tic/lod.json +++ b/translations/ru/pack/tic/lod.json @@ -1,35 +1,240 @@ [ + { + "code": "07261", + "cost": 3, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Sarah Lindstrom", + "name": "Enchant Weapon", + "pack_code": "lod", + "position": 261, + "quantity": 2, + "skill_combat": 1, + "skill_willpower": 2, + "text": "Attach to a [[Weapon]] asset controlled by an investigator at your location. Limit 1 per asset.\nAttached asset gains the [[Relic]] trait and takes up an arcane slot in addition to its other slots.\n[reaction] When you perform a Fight action using attached asset, exhaust this card: Add the owner of this card's [willpower] to your [combat] for this attack. This attack deals +1 damage.", + "traits": "Spell. Upgrade.", + "type_code": "event", + "xp": 3 + }, { "code": "07262", + "cost": 3, + "deck_limit": 2, + "faction_code": "guardian", + "health": 2, + "illustrator": "Anna Christenson", + "is_unique": true, "name": "Nephthys", + "pack_code": "lod", + "position": 262, + "quantity": 2, + "sanity": 2, + "skill_combat": 2, + "skill_willpower": 1, + "slot": "Ally", "subname": "Huntress of Bast", "text": "You get +1 [willpower].\n[reaction] When 1 or more [bless] tokens would be removed from the chaos bag during a skill test: Seal them on Nephthys, instead.\n[free] Exhaust Nephthys: Either release 3 [bless] tokens sealed on her, or return 3 [bless] tokens sealed on her to the token pool to deal 2 damage to an enemy at your location.", "traits": "Ally. Blessed.", - "slot": "Ally" + "type_code": "asset", + "xp": 4 }, { "code": "07263", + "cost": 10, + "deck_limit": 2, + "faction_code": "seeker", + "illustrator": "Sara Biddle", "name": "The Stygian Eye", + "pack_code": "lod", + "position": 263, + "quantity": 2, + "skill_willpower": 3, "text": "Fast. Play only during your turn.\nReduce the cost to play The Stygian Eye by 1 for each [curse] token in the chaos bag.\nUntil the end of the round, you get +3 to each of your skills.", - "traits": "Insight. Cursed." + "traits": "Insight. Cursed.", + "type_code": "event", + "xp": 3 }, { "code": "07264", + "cost": 2, + "deck_limit": 2, + "faction_code": "seeker", + "illustrator": "Aurore Folny", "name": "Hyperawareness", + "pack_code": "lod", + "position": 264, + "quantity": 2, + "skill_agility": 2, + "skill_intellect": 2, "text": "Uses (2 resources). Replenish these resources at the start of each round.\n[free] Spend 1 resource from your resource pool or from Hyperawareness: You get +1 [intellect] or +1 [agility] for this skill test.", - "traits": "Talent." + "traits": "Talent.", + "type_code": "asset", + "xp": 4 + }, + { + "code": "07265", + "cost": 2, + "deck_limit": 1, + "exceptional": true, + "faction_code": "rogue", + "illustrator": "Carlos Palma Cruchaga", + "name": "Geas", + "pack_code": "lod", + "position": 265, + "quantity": 1, + "text": "Exceptional.\nYou get +1 [willpower], +1 [intellect], +1 [combat], and +1 [agility].\nForced - After Geas enters play: Make a promise using the following formula - \"I shall not (draw/play/commit) any cards during each of my turns.\" If you break this promise while Geas is in play, discard it and add 10 [curse] tokens to the chaos bag.", + "traits": "Pact.", + "type_code": "asset", + "xp": 2 + }, + { + "code": "07266", + "cost": 2, + "deck_limit": 2, + "faction_code": "rogue", + "illustrator": "Magali Villeneuve", + "name": "Hard Knocks", + "pack_code": "lod", + "position": 266, + "quantity": 2, + "skill_agility": 2, + "skill_combat": 2, + "text": "Uses (2 resources). Replenish these resources at the start of each round.\n[free] Spend 1 resource from your resource pool or from Hard Knocks: You get +1 [combat] or +1 [agility] for this skill test.", + "traits": "Talent.", + "type_code": "asset", + "xp": 4 + }, + { + "code": "07267", + "cost": 3, + "deck_limit": 2, + "exceptional": false, + "faction_code": "mystic", + "health": 2, + "illustrator": "Aurore Folny", + "is_unique": true, + "name": "Ikiaq", + "pack_code": "lod", + "position": 267, + "quantity": 2, + "sanity": 2, + "skill_intellect": 1, + "skill_willpower": 1, + "slot": "Ally", + "subname": "The Council's Chosen", + "text": "You get +1 [willpower] and +1 [intellect]. You get -1 [willpower] and -1 [intellect] for each weakness beneath Ikiaq.\n[reaction] When an investigator at your location draws a basic weakness, exhaust Ikiaq: Cancel that weakness's effects and place it facedown beneath Ikiaq. Its owner must draw it if Ikiaq leaves play.", + "traits": "Ally. Sorcerer.", + "type_code": "asset", + "xp": 3 }, { "code": "07268", + "cost": -2, + "deck_limit": 1, + "exceptional": true, + "faction_code": "mystic", + "illustrator": "Carlos Palma Cruchaga", + "is_unique": true, "name": "Flute of the Outer Gods", + "pack_code": "lod", + "position": 268, + "quantity": 1, + "skill_agility": 1, + "skill_combat": 1, + "skill_willpower": 1, + "slot": "Hand", + "tags": "se.", "text": "Exceptional. Seal (up to X [curse]).\n[action] Exhaust Flute of the Outer Gods and release 1 [curse] token sealed on it: Choose a non-[[Elite]] enemy at your location. Either move the chosen enemy to a connecting location, or deal its damage to any enemy at its location. This action does not provoke attacks of opportunity.", "traits": "Item. Instrument. Relic. Cursed.", - "slot": "Hand" + "type_code": "asset", + "xp": 4 + }, + { + "code": "07269", + "cost": 1, + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "Romana Kendelic", + "name": "A Watchful Peace", + "pack_code": "lod", + "position": 269, + "quantity": 2, + "skill_willpower": 2, + "text": "As an additional cost to play A Watchful Peace, search the chaos bag and/or cards in play for a total of 5 [bless] tokens and return them to the token pool.\nFast. Play when the \"draw encounter cards\" step of the mythos phase would begin. Skip this step of the mythos phase.", + "traits": "Spirit. Blessed.", + "type_code": "event", + "xp": 3 + }, + { + "code": "07270", + "cost": 2, + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "David Gaillet", + "name": "Dig Deep", + "pack_code": "lod", + "position": 270, + "quantity": 2, + "skill_agility": 2, + "skill_willpower": 2, + "text": "Uses (2 resources). Replenish these resources at the start of each round.\n[free] Spend 1 resource from your resource pool or from Dig Deep: You get +1 [willpower] or +1 [agility] for this skill test.", + "traits": "Talent.", + "type_code": "asset", + "xp": 4 }, { "code": "07271", + "cost": 1, + "deck_limit": 2, + "faction_code": "neutral", + "illustrator": "Maricela Ugarte", + "is_unique": true, "name": "Favor of the Moon", + "pack_code": "lod", + "position": 271, + "quantity": 2, + "skill_combat": 1, + "skill_intellect": 1, + "tags": "se.", "text": "Fast. Seal (up to 3 [curse]). If there are no tokens sealed on Favor of the Moon, discard it.\n[reaction] When you would reveal a chaos token from the chaos bag, exhaust Favor of the Moon: Resolve a token sealed here instead, as if it were just revealed from the chaos bag. Then, gain 1 resource.", - "traits": "Pact. Cursed" + "traits": "Pact. Cursed.", + "type_code": "asset", + "xp": 1 + }, + { + "code": "07272", + "cost": 2, + "deck_limit": 2, + "faction_code": "neutral", + "illustrator": "Maricela Ugarte", + "is_unique": true, + "name": "Favor of the Sun", + "pack_code": "lod", + "position": 272, + "quantity": 2, + "skill_agility": 1, + "skill_willpower": 1, + "tags": "se.", + "text": "Fast. Seal (up to 3 [bless]). If there are no tokens sealed on Favor of the Sun, discard it.\n[reaction] When you would reveal a chaos token from the chaos bag, exhaust Favor of the Sun: Resolve a token sealed here instead, as if it were just revealed from the chaos bag.", + "traits": "Pact. Blessed.", + "type_code": "asset", + "xp": 1 + }, + { + "code": "07273", + "cost": 4, + "deck_limit": 2, + "faction_code": "neutral", + "illustrator": "Carlos Palma Cruchaga", + "name": "Purifying Corruption", + "pack_code": "lod", + "position": 273, + "quantity": 2, + "skill_wild": 1, + "tags": "hd.hh.", + "text": "[reaction] When you draw a non-weakness treachery, take 1 damage and 1 horror: Cancel that card's revelation effect and place 1 resource on this card, as corruption. If this card has 3 or more corruption, remove it from the game.\n[fast] Draw the top card of the encounter deck: Either heal 1 damage and 1 horror, or remove 1 corruption from this card.", + "traits": "Ritual. Blessed. Cursed.", + "type_code": "asset", + "xp": 4 } ] diff --git a/translations/ru/pack/tic/lod_encounter.json b/translations/ru/pack/tic/lod_encounter.json new file mode 100644 index 000000000..90b3215cc --- /dev/null +++ b/translations/ru/pack/tic/lod_encounter.json @@ -0,0 +1,550 @@ +[ + { + "back_text": "Hard / Expert\n[skull]: -2 for each key on this card.\n[cultist]: -2. Reveal an additional chaos token. If you reveal 1 or more [curse] tokens during this test, you automatically fail.\n[tablet]: -3. Place each key you control on your location and take 1 damage.\n[elder_thing]: -4. Add 2 [curse] tokens to the chaos bag.", + "code": "07274", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 1, + "faction_code": "mythos", + "name": "The Lair of Dagon", + "pack_code": "lod", + "position": 274, + "quantity": 1, + "text": "Easy / Standard\n[skull]: -1 for each key on this card.\n[cultist]: 0. Reveal an additional chaos token. If you reveal 1 or more [curse] tokens during this test, you automatically fail.\n[tablet]: -3. If you fail, place each key you control on your location.\n[elder_thing]: -4. If you fail, add 1 [curse] token to the chaos bag.", + "type_code": "scenario" + }, + { + "back_flavor": "In a flooded hall of the Order, you come across an onyx statue depicting a creature similar to the ones you saw in Devil Reef. Just as you are pondering the nature of its existence, you hear faint chanting up ahead: \"Y'ha-nthlei! Y'ha-nthlei!\" Before you can interpret the strange syllables, there is a splash behind you. You hide and hold your breath as the figures approach. The gentle sloshing of their steps passes and fades into the distance. You shadow the figures, following them to the site of their ritual...", + "back_name": "Encounter in the Deep", + "back_text": "Add 2 [curse] tokens to the chaos bag. Check Campaign Log.\n- If a jailbreak is listed under \"Memories Recovered\" in your Campaign Log, spawn the set-aside [[Suspect]] enemy at a [[Third Floor]] location, or at the Grand Entryway if a [[Third Floor]] location is not in play (ignoring that enemy's revelation ability). Place the set-aside blue key on that enemy.\n- Otherwise, the lead investigator searches the encounter deck for a [[Cultist]] enemy and spawns it in a connecting location. Shuffle the encounter deck.", + "code": "07275", + "doom": 6, + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 2, + "faction_code": "mythos", + "flavor": "The interior of the old masonic hall is eerily quiet, aside from the distant plink of dripping water and the creaking of the building under the weight of your feet. You get the feeling that your arrival may have been expected.", + "illustrator": "Nele Diel", + "name": "The Initiation (v. I)", + "pack_code": "lod", + "position": 275, + "quantity": 1, + "stage": 1, + "text": "Forced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", + "type_code": "agenda" + }, + { + "back_flavor": "In a flooded hall of the Order, you come across an onyx statue depicting a creature similar to the ones you saw in Devil Reef. Just as you are pondering the nature of its existence, you hear faint chanting up ahead: \"Y'ha-nthlei! Y'ha-nthlei!\" Before you can interpret the strange syllables, there is a splash behind you. You retreat as the figures approach, hoping to evade them. Their muffled chanting reaches a crescendo when, suddenly, all goes quiet.", + "back_name": "Encounter in the Deep", + "back_text": "Remove 2 [curse] tokens from the chaos bag. Check Campaign Log.\n- If a jailbreak is listed under \"Memories Recovered\" in your Campaign Log, spawn the set-aside [[Suspect]] enemy at a [[Third Floor]] location, or at the Grand Entryway if a [[Third Floor]] location is not in play (ignoring that enemy's revelation ability). That enemy enters play exhausted.\n- Otherwise, nothing else happens.", + "code": "07276", + "doom": 6, + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 3, + "faction_code": "mythos", + "flavor": "The interior of the old masonic hall is eerily quiet, aside from the distant plink of dripping water and the creaking of the building under the weight of your feet. You get the feeling that your arrival may have been expected.", + "illustrator": "Nele Diel", + "name": "The Initiation (v. II)", + "pack_code": "lod", + "position": 276, + "quantity": 1, + "stage": 1, + "text": "Forced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", + "type_code": "agenda" + }, + { + "back_flavor": "The silence that pervades the building retreats as sinister chanting rises from the depths, each uncanny syllable a reminder of the Order's inhuman origins. What was once the rhythmic drip, drip, drip of trickling water is now a distant, resounding roar of rushing floodwater. But there is also something else. The rumbling of something enormous, something that stirs under the bedrock...", + "back_name": "Cursed Luck", + "back_text": "Add 4 [curse] tokens to the chaos bag.", + "code": "07277", + "doom": 6, + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 4, + "faction_code": "mythos", + "flavor": "\"Glancing up at the window I had left, I observed it was still dark, though far across the crumbling chimneys to the north I could see lights ominously blazing in the Order of Dagon Hall...\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Nele Diel", + "name": "What Lurks Below (v. I)", + "pack_code": "lod", + "position": 277, + "quantity": 1, + "stage": 2, + "text": "Forced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", + "type_code": "agenda" + }, + { + "back_flavor": "Hearing footsteps up ahead, you press yourself against a nearby wall, fearing the worst. You and your would-be ambusher leap out at the same time, brandishing your weapons... then immediately withdraw once you recognize one another.\n\"Oh, it's you,\" Dawson says, holstering his handgun. \"I've searched that entire wing,\" he says, motioning to the hall he came from. \"Found this, but not much else.\" He offers the key in his possession, then pulls out his flashlight and takes the lead. \"Might as well stick together from here on out.\"", + "back_name": "Dawson Returns", + "back_text": "Remove 4 [curse] tokens from the chaos bag.\nChoose an investigator to take control of the set-aside Thomas Dawson story asset. For the remainder of this scenario, Thomas Dawson does not take up an ally slot. That investigator may also take control of 1 spent key on the scenario reference card.", + "code": "07278", + "doom": 6, + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 5, + "faction_code": "mythos", + "flavor": "\"Glancing up at the window I had left, I observed it was still dark, though far across the crumbling chimneys to the north I could see lights ominously blazing in the Order of Dagon Hall...\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Nele Diel", + "name": "What Lurks Below (v. II)", + "pack_code": "lod", + "position": 278, + "quantity": 1, + "stage": 2, + "text": "Forced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", + "type_code": "agenda" + }, + { + "back_flavor": "Suddenly, a tremendous sound thunders through the building, like a furious explosion and the resonance of a booming voice all at once. At first you think the building must be collapsing. You take cover and lift your arms above your head to shield yourself from falling rubble, but no debris strikes you. Instead, it is an echoing roar that brings you to your knees and forces the air out of your lungs. Your eardrums threaten to shatter as the sound grows louder and louder. Darkness creeps into your vision until it swallows your memories whole.", + "back_name": "An Awakening", + "back_text": "Each investigator who has not resigned is defeated and suffers 1 mental trauma.\nIn your Campaign Log, record Dagon has awakened.\n(→R1)", + "code": "07279", + "doom": 6, + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "The building rumbles to its foundations. Something sinister is happening deep below the halls of the Order of Dagon. If you don't stop it, who knows what may be unleashed?", + "illustrator": "Nele Diel", + "name": "The Ritual Advances", + "pack_code": "lod", + "position": 279, + "quantity": 1, + "stage": 3, + "text": "Forced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", + "type_code": "agenda" + }, + { + "back_flavor": "Each of the Order's chambers are devoted to an aspect of their grand scheme - the secret that lies at the foundation of the Order, the poison that dwells in the roots of Innsmouth - but whatever that secret is, it is just beyond your grasp. At least, until the moment you discover the truth behind the building itself: It is nothing but a cover for the Order's true headquarters. As you unlock the pathway that leads into the cavernous depths beneath the building, you wonder what secrets could possibly dwell below...", + "back_name": "Secrecy", + "back_text": "If a [[Suspect]] enemy is in play, remove it from the game.\nRemove each location other than Grand Entryway from the game (or add them to the victory display if they have Victory X and no clues on them), discarding each card at those locations.\nShuffle the set-aside Tidal Tunnel locations and put each of them into play.\nIncrease the flood level of each location.\nShuffle each set-aside Syzygy and Tidal Alignment card into the encounter deck, along with the encounter discard pile.", + "clues": null, + "code": "07280", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 6, + "faction_code": "mythos", + "flavor": "\"We all hed to take the Oath o' Dagon, an' later on they was secon' an' third Oaths that some of us took.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Romana Kendelic", + "name": "The First Oath", + "pack_code": "lod", + "position": 280, + "quantity": 1, + "stage": 1, + "text": "Each [[Suspect]] enemy gets +1 [per_investigator] health, loses aloof, and cannot be parleyed with.\n[fast] Spend the blue, red, white, or yellow key: Discard each [[Obstacle]] card attached to your location.\nObjective - If each surviving investigator is at Grand Entryway and the investigators have \"unlocked the entrance to the caves,\" advance.", + "type_code": "act" + }, + { + "back_flavor": "The more you explore the caverns, the more alien and inhuman the architecture becomes. Soon, it feels like you have crossed the threshold of another world entirely. It is reminiscent of the ruins you saw beneath Devil Reef, but those depths are miles from here... right? Or is this network of caves so vast, it spans the entirety of Innsmouth?\nSoon you come upon a grand set of doors in the center of the web of gilded corridors. Many other paths stem from this hall, but it is this door - and the strange, heavy breathing that thrums throughout the walls and the floor - that calls to you...", + "back_name": "Loyalty", + "back_text": "Put the set-aside Lair of Dagon location into play, fully flooded.\nPut the set-aside Dagon enemy into play at Lair of Dagon, (Deep in Slumber) side faceup.\nCheck the current agenda.\n- If it is agenda 1a, add 10 [curse] tokens to the chaos bag.\n- If it is agenda 2a, add 5 [curse] tokens to the chaos bag.", + "clues": null, + "code": "07281", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 8, + "faction_code": "mythos", + "flavor": "You descend into the caverns beneath the Order of Dagon's headquarters, unaware of the horrific fate that awaits you in the depths.", + "illustrator": "Romana Kendelic", + "name": "The Second Oath", + "pack_code": "lod", + "position": 281, + "quantity": 1, + "stage": 2, + "text": "Each [[Suspect]] enemy gets +1 [per_investigator] health, loses aloof, and cannot be parleyed with.\n[fast] Spend the blue, red, white, or yellow key: Discard each [[Obstacle]] card attached to your location.\nObjective - If an investigator has \"unlocked the final depths,\" advance.", + "type_code": "act" + }, + { + "back_flavor": "A sudden stillness permeates the chamber. The only sound you hear is the gentle rippling of the reflecting pool inside the cult's hidden lair, and the pounding of your own heart in your chest as you struggle to understand what you have seen. Whatever ritual the Order was performing has been disrupted by your hand, but Agent Dawson does not look relieved. \"Okay. Okay. Right,\" he says through choked breaths. His hands shake as he lowers his weapon. \"Come on, quickly. We have another task to perform.\" Another task? You have no idea what Dawson is talking about. He notices your confusion and shakes his head. \"No time to explain. Follow me.\" Then a fuzzy darkness overtakes your memories...", + "back_name": "Rebirth", + "back_text": "In your Campaign Log, record the Order's ritual was disrupted.\n- If Dagon (Deep in Slumber) is in play, in your Campaign Log, record Dagon still slumbers.\n- If Dagon (Awakened and Enraged) is in play or in the victory display, in your Campaign Log, record Dagon has awakened.\n(→R1)", + "clues": null, + "code": "07282", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 9, + "faction_code": "mythos", + "flavor": "The Order's final secret lies just beyond this door. The entity to which the Order's service is pledged. The creature that holds them in its clutches. The conspiracy's beating heart.", + "illustrator": "Romana Kendelic", + "name": "The Third Oath", + "pack_code": "lod", + "position": 282, + "quantity": 1, + "stage": 3, + "text": "Each [[Suspect]] enemy gets +1 [per_investigator] health, loses aloof, and cannot be parleyed with.\n[fast] Spend the blue, red, white, or yellow key: Discard each [[Obstacle]] card attached to your location.\nObjective - Disrupt the Order's ritual by placing clues on this act. If there are 3 [per_investigator] clues on this act, advance.", + "type_code": "act" + }, + { + "back_flavor": "The lobby is full of old wealth hidden under layers of decrepitude. Two cracked statues flank the entrance, behind which loom two sets of wooden stairs leading up to the second floor. Two more doors hide under the stairways to your left and right, and a final locked door stands at the end of the hall.", + "clues": 0, + "code": "07283", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 10, + "faction_code": "mythos", + "illustrator": "Emilio Rodriguez", + "name": "Grand Entryway", + "pack_code": "lod", + "position": 283, + "quantity": 1, + "shroud": 1, + "text": "Grand Entryway is connected to each [[Cave]] location, and vice versa.\n[action] Resign. You've had enough of this place.\n[action] Investigators at the Grand Entryway spend the purple key and 3 [per_investigator] clues, as a group: Remember that you have \"unlocked the entrance to the caves\".", + "traits": "Ground Floor.", + "type_code": "location" + }, + { + "back_flavor": "A foul stench emanates from behind the crooked door beneath the staircase.", + "back_illustrator": "Yoann Boissonnet", + "back_name": "First Floor Hall", + "clues": 1, + "code": "07284", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 11, + "faction_code": "mythos", + "illustrator": "Dual Brush Studios", + "name": "Hall of Blood", + "pack_code": "lod", + "position": 284, + "quantity": 1, + "shroud": 3, + "text": "Forced - After Hall of Blood is revealed: Place the set-aside red key on it.\nForced - After you fail a skill test while investigating Hall of Blood: Take 1 horror.", + "traits": "Ground Floor.", + "type_code": "location" + }, + { + "back_flavor": "A foul stench emanates from behind the crooked door beneath the staircase.", + "back_illustrator": "Yoann Boissonnet", + "back_name": "First Floor Hall", + "clues": 1, + "code": "07285", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 12, + "faction_code": "mythos", + "illustrator": "Stanislav Dikolenko", + "name": "Hall of the Deep", + "pack_code": "lod", + "position": 285, + "quantity": 1, + "shroud": 3, + "text": "[action] Spend the red key: There is an audible click as the crest of blood fits into the stone altar. Put the set-aside Y'ha-nthlei Statue story asset into play under your control, [[Cursed]] side faceup.\nForced - After Hall of the Deep is revealed: Increase its flood level.", + "traits": "Ground Floor.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "Behind the door to the hall, muffled footsteps fade into the distance. Is there someone here?", + "back_illustrator": "Yoann Boissonnet", + "back_traits": "Second Floor.", + "clues": 0, + "code": "07286", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 13, + "faction_code": "mythos", + "flavor": "This might have been an opulent hall, once. Now it reeks of mold and decay.", + "illustrator": "Lukasz Jaskolski", + "name": "Foul Corridors", + "pack_code": "lod", + "position": 286, + "quantity": 1, + "shroud": 2, + "text": "[action] Spend the black key: Remember that you have \"unlocked the third floor.\"", + "traits": "Second Floor. Passageway.", + "type_code": "location" + }, + { + "back_flavor": "Muffled chanting fills the corridor from behind one of the two doors on the second floor. The reverberation of sound throughout the hall makes it difficult to determine which.", + "back_illustrator": "Yoann Boissonnet", + "back_name": "Second Floor Hall", + "clues": 1, + "code": "07287", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 14, + "faction_code": "mythos", + "illustrator": "Dual Brush Studios", + "name": "Hall of Loyalty", + "pack_code": "lod", + "position": 287, + "quantity": 1, + "shroud": 4, + "text": "[fast] Spend the blue, red, white, or yellow key: Choose 3 of the following - \n- Heal 1 damage.\n- Draw 2 cards.\n- Gain 3 resources.\n- Add 4 [bless] tokens to the chaos bag.", + "traits": "Second Floor.", + "type_code": "location", + "victory": 1 + }, + { + "back_flavor": "Muffled chanting fills the corridor from behind one of the two doors on the second floor. The reverberation of sound throughout the hall makes it difficult to determine which.", + "back_illustrator": "Yoann Boissonnet", + "back_name": "Second Floor Hall", + "clues": 1, + "clues_fixed": true, + "code": "07288", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 15, + "faction_code": "mythos", + "flavor": "\"Offer yourself to Mother Hydra and Father Dagon and be born anew!\" the whispers propose.", + "illustrator": "Sarah Lindstrom", + "name": "Hall of Rebirth", + "pack_code": "lod", + "position": 288, + "quantity": 1, + "shroud": 2, + "text": "Forced - After you reveal Hall of Rebirth: Draw the set-aside Apostle of Dagon enemy.", + "traits": "Second Floor.", + "type_code": "location" + }, + { + "back_flavor": "A circular indentation on the door at the top of the staircase suggests that something must be placed here in order to open the way forward.", + "back_illustrator": "Yoann Boissonnet", + "back_name": "Third Floor Hall", + "back_text": "Investigators cannot move to Third Floor Hall unless an investigator has \"unlocked the third floor.\"", + "clues": 1, + "code": "07289", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 16, + "faction_code": "mythos", + "illustrator": "Ed Mattinian", + "name": "Hall of Silence", + "pack_code": "lod", + "position": 289, + "quantity": 1, + "shroud": 4, + "text": "Forced - After Hall of Silence is revealed: Place the set-aside purple key on it.\nForced - After an investigator at this location fails a skill test: Add 1 [curse] token to the chaos bag.", + "traits": "Third Floor.", + "type_code": "location" + }, + { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 1, + "clues_fixed": true, + "code": "07290", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 17, + "faction_code": "mythos", + "illustrator": "Greg Bobrowski", + "name": "Doorway to the Depths", + "pack_code": "lod", + "position": 290, + "quantity": 1, + "shroud": 5, + "text": " - After Doorway to the Depths is revealed: Place the set-aside green key on the location with the most clues.\n[action] Investigators at the Doorway to the Depths spend the green key and 3 [per_investigator] clues, as a group: Remember that you have \"unlocked the final depths\".", + "traits": "Cave.", + "type_code": "location" + }, + { + "back_flavor": "The steep, twisting stairway beyond the doorway leads you deeper and deeper into the caverns below the building. Effigies depicting aquatic monstrosities watch you from both sides as you descend into a realm of alien architecture and otherworldly riches.", + "clues": 3, + "code": "07291", + "double_sided": true, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 18, + "faction_code": "mythos", + "illustrator": "Daria Khlebnikova", + "name": "Lair of Dagon", + "pack_code": "lod", + "position": 291, + "quantity": 1, + "shroud": 3, + "text": "Forced - After you enter Lair of Dagon: Test your lowest skill (3). If you fail, take 1 horror.\n[action]: Test [willpower] (3) or [agility] (3). If you succeed, place 1 of your clues on the current act. You may spend 1 key to place 1 more of your clues on the current act.", + "traits": "Y'ha-nthlei. Lair.", + "type_code": "location", + "victory": 1 + }, + { + "code": "07292a", + "encounter_code": "the_lair_of_dagon", + "encounter_position": 19, + "enemy_evade": null, + "enemy_fight": null, + "faction_code": "mythos", + "health": null, + "hidden": true, + "illustrator": "Stanislav Dikolenko", + "is_unique": true, + "name": "Dagon", + "pack_code": "lod", + "position": 292, + "quantity": 1, + "subname": "Deep in Slumber", + "text": "Dagon is slumbering. He cannot attack or engage, and is immune to investigator actions and player card effects.\nForced - After an investigator at this location fails a skill test: Place 1 resource on Dagon. Then, if there are at least 1 [per_investigator] +2 resources on Dagon, flip him.\n[action] Spend 1 key: Remove 1 resource from Dagon.", + "traits": "Ancient One. Elite.", + "type_code": "enemy" + }, + { + "back_link": "07292a", + "code": "07292b", + "encounter_code": "the_lair_of_dagon", + "encounter_position": 19, + "enemy_damage": 2, + "enemy_evade": 4, + "enemy_fight": 4, + "enemy_horror": 3, + "faction_code": "mythos", + "health": 6, + "hidden": true, + "illustrator": "Stanislav Dikolenko", + "is_unique": true, + "name": "Dagon", + "pack_code": "lod", + "position": 292, + "quantity": 1, + "subname": "Awakened and Enraged", + "text": "Massive.\nDagon gets +6 [per_investigator] health.\nForced - After an investigator at this location fails a skill test: Ready Dagon. Dagon attacks that investigator.", + "traits": "Ancient One. Elite.", + "type_code": "enemy", + "victory": 1 + }, + { + "code": "07293", + "encounter_code": "the_lair_of_dagon", + "encounter_position": 20, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Romana Kendelic", + "name": "Apostle of Dagon", + "pack_code": "lod", + "position": 293, + "quantity": 1, + "text": "Apostle of Dagon gets +1 [per_investigator] health.\nForced - After Apostle of Dagon enters play: Place the set-aside black key on it.\nForced - When an investigator deals 1 or more damage to Apostle of Dagon: Add 1 [curse] token to the chaos bag.", + "traits": "Humanoid. Hybrid. Cultist.", + "type_code": "enemy", + "victory": 1 + }, + { + "code": "07294", + "encounter_code": "the_lair_of_dagon", + "encounter_position": 21, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Marissa Rivera", + "name": "Cerenerian Deep One", + "pack_code": "lod", + "position": 294, + "quantity": 2, + "text": "Prey - Lowest [willpower].\nHunter.\nForced - After Cerenerian Deep One engages you: Add 2 [curse] tokens to the chaos bag.", + "traits": "Humanoid. Monster. Deep One.", + "type_code": "enemy" + }, + { + "code": "07295", + "encounter_code": "the_lair_of_dagon", + "encounter_position": 23, + "faction_code": "mythos", + "illustrator": "Jeff Himmelman", + "name": "Fulfill the Oaths", + "pack_code": "lod", + "position": 295, + "quantity": 3, + "text": "Revelation - If it is...\n- ... act 1, test [agility] (3).\n- ... act 2, test [agility] (3), then [combat] (2).\n- ... act 3, test [agility] (3), then [combat] (2), then [intellect] (2).\nFor each of these skill tests you fail, take 1 damage.", + "traits": "Hazard.", + "type_code": "treachery" + }, + { + "code": "07296", + "encounter_code": "the_lair_of_dagon", + "encounter_position": 26, + "faction_code": "mythos", + "illustrator": "Cristi Balanescu", + "name": "Secret Gathering", + "pack_code": "lod", + "position": 296, + "quantity": 2, + "text": "Revelation - Add 1 [curse] token to the chaos bag. Test [willpower] (4). If you fail, place 1 doom on each [[Cultist]] enemy and take 1 horror (2 horror instead if 1 or more [curse] tokens were revealed during this test).", + "traits": "Hex.", + "type_code": "treachery" + }, + { + "code": "07297", + "encounter_code": "the_lair_of_dagon", + "encounter_position": 28, + "faction_code": "mythos", + "illustrator": "John Moriarty", + "name": "Esoteric Ritual", + "pack_code": "lod", + "position": 297, + "quantity": 3, + "text": "Revelation - Test [willpower] (4). If you fail, choose and discard 2 cards from your hand or discard an asset you control (if 1 or more [curse] tokens were revealed during this test, do both instead).", + "traits": "Hex.", + "type_code": "treachery" + }, + { + "code": "07298", + "encounter_code": "the_lair_of_dagon", + "encounter_position": 31, + "faction_code": "mythos", + "illustrator": "Derek D. Edgell", + "name": "Heralds of the Deep", + "pack_code": "lod", + "position": 298, + "quantity": 3, + "text": "Revelation - Test [willpower] (3) (5 instead if your location is flooded). For each point you fail by, add 1 [curse] token to the chaos bag (if you cannot, Heralds of the Deep gains surge).", + "traits": "Curse.", + "type_code": "treachery" + }, + { + "code": "07299", + "encounter_code": "the_lair_of_dagon", + "encounter_position": 34, + "faction_code": "mythos", + "illustrator": "Andreas Zafiratos", + "name": "Stone Barrier", + "pack_code": "lod", + "position": 299, + "quantity": 2, + "text": "Revelation - Attach to the nearest location without a Stone Barrier attached. If attached location is flooded, Stone Barrier gains surge.\nWhile Stone Barrier is ready, investigators cannot move out of attached location.\n[action]: Test [agility] (1), [combat] (2), or [intellect] (3). If you succeed, exhaust Stone Barrier.", + "traits": "Obstacle.", + "type_code": "treachery" + }, + { + "code": "07300", + "cost": null, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 36, + "faction_code": "neutral", + "hidden": true, + "illustrator": "Mathias Kollros", + "is_unique": true, + "name": "Y'ha-nthlei Statue", + "pack_code": "lod", + "position": 300, + "quantity": 1, + "subname": "Mysterious Relic", + "text": "[fast] Exhaust Y'ha-nthlei Statue and add 2 [curse] tokens to the chaos bag: Deal 1 damage to a [[Humanoid]] enemy at your location.\n[action] Spend the blue, white, red, or yellow key: Ready Y'ha-nthlei Statue and flip it to its other side.", + "traits": "Item. Relic. Cursed.", + "type_code": "asset" + }, + { + "back_link": "07300", + "code": "07300b", + "cost": null, + "encounter_code": "the_lair_of_dagon", + "encounter_position": 36, + "faction_code": "neutral", + "illustrator": "Mathias Kollros", + "is_unique": true, + "hidden": true, + "name": "Y'ha-nthlei Statue", + "pack_code": "lod", + "position": 300, + "quantity": 1, + "subname": "Dynamic Relic", + "text": "[fast] Exhaust Y'ha-nthlei Statue: Deal 1 damage to a [[Humanoid]] enemy at your location.\n[fast] Exhaust Y'ha-nthlei Statue: Remove 2 [curse] tokens from the chaos bag and replace them with an equal number of [bless] tokens.", + "traits": "Item. Relic. Blessed.", + "type_code": "asset" + } +] diff --git a/translations/ru/pack/tic/tic.json b/translations/ru/pack/tic/tic.json index e4771f9fa..e20a5651e 100644 --- a/translations/ru/pack/tic/tic.json +++ b/translations/ru/pack/tic/tic.json @@ -1,276 +1,761 @@ [ { + "back_flavor": "The more Sister Mary learns of the strange and arcane forces that sometimes manifest in this world, the more certain she is that she has been set upon a path to ward off these forces and protect the innocent wherever possible. Armed only with the trappings of her church and an unshakable faith, Sister Mary seeks out every supernatural threat she hears of through her fellow priests and nuns. Other members of her church may dismiss such things as medieval nonsense, but Sister Mary knows the real evils that exist in the shadows - and she knows that if such evils are left unchecked, they will bring ruin and horror to all of creation.", + "back_text": "Deck Size: 30.\nDeckbuilding Options: Guardian cards ([guardian]) level 0-5, Neutral cards level 0-5, Mystic cards ([mystic]) level 0-2.\nDeckbuilding Requirements (do not count toward deck size): Guardian Angel, Crisis of Faith, 1 random basic weakness.", "code": "07001", + "deck_limit": 1, + "deck_options": [ + { + "faction": ["guardian", "neutral"], + "level": { "min": 0, "max": 5 } + }, + { "faction": ["mystic"], "level": { "min": 0, "max": 2 } } + ], + "deck_requirements": "size:30, card:07006, card:07007, random:subtype:basicweakness", + "double_sided": true, + "faction_code": "guardian", "flavor": "\"The Lord watches over my path. I am armored in faith.\"", + "health": 5, + "illustrator": "Cristi Balanescu", + "is_unique": true, "name": "Sister Mary", + "pack_code": "tic", + "position": 1, + "quantity": 1, + "sanity": 9, + "skill_agility": 3, + "skill_intellect": 2, + "skill_combat": 3, + "skill_willpower": 4, "subname": "The Nun", "text": "During setup, add 2 [bless] tokens to the chaos bag.\n[reaction] When the round ends: Add 1 [bless] token to the chaos bag.\n[elder_sign] effect: +1. If you succeed, add 1 [bless] token to the chaos bag.", "traits": "Believer. Blessed.", - "back_flavor": "The more Sister Mary learns of the strange and arcane forces that sometimes manifest in this world, the more certain she is that she has been set upon a path to ward off these forces and protect the innocent wherever possible. Armed only with the trappings of her church and an unshakeable faith, Sister Mary seeks out every supernatural threat she hears of through her fellow priests and nuns. Other members of her church may dismiss such things as medieval nonsense, but Sister Mary knows the real evils that exist in the shadows - and she knows that if such evils are left untouched, they will bring ruin and horror to all of creation.", - "back_text": "Deck Size: 30.\nDeckbuilding Options: Guardian cards ([guardian]) level 0-5, Neutral cards level 0-5, Mystic cards ([mystic]) level 0-2.\nDeckbuilding Requirements (do not count toward deck size): Guardian Angel, Crisis of Faith, 1 random basic weakness." + "type_code": "investigator" }, { + "back_flavor": "Amanda Sharpe was on track to become one of Miskatonic University's most accomplished graduates. However, ever since she saw a strange painting of an enormous creature's emergence from the depths of the ocean, her classwork has suffered. Her dreams are overwhelmed by images of a vast submerged city and whispers in a language she does not understand. She remains dedicated to her studies, but her goal is no longer to graduate at the top of her class; rather, she seeks to discover the meaning behind the occult secrets concealed between the lines of reality.", + "back_text": "Deck Size: 30.\nDeckbuilding Options: Seeker cards ([seeker]) level 0-5, Neutral cards level 0-5, [[Practiced]] skills level 0-3.\nDeckbuilding Requirements (do not count toward deck size): Obscure Studies, Whispers from the Deep, 1 random basic weakness.", "code": "07002", + "deck_limit": 1, + "deck_options": [ + { + "faction": ["seeker", "neutral"], + "level": { "min": 0, "max": 5 } + }, + { + "trait": ["practiced"], + "type": ["skill"], + "level": { "min": 0, "max": 3 } + } + ], + "deck_requirements": "size:30, card:07008, card:07009, random:subtype:basicweakness", + "double_sided": true, + "errata_date": "2020-10-15", + "faction_code": "seeker", + "health": 7, + "illustrator": "Cristi Balanescu", + "is_unique": true, "name": "Amanda Sharpe", + "pack_code": "tic", + "position": 2, + "quantity": 1, + "sanity": 7, + "skill_agility": 2, + "skill_intellect": 2, + "skill_combat": 2, + "skill_willpower": 2, "subname": "The Student", - "text": "Forced - At the start of the investigation phase: Draw 1 card. Discard the card beneath Amanda Sharpe. Choose a card from your hand and place it beneath her.\n[reaction] At the start of a skill test you are performing: Commit the card beneath Amanda Sharpe, if able. Do not discard it when the test ends.\n[elder_sign] effect: +0. For this test, you may double the number of skill icons on the card beneath Amanda Sharpe.", - "traits": "Miskatonic. Scholar", - "back_flavor": "Amanda Sharpe was on track to become one of Miskatonic University's most accomplished graduates. However, ever since she saw a strange painting on an enormous creature's emergence from the depths of the ocean, her classwork has suffered. Her dreams are overwhelmed by images of a vast submerged city and whispers in a language she does not understand. She remains dedicated to her studies, but her goal is no longer to graduate at the top of her class; rather, she seeks to discover the meaning behind the occult secrets concealed between the lines of reality.", - "back_text": "Deck Size: 30.\nDeckbuilding Options: Seeker cards ([seeker]) level 0-5, Neutral cards level 0-5, [[Practiced]] skills level 0-3.\nDeckbuilding Requirements (do not count toward deck size): Obscure Studies, Whispers from the Deep, 1 random basic weakness." + "text": "Forced - At the start of the investigation phase: Draw 1 card. Discard the card beneath Amanda Sharpe. Choose a card from your hand and place it beneath her.\nForced - At the start of a skill test you are performing: Commit the card beneath Amanda Sharpe, if able. Do not discard it when the test ends.\n[elder_sign] effect: +0. For this test, you may double the number of skill icons on the card beneath Amanda Sharpe.", + "traits": "Miskatonic. Scholar.", + "type_code": "investigator" }, { + "back_flavor": "Trish had always excelled in both body and mind, her unwavering focus on excellence and her fearless disposition a winning combination. Given her stellar academic and athletic records, everyone expected to see her become something great. Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the truth: her job was a cover for her true work as a spy with the Black Chamber, the Bureau's code-breaking agency.", + "back_text": "Deck Size: 30.\nDeckbuilding Options: Rogue cards ([rogue]) level 0-5, Neutral cards level 0-5, Seeker cards ([seeker]) level 0-2.\nDeckbuilding Requirements (do not count toward deck size): In the Shadows, Shadow Agents, 1 random basic weakness.", "code": "07003", + "deck_limit": 1, + "deck_options": [ + { + "faction": ["rogue", "neutral"], + "level": { "min": 0, "max": 5 } + }, + { "faction": ["seeker"], "level": { "min": 0, "max": 2 } } + ], + "deck_requirements": "size:30, card:07010, card:07011, random:subtype:basicweakness", + "double_sided": true, + "faction_code": "rogue", + "health": 8, + "illustrator": "Magali Villeneuve", + "is_unique": true, "name": "Trish Scarborough", + "pack_code": "tic", + "position": 3, + "quantity": 1, + "sanity": 6, + "skill_agility": 4, + "skill_intellect": 4, + "skill_combat": 2, + "skill_willpower": 2, "subname": "The Spy", "text": "[reaction] After you discover 1 or more clues at a location with an enemy: Either discover 1 additional clue at that location, or automatically evade that enemy. (Limit once per round.)\n[elder_sign] effect: +2. If this is an investigation, you may choose any revealed location; you are now investigating as if you were at that location instead.", "traits": "Agency. Detective.", - "back_flavor": "Trish had always excelled in both body and mind, her unwavering focus on excellence and her fearless disposition a winning combination. Given her stellar academic and athletic records, everyone expected to see her become something great. Instead, Trish took a job at a commercial code company. The initial shock of her humble work eventually wore off, and the exceptional Trish Scarborough faded into obscurity. This suited Trish just fine, as it made it harder for anyone to realize the truth: her job was a cover for her true work as a spy with the Black Chamber, the Bureau's code-breaking agency.", - "back_text": "Deck Size: 30.\nDeckbuilding Options: Rogue cards ([rogue]) level 0-5, Neutral cards level 0-5, Seeker cards ([seeker]) level 0-2.\nDeckbuilding Requirements (do not count toward deck size): In the Shadows, Shadow Agents, 1 random basic weakness." + "type_code": "investigator" }, { + "back_flavor": "Dexter Drake returned from the Great War to become a successful magician, enthralling audiences with his elaborate illusions and cunning stage tricks. Despite his meteoric success, Dexter longed to discover true magic. He was intrigued by the burnt and torn scraps of occult writing he had found during the war - fragments of the infamous Necronomicon. Dexter used his wealth to search for the truth about this ancient lore, and what he found horrified him. He knows that he may well be the only person with the ability to stop evil from swallowing the entire world.", + "back_text": "Deck Size: 30.\nDeckbuilding Options: Mystic cards ([mystic]) level 0-5, Rogue cards ([rogue]) level 0-2, Neutral cards level 0-5.\nDeckbuilding Requirements (do not count toward deck size): Showmanship, Occult Scraps, 1 random basic weakness.", "code": "07004", + "deck_limit": 1, + "deck_options": [ + { + "faction": ["mystic", "neutral"], + "level": { "min": 0, "max": 5 } + }, + { "faction": ["rogue"], "level": { "min": 0, "max": 2 } } + ], + "deck_requirements": "size:30, card:07012:98017, card:07013:98018, random:subtype:basicweakness", + "double_sided": true, + "faction_code": "mystic", "flavor": "\"Do you want to see true magic?\"", + "health": 6, + "illustrator": "Tony Foti", + "is_unique": true, "name": "Dexter Drake", + "pack_code": "tic", + "position": 4, + "quantity": 1, + "sanity": 8, + "skill_agility": 2, + "skill_intellect": 2, + "skill_combat": 3, + "skill_willpower": 5, "subname": "The Magician", "text": "[free] During your turn, discard an asset you control: Play an asset with a different title from your hand, reducing its cost by 1. (Limit once per round.)\n[elder_sign] effect: +2. You may return an asset from your play area to your hand. Then, draw 1 card.", "traits": "Sorcerer. Veteran.", - "back_flavor": "Dexter Drake returned from the Great War to become a successful magician, enthralling audiences with his elaborate illusions and cunning stage tricks. Despite his meteoric success, Dexter longed to discover true magic. He was intrigued by the burnt and torn scraps of occult writing he had found during the war - fragments of the infamous Necronomicon. Dexter used his wealth to search for the truth about this ancient lore, and what he found horrified him. He knows that he may well be the only person with the ability to stop evil from swallowing the entire world.", - "back_text": "Deck Size: 30.\nDeckbuilding Options: Mystic cards ([mystic]) level 0-5, Rogue cards ([rogue]) level 0-2, Neutral cards level 0-5.\nDeckbuilding Requirements (do not count toward deck size): Showmanship, Occult Scraps, 1 random basic weakness." + "type_code": "investigator" }, { - "code": "07005", - "flavor": "«Оставьте свои страхи на суше, парни».", - "name": "Сайлас Марш", - "subname": "Моряк", - "text": "[reaction] После того как при проверке, которую вы проходите, вытянут жетон хаоса. Верните на руку 1 карту навыка, добавленную вами к этой проверке. (Не чаще 1 раза в раунд.)\n[elder_sign] +0. Можете добавить к этой проверке карту навыка из вашего сброса. После этой проверки верните этот навык себе на руку, вместо того чтобы сбрасывать.", - "traits": "Скиталец.", "back_flavor": "Silas Marsh has loved the sea ever since he was old enough to toddle through its briny shallows. Becoming a sailor was the easiest decision he ever made, and his sturdy frame and excellent sense for the weather have given him a good reputation aboard any vessel. There is only one thing troubling Silas: over and over again, he dreams of unsettling cities hidden beneath the waves and inhabited by bizarre creatures. These dreams call to him, stirring something deep within him that he thought he had left behind in his hometown of Innsmouth.", - "back_text": "Размер колоды: 30.\nВозможные карты: карты Выжившего ([survivor]) уровня 0-5, нейтральные карты уровня 0-5, [[врождённые]] навыки уровня 0-2.\nОбязательные карты (не идут в счёт размера колоды): «Гарпун с „Ветра перемен“», «Сеть Сайласа», «Зов моря», 1 случайная базовая слабость." + "back_text": "Deck Size: 30.\nDeckbuilding Options: Survivor cards ([survivor]) level 0-5, Neutral cards level 0-5, [[Innate]] skills level 0-2.\nDeckbuilding Requirements (do not count toward deck size): Sea Change Harpoon, Silas's Net, Siren Call, 1 random basic weakness.", + "code": "07005", + "deck_limit": 1, + "deck_options": [ + { + "faction": ["survivor", "neutral"], + "level": { "min": 0, "max": 5 } + }, + { "trait": ["innate"], "level": { "min": 0, "max": 2 } } + ], + "deck_requirements": "size:30, card:07014:98014, card:07015:98014, card:07016:98015, random:subtype:basicweakness", + "double_sided": true, + "faction_code": "survivor", + "flavor": "\"Leave your fears on the docks, lads.\"", + "health": 9, + "illustrator": "Magali Villeneuve", + "is_unique": true, + "name": "Silas Marsh", + "pack_code": "tic", + "position": 5, + "quantity": 1, + "sanity": 5, + "skill_agility": 4, + "skill_intellect": 2, + "skill_combat": 4, + "skill_willpower": 2, + "subname": "The Sailor", + "text": "[reaction] After you reveal a chaos token during a skill test you are performing: Return a skill you committed to this test to your hand. (Limit once per round.)\n[elder_sign] effect: +0. You may commit a skill from your discard pile to this test. After this test ends, return that skill to your hand instead of discarding it.", + "traits": "Drifter.", + "type_code": "investigator" }, { "code": "07006", + "cost": 2, + "deck_limit": 1, + "faction_code": "neutral", + "health": 3, + "illustrator": "Aleksander Karcz", "name": "Guardian Angel", + "pack_code": "tic", + "position": 6, + "quantity": 1, + "restrictions": "investigator:07001", + "skill_combat": 1, + "skill_wild": 1, + "skill_willpower": 1, "text": "Sister Mary deck only.\nGuardian Angel may be assigned damage dealt to other investigators at your location and connecting locations.\n[reaction] When any amount of damage is assigned to Guardian Angel: Add that many [bless] tokens to the chaos bag.", - "traits": "Innate." + "traits": "Ritual. Blessed.", + "type_code": "asset" }, { "code": "07007", + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Michele Frigo", "name": "Crisis of Faith", + "pack_code": "tic", + "position": 7, + "quantity": 1, + "restrictions": "investigator:07001", + "subtype_code": "weakness", "text": "Revelation - For each [bless] token in the chaos bag, you must either replace it with a [curse] token or take 1 horror.", - "traits": "Madness." + "traits": "Madness.", + "type_code": "treachery" }, { "code": "07008", + "cost": 0, + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Guillaume Ducos", "name": "Obscure Studies", + "pack_code": "tic", + "position": 8, + "quantity": 1, + "restrictions": "investigator:07002", + "skill_wild": 3, "text": "Amanda Sharpe deck only.\nFast. Play when you initiate a skill test.\nReturn the card beneath Amanda Sharpe to your hand and place Obscure Studies beneath her.", - "traits": "Innate." + "traits": "Insight.", + "type_code": "event" }, { "code": "07009", + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Borja Pindado", "name": "Whispers from the Deep", + "pack_code": "tic", + "position": 9, + "quantity": 1, + "restrictions": "investigator:07002", + "skill_wild": 1, + "subtype_code": "weakness", "text": "This skill's icons subtract from your skill value instead of adding to it.\nForced - When choosing a card to place beneath Amanda Sharpe, if Whispers from the Deep is in your hand: You must choose it.", - "traits": "Madness." + "traits": "Curse.", + "type_code": "skill" }, { "code": "07010", + "cost": 0, + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Patrick McEvoy", "name": "In the Shadows", + "pack_code": "tic", + "position": 10, + "quantity": 1, + "restrictions": "investigator:07003", + "skill_agility": 2, + "skill_wild": 2, "text": "Trish Scarborough deck only.\nFast. Play after your turn begins.\nDisengage from each enemy engaged with you. Until the end of the round, enemies cannot engage you and you cannot deal damage to enemies.", - "traits": "Tactic." + "traits": "Tactic.", + "type_code": "event" }, { "code": "07011", + "deck_limit": 1, + "enemy_damage": 2, + "enemy_fight": 3, + "enemy_evade": 5, + "faction_code": "neutral", + "health": 3, + "illustrator": "Borja Pindado", "name": "Shadow Agents", + "pack_code": "tic", + "position": 11, + "quantity": 1, + "restrictions": "investigator:07003", + "subtype_code": "weakness", "text": "Prey - Trish Scarborough only.\nHunter.\nWhile Shadow Agents is engaged with you, you cannot discover clues except by investigating.\nForced - After Shadow Agents is evaded: Discard it.", - "traits": "Humanoid. Cultist." + "traits": "Humanoid. Cultist.", + "type_code": "enemy" }, { "code": "07012", + "cost": 1, + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Anders Finér", "name": "Showmanship", + "pack_code": "tic", + "position": 12, + "quantity": 1, + "restrictions": "investigator:07004", + "skill_agility": 1, + "skill_combat": 1, + "skill_wild": 1, "text": "Dexter Drake deck only.\n[reaction] After an asset enters play under your control: Until the end of the round, you get +2 to each of your skills while resolving a triggered ability on that asset.", - "traits": "Talent." + "traits": "Talent.", + "type_code": "asset" }, { "code": "07013", + "cost": 0, + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Robert Laskey", "name": "Occult Scraps", + "pack_code": "tic", + "position": 13, + "quantity": 1, + "restrictions": "investigator:07004", + "subtype_code": "weakness", "text": "Occult Scraps cannot be played using a play action.\nWhile Occult Scraps is in your hand, you get -2 [willpower].\nWhile Occult Scraps is in play, you get -1 [willpower].", - "traits": "Item." + "traits": "Item.", + "type_code": "asset" }, { "code": "07014", + "cost": 3, + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Robert Laskey", + "is_unique": true, "name": "Sea Change Harpoon", + "pack_code": "tic", + "position": 14, + "quantity": 1, + "restrictions": "investigator:07005:98013", + "skill_combat": 1, + "skill_wild": 1, + "slot": "Hand", "text": "Silas Marsh deck only.\n[action]: Fight. You get +1 [combat] for this attack. If you committed 1 or more skills to this skill test, this attack deals +1 damage. When this skill test ends, you may return Sea Change Harpoon to your hand to return all of your committed skill cards to your hand instead of discarding them.", "traits": "Item. Weapon. Melee.", - "slot": "Hand" + "type_code": "asset" }, { "code": "07015", + "cost": 2, + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Stephen Somers", + "is_unique": true, "name": "Silas's Net", + "pack_code": "tic", + "position": 15, + "quantity": 1, + "restrictions": "investigator:07005:98013", + "skill_agility": 1, + "skill_wild": 1, + "slot": "Hand", "text": "Silas Marsh deck only.\n[action]: Evade. You get +1 [agility] for this evasion attempt. If you succeed and you committed 1 or more skills to this skill test, you may automatically evade another enemy engaged with you. When this skill test ends, you may return Silas's Net to your hand to return all of your committed skill cards to your hand instead of discarding them.", "traits": "Item. Tool.", - "slot": "Hand" + "type_code": "asset" }, { "code": "07016", + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Rafał Hrynkiewicz", "name": "Siren Call", + "pack_code": "tic", + "position": 16, + "quantity": 1, + "restrictions": "investigator:07005:98013", + "subtype_code": "weakness", "text": "Revelation - Put Siren Call into play in your threat area.\nAs an additional cost to commmit 1 or more cards to a skill test, you must pay 1 resource for each matching skill icon those cards have.\n[action] [action]: Discard Siren Call.", - "traits": "Curse." + "traits": "Curse.", + "type_code": "treachery" }, { "code": "07017", + "cost": 3, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Robert Laskey", "name": "Book of Psalms", + "pack_code": "tic", + "position": 17, + "quantity": 2, + "skill_willpower": 1, + "slot": "Hand", + "tags": "hh.", "text": "Uses (4 secrets).\n[action] Spend 1 secret: Heal 1 horror from an investigator at your location. Add 2 [bless] tokens to the chaos bag.", "traits": "Item. Tome. Blessed.", - "slot": "Hand" + "type_code": "asset", + "xp": 0 }, { "code": "07018", + "cost": 3, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Carlos Palma Cruchaga", "name": "Blessed Blade", + "pack_code": "tic", + "position": 18, + "quantity": 2, + "skill_combat": 1, + "slot": "Hand", "text": "[action] If Blessed Blade is ready: Fight. You get +1 [combat] for this attack. If a [bless] or [elder_sign] token is revealed during this attack, this attack deals +1 damage. Before revealing chaos token(s) for this attack, you may exhaust Blessed Blade to add 1 [bless] token to the chaos bag.", "traits": "Item. Weapon. Melee. Blessed.", - "slot": "Hand" + "type_code": "asset", + "xp": 0 }, { "code": "07019", + "cost": 0, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Charles Morrow", "name": "Rite of Sanctification", + "pack_code": "tic", + "position": 19, + "quantity": 2, + "skill_intellect": 1, + "slot": "Arcane", + "tags": "se.", "text": "Seal (up to 5 [bless]). If Rite of Sanctification has no tokens sealed on it, discard it.\n[reaction] When an investigator at your location plays a card, exhaust Rite of Sanctification and release a chaos token sealed on it: Reduce the cost of that card by 2.", "traits": "Ritual. Blessed.", - "slot": "Arcane" + "type_code": "asset", + "xp": 0 }, { "code": "07020", + "cost": 3, + "deck_limit": 2, + "faction_code": "guardian", + "illustrator": "Jon Bosco", "name": "Hand of Fate", + "pack_code": "tic", + "position": 20, + "quantity": 2, + "skill_combat": 1, + "skill_willpower": 1, "text": "Fast. Play when an enemy attacks an investigator at your location.\nCancel that attack. Then, add [bless] tokens to the chaos bag equal to the attacking enemy's total combined damage and horror values.", - "traits": "Spell. Blessed." + "traits": "Spell. Blessed.", + "type_code": "event", + "xp": 0 }, { "code": "07021", + "cost": 3, + "deck_limit": 2, + "faction_code": "seeker", + "illustrator": "Robert Laskey", "name": "Cryptographic Cipher", + "pack_code": "tic", + "position": 21, + "quantity": 2, + "skill_intellect": 1, + "slot": "Hand", "text": "Uses (3 secrets).\n[fast] Exhaust Cryptographic Cipher and spend 1 secret: Investigate. Your location gets +1 shroud for this investigation.\n[action] Exhaust Cryptographic Cipher and spend 1 secret: Investigate. Your location gets -2 shroud for this investigation.", "traits": "Item. Tool.", - "slot": "Hand" + "type_code": "asset", + "xp": 0 }, { "code": "07022", + "cost": 3, + "deck_limit": 2, + "faction_code": "seeker", + "illustrator": "Alexandr Elichev", "name": "Cryptic Grimoire", + "pack_code": "tic", + "position": 22, + "quantity": 2, + "skill_wild": 1, + "slot": "Hand", "subname": "Untranslated", "text": "[action]: Add 1 [curse] token to the chaos bag.\n[action] If there are 10 [curse] tokens in the chaos bag, discard Cryptic Grimoire: Record in your Campaign Log that \"you have translated the grimoire.\" Replace 5 [curse] tokens in the chaos bag with 5 [bless] tokens.", "traits": "Item. Tome. Occult.", - "slot": "Hand" + "type_code": "asset", + "xp": 0 }, { "code": "07023", + "cost": 0, + "deck_limit": 2, + "faction_code": "seeker", + "illustrator": "Michael Komarck", "name": "Deep Knowledge", + "pack_code": "tic", + "position": 23, + "quantity": 2, + "skill_intellect": 1, + "skill_willpower": 1, "text": "As an additional cost to play Deep Knowledge, add 2 [curse] tokens to the chaos bag.\nInvestigators at your location draw a combined total of 3 cards (you decide how many cards each investigator draws).", - "traits": "Insight. Cursed." + "traits": "Insight. Cursed.", + "type_code": "event", + "xp": 0 }, { "code": "07024", + "deck_limit": 2, + "faction_code": "seeker", + "illustrator": "Xia Taptara", "name": "Plan of Action", + "pack_code": "tic", + "position": 24, + "quantity": 2, + "skill_wild": 1, "text": "If this skill test is during or before the first action of this turn, Plan of Action gains [willpower] [agility].\nIf this skill test is between the first and third actions of this turn, draw 1 card if it succeeds.\nIf this skill test is during or after the third action of this turn, Plan of Action gains [combat] [intellect].", - "traits": "Practiced." + "traits": "Practiced.", + "type_code": "skill", + "xp": 0 }, { "code": "07025", + "cost": 4, + "deck_limit": 2, + "faction_code": "rogue", + "illustrator": "Mauro Dal Bo", "name": ".25 Automatic", + "pack_code": "tic", + "position": 25, + "quantity": 2, + "skill_agility": 1, + "slot": "Hand", "text": "Fast. Uses (4 ammo).\n[action] Spend 1 ammo: Fight. If the attacked enemy is exhausted, you get +2 [combat] and deal +1 damage for this attack.", "traits": "Item. Weapon. Firearm. Illicit.", - "slot": "Hand" + "type_code": "asset", + "xp": 0 }, { "code": "07026", + "cost": 1, + "deck_limit": 2, + "faction_code": "rogue", + "illustrator": "Yoann Boissonnet", "name": "Dark Ritual", + "pack_code": "tic", + "position": 26, + "quantity": 2, + "skill_intellect": 1, + "slot": "Arcane", + "tags": "se.", "text": "Seal (up to 5 [curse]).\nForced - At the end of the mythos phase: You must either spend 1 resource or discard Dark Ritual.", "traits": "Ritual. Cursed.", - "slot": "Arcane" + "type_code": "asset", + "xp": 0 }, { "code": "07027", - "flavor": "Now you see me...", + "cost": 2, + "deck_limit": 2, + "faction_code": "rogue", + "flavor": "\"Now you see me...\"", + "illustrator": "Patrick McEvoy", "name": "Obfuscation", + "pack_code": "tic", + "position": 27, + "quantity": 2, + "skill_combat": 1, + "slot": "Arcane", "text": "Fast. Uses (3 charges).\n[reaction] When an enemy makes an attack of opportunity against you, spend 1 charge: Cancel that attack.", "traits": "Spell.", - "slot": "Arcane" + "type_code": "asset", + "xp": 0 }, { "code": "07028", + "cost": 0, + "deck_limit": 2, + "faction_code": "rogue", + "illustrator": "Felicia Cano", "name": "Faustian Bargain", + "pack_code": "tic", + "position": 28, + "quantity": 2, + "skill_intellect": 1, + "skill_willpower": 1, "text": "As an additional cost to play Faustian Bargain, add 2 [curse] tokens to the chaos bag.\nInvestigators at your location gain a total of 5 resources, distributed as you wish.", - "traits": "Pact. Cursed." + "traits": "Pact. Cursed.", + "type_code": "event", + "xp": 0 }, { "code": "07029", + "cost": 2, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Ethan Patrick Harris", "name": "Sword Cane", + "pack_code": "tic", + "position": 29, + "quantity": 2, + "skill_combat": 1, + "slot": "Hand", "text": "Playing Sword Cane does not provoke attacks of opportunity.\n[reaction] After Sword Cane enters play: Immediately trigger its \"[action]\" ability without paying its cost.\n[action] Exhaust Sword Cane: Fight/Evade. You may use your [willpower] in place of your [combat] or [agility] for this attack or evasion attempt.", "traits": "Item. Relic. Weapon. Melee.", - "slot": "Hand" + "type_code": "asset", + "xp": 0 }, { "code": "07030", + "cost": 1, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Alexandr Elichev", "name": "Tides of Fate", + "pack_code": "tic", + "position": 30, + "quantity": 2, + "skill_wild": 1, "text": "Fast. Play during any [fast] window, or at the start of the round.\nReplace all [curse] tokens in the chaos bag with an equal number of [bless] tokens. At the end of the round, replace all [bless] tokens in the chaos bag with an equal number of [curse] tokens.", - "traits": "Spell. Blessed." + "traits": "Spell. Blessed.", + "type_code": "event", + "xp": 0 }, { "code": "07031", + "cost": 0, + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Torstein Nordstrand", "name": "Ward of Radiance", - "text": "Fast. Play when an investigator at your location draws a non-weakness treachery card.\nReveal 5 random chaos tokens from the chaos bag\nIf a [bless] or [elder_sign] token is revealed, cancel that treachery card's revelation effect.", - "traits": "Insight. Blessed." + "pack_code": "tic", + "position": 31, + "quantity": 2, + "skill_agility": 1, + "skill_willpower": 1, + "text": "Fast. Play when an investigator at your location draws a non-weakness treachery card.\nReveal 5 random chaos tokens from the chaos bag.\nIf a [bless] or [elder_sign] token is revealed, cancel that treachery card's revelation effect.", + "traits": "Insight. Blessed.", + "type_code": "event", + "xp": 0 }, { "code": "07032", + "deck_limit": 2, + "faction_code": "mystic", + "illustrator": "Jesse Mead", "name": "Promise of Power", + "pack_code": "tic", + "position": 32, + "quantity": 2, + "skill_wild": 4, "text": "After you commit Promise of Power to a skill test, add 1 [curse] token to the chaos bag. If you cannot, take 2 horror instead.", - "traits": "Practiced. Cursed." + "traits": "Practiced. Cursed.", + "type_code": "skill", + "xp": 0 }, { "code": "07033", + "cost": 2, + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "Stephen Somers", "name": "Token of Faith", + "pack_code": "tic", + "position": 33, + "quantity": 2, + "skill_intellect": 1, + "slot": "Accessory", "text": "[reaction] After a skill test ends in which 1 or more [curse] or [auto_fail] tokens were revealed, exhaust Token of Faith: Add that many [bless] tokens to the chaos bag.", "traits": "Item. Charm.", - "slot": "Accessory" + "type_code": "asset", + "xp": 0 }, { "code": "07034", + "cost": 2, + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "Roberto Campus", "name": "Keep Faith", + "pack_code": "tic", + "position": 34, + "quantity": 2, + "skill_willpower": 1, "text": "Fast. Play during any [fast] window.\nAdd 4 [bless] tokens to the chaos bag.", - "traits": "Fortune. Blessed." + "traits": "Fortune. Blessed.", + "type_code": "event", + "xp": 0 }, { "code": "07035", + "deck_limit": 2, + "faction_code": "survivor", + "illustrator": "Imad Awan", "name": "Predestined", + "pack_code": "tic", + "position": 35, + "quantity": 2, "text": "Max 1 committed per skill test.\nYou may commit Predestined to any type of test.\nIf this test fails, either add 2 [bless] tokens to the chaos bag or remove 2 [curse] tokens from the chaos bag.", - "traits": "Fortune. Blessed." + "traits": "Fortune. Blessed.", + "type_code": "skill", + "xp": 0 }, { "code": "07036", + "deck_limit": 2, + "faction_code": "survivor", "flavor": "Love is perhaps the strongest spell of all.", + "illustrator": "Derek D. Edgell", "name": "Beloved", + "pack_code": "tic", + "position": 36, + "quantity": 2, + "skill_agility": 1, + "skill_wild": 1, + "skill_willpower": 1, "text": "If a [bless] token is revealed during this test, you may remove Beloved from the game to replace that token's effects with the following: \"You automatically succeed. (Do not reveal another token. Return this token to the chaos bag after this test ends).\"", - "traits": "Innate. Blessed." + "traits": "Innate. Blessed.", + "type_code": "skill", + "xp": 0 }, { "code": "07037", + "cost": 0, + "deck_limit": 2, + "faction_code": "neutral", + "illustrator": "Diana Martínez", "name": "Tempt Fate", + "pack_code": "tic", + "position": 37, + "quantity": 2, + "skill_wild": 1, "text": "Fast. Play during any [fast] window.\nAdd 3 [curse] tokens to the chaos bag. Then, add 3 [bless] tokens to the chaos bag and draw 1 card.", - "traits": "Fortune. Blessed. Cursed." + "traits": "Fortune. Blessed. Cursed.", + "type_code": "event", + "xp": 0 }, { "code": "07038", + "deck_limit": 2, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "neutral", + "illustrator": "Borja Pindado", + "health": 2, "name": "Accursed Follower", + "pack_code": "tic", + "position": 38, + "quantity": 2, + "subtype_code": "basicweakness", "text": "Spawn - Location farthest from you.\nAloof.\nForced - At the end of the enemy phase: Add 1 [curse] token to the chaos bag.", - "traits": "Humanoid. Cultist. Cursed." + "traits": "Humanoid. Cultist. Cursed.", + "type_code": "enemy" }, { "code": "07039", - "flavor": "We all have wings, but they have not been of any avail to us and if we could tear them off, we would do so.\n- Franz Kafka, \"The Blue Octavo Notebooks\"", + "deck_limit": 2, + "faction_code": "neutral", + "flavor": "We all have wings, but they have not been of any avail to us and if we could tear them off, we would do so.\n - Franz Kafka, \"The Blue Octavo Notebooks\"", + "illustrator": "Nele Diel", "name": "Dread Curse", + "pack_code": "tic", + "position": 39, + "quantity": 2, + "subtype_code": "basicweakness", "text": "Revelation - Add 5 [curse] tokens to the chaos bag.", - "traits": "Curse." + "traits": "Curse.", + "type_code": "treachery" }, { "code": "07040", + "deck_limit": 1, + "faction_code": "neutral", + "illustrator": "Ignacio Bazán Lazcano", "name": "Day of Reckoning", + "pack_code": "tic", + "position": 40, + "quantity": 1, + "subtype_code": "basicweakness", + "tags": "se.", "text": "Revelation - Attach Day of Reckoning to the current agenda. Then, search the chaos bag for an [elder_sign] token and seal it on Day of Reckoning.\nCard design inspired by the events of Arkham Nights 2018.", - "traits": "Endtimes." + "traits": "Endtimes.", + "type_code": "treachery" } ] diff --git a/translations/ru/pack/tic/tic_encounter.json b/translations/ru/pack/tic/tic_encounter.json index 9ad261eae..f88a9f5d8 100644 --- a/translations/ru/pack/tic/tic_encounter.json +++ b/translations/ru/pack/tic/tic_encounter.json @@ -1,482 +1,1231 @@ [ { + "back_text": "Hard / Expert\n[skull]: -2 (-3 instead if your location is partially flooded; -4 instead if your location is fully flooded).\n[cultist]: -2. If your location is flooded, take 1 damage.\n[tablet]: -2. If you control a key, take 1 horror.\n[elder_thing]: -3. If The Amalgam is in the depths, put it into play engaged with you.", "code": "07041", + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 1, + "faction_code": "mythos", "name": "The Pit of Despair", + "pack_code": "tic", + "position": 41, + "quantity": 1, "text": "Easy / Standard\n[skull]: -1 (-2 instead if your location is partially flooded; -3 instead if your location is fully flooded).\n[cultist]: -2. If you fail and your location is flooded, take 1 damage.\n[tablet]: -2. If you fail and you control a key, take 1 horror.\n[elder_thing]: -3. If you fail and The Amalgam is in the depths, put it into play engaged with you.", - "back_text": "Hard / Expert\n[skull]: -2 (-3 instead if your location is partially flooded; -4 instead if your location is fully flooded).\n[cultist]: -2. If your location is flooded, take 1 damage.\n[tablet]: -2. If you control a key, take 1 horror.\n[elder_thing]: -3. If The Amalgam is in the depths, put it into play engaged with you." + "type_code": "scenario" }, { + "back_flavor": "Your worst fears are coming true. Puddles of water that had barely reached your ankles are rising and joining one another. You scramble to find higher ground, but your efforts are for naught. In a matter of minutes, the water level has risen to your knees and shows no sign of slowing.", + "back_name": "The Flood Begins", + "back_text": "Increase the flood level of each revealed location.\nUntil the end of the game, each time a location is revealed, increase its flood level.\nKeep this card next to the act deck as a reminder, and advance to agenda 2a.", "code": "07042", + "doom": 7, + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 2, + "faction_code": "mythos", "flavor": "A salmon lays dead on the ground nearby, its scaly flesh just starting to rot. You can tell from the kelp and the dripping-wet walls that this cavern was underwater not too long ago. How much time do you have before high tide?", + "illustrator": "Rafał Hrynkiewicz", "name": "Awakening", + "pack_code": "tic", + "position": 42, + "quantity": 1, + "stage": 1, "text": "Forced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", - "back_name": "The Flood Begins", - "back_flavor": "Your worst fears are coming true. Puddles of water that had barely reached your ankles are rising and joining one another. You scramble to find higher ground, but your efforts are for naught. In a matter of minutes, the water level has risen to your knees and shows no sign of slowing.", - "back_text": "Increase the flood level of each revealed location.\nUntil the end of the game, each time a location is revealed, increase its flood level.\nKeep this card next to the act deck as a reminder, and advance to agenda 2a." + "type_code": "agenda" }, { + "back_flavor": "You panic as the water level continues to rise within the cavern. Before long, you are swimming instead of walking on the flooded cavern floor. Many of the tunnels are fully submerged. If you don't get out of here quickly, there will be nowhere safe to catch your breath.", + "back_name": "High Tide", + "back_text": "Each revealed location becomes fully flooded.\nUntil the end of the game, each time a location is revealed, it becomes fully flooded.\nKeep this card next to the act deck as a reminder (replacing agenda 1b), and advance to agenda 3a.", "code": "07043", + "doom": 8, + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 3, + "faction_code": "mythos", "flavor": "Your every movement is coupled with the loud swashing of rippling water all around you. If the tide continues to rise, the cavern will be completely submerged in a matter of hours.", + "illustrator": "Rafał Hrynkiewicz", "name": "The Water Rises", + "pack_code": "tic", + "position": 43, + "quantity": 1, + "stage": 2, "text": "Forced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", - "back_name": "High Tide", - "back_flavor": "You panic as the water level continues to rise within the cavern. Before long, you are swimming instead of walking on the flooded cavern floor. Many of the tunnels are fully submerged. If you don't get out of here quickly, there will be nowhere safe to catch your breath.", - "back_text": "Each revealed location becomes fully flooded.\nUntil the end of the game, each time a location is revealed, it becomes fully flooded.\nKeep this card next to the act deck as a reminder (replacing agenda 1b), and advance to agenda 3a." + "type_code": "agenda" }, { + "back_flavor": "Your lungs constrict. Your heart hammers in your chest. As the tide rolls in, the current tugs you deeper under the surface of the ice-cold water. Everything goes dark as you struggle to find air.", + "back_name": "Out of Air", + "back_text": "Each surviving investigator is defeated and takes 1 physical trauma.", "code": "07044", + "doom": 4, + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 4, + "faction_code": "mythos", "flavor": "Save for a few rocky perches, the entire cavern system is submerged in seawater. You have to find a way out of here, and soon...", + "illustrator": "Rafał Hrynkiewicz", "name": "Sacrifice for the Deep", + "pack_code": "tic", + "position": 44, + "quantity": 1, + "stage": 3, "text": "Forced - When your turn begins, if you are at a fully flooded location, you struggle for air: When your turn ends, if you did not enter an unflooded or partially flooded location during your turn, take 5 direct damage.", - "back_name": "Out of Air", - "back_flavor": "Your lungs constrict. Your heart hammers in your chest. As the tide rolls in, the current tugs you deeper under the surface of the ice-cold water. Everything goes dark as you struggle to find air.", - "back_text": "Each surviving investigator is defeated and takes 1 physical trauma." + "type_code": "agenda" }, { + "back_flavor": "You find a path that leads deeper into this strange cave system, but before you can follow it to see where it leads, the sound of water sloshing behind you sets your heart racing. When you turn to face the sound, what you see next nearly causes you to faint. It is an enormous hybrid of many faces and shapes - some human, some aquatic - all of them misshapen and revolting. As the thing draws closer, you meet the frozen gaze of one of the faces upon its body, and you realize that you recognize it.", + "back_name": "Recognition", + "back_text": "Spawn the set-aside The Amalgam enemy engaged with the lead investigator.\nShuffle each set-aside copy of Blindsense and From the Depths into the encounter deck, along with the encounter discard pile.\nShuffle each of the set-aside Tidal Tunnel locations together to form the Tidal Tunnel deck (including the set-aside Altar to Dagon, Idol Chamber, and Sealed Exit locations). Put locations from the top of the Tidal Tunnel deck into play below, to the left, and to the right of each revealed location.\nRead Flashback I in the Campaign Guide.", + "clues": 3, "code": "07045", + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 5, + "faction_code": "mythos", "flavor": "You have awakened in a waterlogged cavern, your mind robbed of its memories... and you are not alone. Whatever else lives in this cavern, it can't possibly be friendly. You have to get out of this place and back to civilization.", + "illustrator": "Quintin Gleim", "name": "The Pit", - "back_name": "Recognition", - "back_flavor": "You find a path that leads deeper into this strange cave system, but before you can follow it to see where it leads, the sound of water sloshing behind you sets your heart racing. When you turn to face the sound, what you see next nearly causes you to faint. It is an enormous hybrid of many faces and shapes - some human, some aquatic - all of them misshapen and revolting. As the thing draws closer, you meet the frozen gaze of one of the faces upon its body, and you realize that you recognize it.", - "back_text": "Spawn the set-aside The Amalgam enemy engaged with the lead investigator.\nShuffle each set-aside copy of Blindsense and From the Depths into the encounter deck, along with the encounter discard pile.\nShuffle each of the set-aside Tidal Tunnel locations together to form the Tidal Tunnel deck (including the set-aside Altar to Dagon, Idol Chamber, and Sealed Exit locations). Put locations from the top of the Tidal Tunnel deck into play below, to the left, and to the right of each revealed location.\nRead Flashback I in the Campaign Guide." + "pack_code": "tic", + "position": 45, + "quantity": 1, + "stage": 1, + "type_code": "act" }, { + "back_flavor": "The tunnel continues onward with no end in sight. Your lungs heave with pain. You have held your breath far longer than you ever thought possible. For a moment you wonder if you shouldn't turn back, but by now the entire cavern must be completely submerged. Even if it weren't, you couldn't hope to outlast the creatures that dwell inside for very long. No, there is no going back. Your only hope is to press forward.\nAnother minute passes. The current seems to grow stronger as the tunnel narrows ahead. Your chest feels as though it is about to burst. Finally, you emerge from ice-cold seawater and tumble out of the cavern, landing hard on a rocky shore.", + "back_name": "To the Coast", + "back_text": "(→R1)", + "clues": null, "code": "07046", + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 6, + "faction_code": "mythos", "flavor": "What in the hell is this place, and why have you been trapped here? You have to find a way out, but more of your memories might be tucked away in this pit...", + "illustrator": "Quintin Gleim", "name": "The Escape", + "pack_code": "tic", + "position": 46, + "quantity": 1, + "stage": 2, "text": "Forced - After a location is revealed: Put locations from the top of the Tidal Tunnel deck into play below, to the left, and to the right of that location.\nObjective - There must be a way out of here somewhere. If each surviving investigator has resigned, advance.", - "back_name": "To the Coast", - "back_flavor": "The tunnel continues onward with no end in sight. Your lungs heave with pain. You have held your breath far longer than you ever thought possible. For a moment you wonder if you shouldn't turn back, but by now the entire cavern must be completely submerged. Even if it weren't, you couldn't hope to outlast the creatures that dwell inside for very long. No, there is no going back. Your only hope is to press forward.\nAnother minute passes. The current seems to grow stronger as the tunnel narrows ahead. Your chest feels as though it is about to burst. Finally, you emerge from ice-cold seawater and tumble out of the cavern, landing hard on a rocky shore.", - "back_text": "(→R1)" + "type_code": "act" }, { + "back_flavor": "Three branching tunnels open before you, each swathed in darkness. A foul odor like that of decaying fish permeates the tunnels.", + "clues": 1, "code": "07047", + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 7, + "faction_code": "mythos", + "illustrator": "Mark Molnar", "name": "Unfamiliar Chamber", + "pack_code": "tic", + "position": 47, + "quantity": 1, + "shroud": 3, "text": "Forced - After Unfamiliar Chamber is revealed: Randomly choose 1 of the set-aside facedown keys and place it on Unfamiliar Chamber without looking at it.", "traits": "Cave.", - "back_flavor": "Three branching tunnels open before you, each swathed in darkness. A foul odor like that of decaying fish permeates the tunnels." + "type_code": "location" }, { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 1, "code": "07048", + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 8, + "faction_code": "mythos", + "illustrator": "Mark Molnar", "name": "Bone-Ridden Pit", + "pack_code": "tic", + "position": 48, + "quantity": 1, + "shroud": 6, "text": "For each key controlled by an investigator at Bone-Ridden Pit, it gets -1 shroud.\n[free] If there are no clues on Bone-Ridden Pit and you control the yellow key: You notice an odd joint socket near the skeleton's midsection that matches the shape of the yellow key. Read Flashback II in the Campaign Guide.", "traits": "Cave.", - "back_name": "Tidal Tunnel", - "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward..." + "type_code": "location" }, { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 1, "code": "07049", + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 9, + "faction_code": "mythos", + "illustrator": "Carlos Palma Cruchaga", "name": "Fish Graveyard", + "pack_code": "tic", + "position": 49, + "quantity": 1, + "shroud": 2, "text": "Forced - After you end your turn at Fish Graveyard, if you do not control a key: Take 1 horror.\n[free] If there are no clues on Fish Graveyard and you control the red key: Inside a pile of half-rotten fish guts, you find a strange figurine the red key fits into perfectly. Read Flashback III in the Campaign Guide.", "traits": "Cave.", - "back_name": "Tidal Tunnel", - "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward..." + "type_code": "location" }, { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 0, "code": "07050", + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 10, + "faction_code": "mythos", + "illustrator": "Borja Pindado", "name": "Altar to Dagon", + "pack_code": "tic", + "position": 50, + "quantity": 1, + "shroud": 3, "text": "[action] If investigators at Altar to Dagon control the blue key or three or more other keys, they may spend 2 [per_investigator] clues, as a group: Take control of the set-aside green key.", "traits": "Cave.", - "back_name": "Tidal Tunnel", - "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward..." + "type_code": "location" }, { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 1, "code": "07051", + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 11, + "faction_code": "mythos", + "illustrator": "Stephen Somers", "name": "Idol Chamber", + "pack_code": "tic", + "position": 51, + "quantity": 1, + "shroud": 4, "text": "Forced - After Idol Chamber is revealed: Place the set-aside blue key on it.\n[free] If there are no clues on Idol Chamber and you control the purple key: The purple key opens the stone door at the far end of the chamber, revealing a shrine with two familiar statues, one of white marble, the other of onyx. Read Flashback IV in the Campaign Guide.", "traits": "Cave.", - "back_name": "Tidal Tunnel", - "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward..." + "type_code": "location" }, { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 0, "code": "07052", + "double_sided": true, + "encounter_code": "the_pit_of_despair", + "encounter_position": 12, + "faction_code": "mythos", + "illustrator": "Diana Martínez", "name": "Sealed Exit", + "pack_code": "tic", + "position": 52, + "quantity": 1, + "shroud": 5, "text": "[action] If an investigator at Sealed Exit controls the green key: Resign. You unlock the grate and swim through the tunnel to freedom. Return all of your clues to the token pool and place all of your keys on this location when you resign.\nForced - After Sealed Exit is revealed: It becomes fully flooded.", "traits": "Cave.", - "back_name": "Tidal Tunnel", - "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward..." + "type_code": "location" }, { "code": "07053", + "encounter_code": "the_pit_of_despair", + "encounter_position": 13, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Helge C. Balzer", + "is_unique": true, "name": "The Amalgam", + "pack_code": "tic", + "position": 53, + "quantity": 1, "text": "Hunter.\n[reaction] After you successfully evade The Amalgam by 2 or more: Take control of 1 key on it.\nForced - After The Amalgam engages you, if you control a key: Either place 1 of your keys on it, or it attacks you.\nForced - When The Amalgam is defeated: Place it in the depths.", - "traits": "Monster. Abomination. Deep One. Elite." + "traits": "Monster. Abomination. Deep One. Elite.", + "type_code": "enemy" }, { "code": "07054", + "encounter_code": "the_pit_of_despair", + "encounter_position": 14, + "faction_code": "mythos", + "illustrator": "Helge C. Balzer", "name": "Blindsense", + "pack_code": "tic", + "position": 54, + "quantity": 2, "text": "Revelation - Test [agility] (3). If you fail and The Amalgam...\n- ...is in play, it readies, moves directly to your location, engages you, and makes an immediate attack.\n- ...is in the depths, put it into play engaged with you. It makes an immediate attack.", - "traits": "Scheme." + "traits": "Scheme.", + "type_code": "treachery" }, { "code": "07055", + "encounter_code": "the_pit_of_despair", + "encounter_position": 16, + "faction_code": "mythos", + "illustrator": "Helge C. Balzer", "name": "From the Depths", + "pack_code": "tic", + "position": 55, + "quantity": 3, "text": "Revelation - If The Amalgam is in the depths, put it into play engaged with you. Otherwise, place The Amalgam in the depths and From the Depths gains surge.", - "traits": "Scheme." + "traits": "Scheme.", + "type_code": "treachery" }, { + "back_text": "Hard / Expert\n[skull]: -X. X is 1 more than the current agenda number.\n[cultist]: -2. Place 1 doom on the nearest enemy (2 doom instead if you failed).\n[tablet]: -3. Take 1 horror (1 horror and 1 damage instead if you failed).\n[elder_thing]: -4. Place 1 of your clues on your location (2 clues instead if you failed).", "code": "07056", + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 1, + "faction_code": "mythos", "name": "The Vanishing of Elina Harper", + "pack_code": "tic", + "position": 56, + "quantity": 1, "text": "Easy / Standard\n[skull]: -X. X is the current agenda number.\n[cultist]: -2. If you fail, place 1 doom on the nearest enemy.\n[tablet]: -3. If you fail, take 1 horror.\n[elder_thing]: -4. If you fail, place 1 of your clues on your location.", - "back_text": "Hard / Expert\n[skull]: -X. X is 1 more than the current agenda number.\n[cultist]: -2. Place 1 doom on the nearest enemy (2 doom instead if you failed).\n[tablet]: -3. Take 1 horror (1 horror and 1 damage instead if you failed).\n[elder_thing]: -4. Place 1 of your clues on your location (2 clues instead if you failed)." + "type_code": "scenario" }, { + "back_flavor": "The town of Innsmouth grows more and more hostile with each day that passes. The townsfolk have caught on to your presence, and perhaps even the reason for your visit.", + "back_name": "Followed", + "back_text": "Shuffle the set-aside Winged One and both Hunting Nightgaunts into the encounter deck, along with the encounter discard pile.\n
If a decision to stick together is listed under \"Memories Recovered\" in your Campaign Log:\n
After several days of investigation, you meet up with Agent Dawson to check in with him. He shows you a figurine of emerald stone depicting some sort of aquatic monstrosity, a piece of heart-shaped amber embedded in its center. After the days you have spent investigating and researching this foul place, the creature is oddly familiar to you. \"I'm glad I roped you in on this case,\" Dawson says. \"It's looking less and less like mob work with each passing hour. Let's stick together from here on out.\"
Choose an investigator to take control of the set-aside Thomas Dawson story asset. For the remainder of this scenario, he does not take up an ally slot.", "code": "07057", + "doom": 6, + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 2, + "faction_code": "mythos", "flavor": "\"Furtiveness and secretiveness seemed universal in this hushed city of alienage and death, and I could not escape the sensation of being watched from ambush on every hand by sly, staring eyes that never shut.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Cyril van der Haegen", "name": "Decrepit Decay", + "pack_code": "tic", + "position": 57, + "quantity": 1, + "stage": 1, "text": "Forced - If you defeat a [[Suspect]] enemy other than the kidnapper: Take control of each clue on that enemy. Record in your Campaign Log (name of enemy) is out for blood.", - "back_name": "Followed", - "back_flavor": "The town of Innsmouth grows more and more hostile with each day that passes. The townsfolk have caught on to your presence, and perhaps even the reason for your visit.", - "back_text": "Shuffle the set-aside Winged One and both Hunting Nightgaunts into the encounter deck, along with the encounter discard pile.\n
If a decision to stick together is listed under \"Memories Recovered\" in your Campaign Log:\n
After several days of investigation, you meet up with Agent Dawson to check in with him. He shows you a figurine of emerald stone depicting some sort of aquatic monstrosity, a piece of heart-shaped amber embedded in its center. After the days you have spent investigating and researching this foul place, the creature is oddly familiar to you. \"I'm glad I roped you in on this case,\" Dawson says. \"It's looking less and less like mob work with each passing hour. Let's stick together from here on out.\"
Choose an investigator to take control of the set-aside Thomas Dawson story asset. For the remainder of this scenario, he does not take up an ally slot." + "type_code": "agenda" }, { + "back_flavor": "As night falls once more on the town of Innsmouth, you return to your hotel room to find that it has been completely ransacked. Your luggage is ravaged, its contents strewn about. Much of your gear has been stolen. Scrawled on the wall in black paint is a warning:\nINTERLOPERS DROWN IN THE DEEP\nPerhaps you should lay low for a while...", + "back_name": "Driven Out", + "back_text": "(→R1)", "code": "07058", + "doom": 7, + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 3, + "faction_code": "mythos", "flavor": "\"Just how fully the pursuit was organised - and indeed, just what its purpose might be - I could form no idea.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Cyril van der Haegen", "name": "Growing Suspicion", + "pack_code": "tic", + "position": 58, + "quantity": 1, + "stage": 2, "text": "Forced - If you defeat a [[Suspect]] enemy other than the kidnapper: Take control of each clue on that enemy. Record in your Campaign Log (name of enemy) is out for blood.\n(Hint: If you do not make an accusation by the time this agenda advances, you will run out of time!)", - "back_name": "Driven Out", - "back_flavor": "As night falls once more on the town of Innsmouth, you return to your hotel room to find that it has been completely ransacked. Your luggage is ravaged, its contents strewn about. Much of your gear has been stolen. Scrawled on the wall in black paint is a warning:\nINTERLOPERS DROWN IN THE DEEP\nPerhaps you should lay low for a while...", - "back_text": "(→R1)" + "type_code": "agenda" }, { + "back_flavor": "As night falls once more on the town of Innsmouth, you return to your hotel room to find that it has been completely ransacked. Your luggage is ravaged, its contents strewn about. Much of your gear has been stolen. Scrawled on the wall in black paint is a warning:\nINTERLOPERS DROWN IN THE DEEP\nPerhaps you should lay low for a while...", + "back_name": "Driven Out", + "back_text": "(→R1)", "code": "07059", + "doom": 7, + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 4, + "faction_code": "mythos", "flavor": "\"My frantic running ceased before I had covered a block, for at my left I began to hear something like the hue and cry of organised pursuit. There were footsteps and guttural sounds, and a rattling motor wheezed south along Federal Street.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Cyril van der Haegen", "name": "Frantic Pursuit", + "pack_code": "tic", + "position": 59, + "quantity": 1, + "stage": 3, "text": "Forced - If you defeat a [[Suspect]] enemy other than the kidnapper: Take control of each clue on that enemy. Record in your Campaign Log (name of enemy) is out for blood.", - "back_name": "Driven Out", - "back_flavor": "As night falls once more on the town of Innsmouth, you return to your hotel room to find that it has been completely ransacked. Your luggage is ravaged, its contents strewn about. Much of your gear has been stolen. Scrawled on the wall in black paint is a warning:\nINTERLOPERS DROWN IN THE DEEP\nPerhaps you should lay low for a while...", - "back_text": "(→R1)" + "type_code": "agenda" }, { + "back_flavor": "The time has come for you to reveal your hand. You've retraced Agent Harper's steps as best you can and learned a lot about Innsmouth and its citizenry. Perhaps with this information, you can narrow down where Harper is now. But if you aren't swift and decisive, the kidnapper will surely discover you are onto them. You have only one chance to get this right. One chance to locate Harper and surprise her kidnapper. If you're wrong, it's back to square one... or worse.", + "back_name": "The Accusation", + "back_text": "Read Scenario Interlude: The Accusation in the Campaign Guide.", + "clues": null, "code": "07060", + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 5, + "faction_code": "mythos", "flavor": "The next morning, you and Agent Dawson split up and search for his missing agent...", + "illustrator": "Tomasz Jedruszek", "name": "The Search for Agent Harper", + "pack_code": "tic", + "position": 60, + "quantity": 1, + "stage": 1, "text": "[free] The investigators spend X [per_investigator] clues, as a group: Parley. Reveal the top X cards of the Leads deck (to a maximum of 3) and draw 1 of them. Shuffle the rest back into the Leads deck, along with the top card of the encounter deck. (Group limit once per round.)\nObjective - You may advance at the end of any round.(Hint: You will have to make an accusation when you advance. Advance when you believe you have narrowed down Agent Harper's kidnapper and whereabouts.)", - "back_name": "The Accusation", - "back_flavor": "The time has come for you to reveal your hand. You've retraced Agent Harper's steps as best you can and learned a lot about Innsmouth and its citizenry. Perhaps with this information, you can narrow down where Harper is now. But if you aren't swift and decisive, the kidnapper will surely discover you are onto them. You have only one chance to get this right. One chance to locate Harper and surprise her kidnapper. If you're wrong, it's back to square one... or worse.", - "back_text": "Read Scenario Interlude: The Accusation in the Campaign Guide." + "type_code": "act" }, { + "back_flavor": "Agent Harper gives you a warm smile of relief as you untie her bindings and help her to her feet. \"I don't know who you are, but thank you. I did have things handled, though, for the record.\" She chuckles at her own joke. Despite her situation, the agent carries herself with the confidence of one who has been in deadly circumstances before. You introduce yourself and tell her you were hired to help find her. \"Well then, I'm very glad you're here. You came in the nick of time. Now, if you don't mind, I have some unfinished business with this associate of mine,\" she says, her voice sharp with indignation. \"Care to join me?\"", + "back_name": "Found Her!", + "back_text": "\n- If Brian Burnham was the kidnapper, proceed to (→R2).\n- If Othera Gilman was the kidnapper, proceed to (→R3).\n- If Joyce Little was the kidnapper, proceed to (→R4).\n- If Barnabas Marsh was the kidnapper, proceed to (→R5).\n- If Zadok Allen was the kidnapper, proceed to (→R6).\n- If Robert Friendly was the kidnapper, proceed to (→R7).", + "clues": null, "code": "07061", + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 6, + "faction_code": "mythos", "flavor": "All of your evidence leads here. You must rescue Agent Harper at all costs!", + "illustrator": "Tomasz Jedruszek", "name": "The Rescue", + "pack_code": "tic", + "position": 61, + "quantity": 1, + "stage": 2, "text": "The kidnapper loses aloof, gets +1 [per_investigator] health, and cannot be parleyed with.\nObjective - If either the kidnapper is in the victory display, or there are no clues on Elina Harper's location, advance (if there are 2 or more investigators in the game, both conditions must be fulfilled, instead).", - "back_name": "Found Her!", - "back_flavor": "Agent Harper gives you a warm smile of relief as you untie her bindings and help her to her feet. \"I don't know who you are, but thank you. I did have things handled, though, for the record.\" She chuckles at her own joke. Despite her situation, the agent carries herself with the confidence of one who has been in deadly circumstances before. You introduce yourself and tell her you were hired to help find her. \"Well then, I'm very glad you're here. You came in the nick of time. Now, if you don't mind, I have some unfinished business with this associate of mine,\" she says, her voice sharp with indignation. \"Care to join me?\"", - "back_text": "\n- If Brian Burnham was the kidnapper, proceed to (→R2).\n- If Othera Gilman was the kidnapper, proceed to (→R3).\n- If Joyce Little was the kidnapper, proceed to (→R4).\n- If Barnabas Marsh was the kidnapper, proceed to (→R5).\n- If Zadok Allen was the kidnapper, proceed to (→R6).\n- If Robert Friendly was the kidnapper, proceed to (→R7)." + "type_code": "act" }, { + "back_link": "07062b", "code": "07062a", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 7, + "faction_code": "mythos", "name": "Finding Agent Harper", - "text": "Possible Suspects\nBrian Burnham\nOthera Gilman\nJoyce Little\nBarnabas Marsh\nZadok Allen\nRobert Friendly\nPossible Hideouts\nInnsmouth Jail\nShoreward Slums\nSawbone Alley\nThe House on Water Street\nEsoteric Order of Dagon\nNew Church Green" + "pack_code": "tic", + "position": 62, + "quantity": 1, + "text": "Possible Suspects\nBrian Burnham\nOthera Gilman\nJoyce Little\nBarnabas Marsh\nZadok Allen\nRobert Friendly\nPossible Hideouts\nInnsmouth Jail\nShoreward Slums\nSawbone Alley\nThe House on Water Street\nEsoteric Order of Dagon\nNew Church Green", + "type_code": "story" }, { "code": "07062b", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 7, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 4, + "hidden": true, + "illustrator": "Mark Winters", "name": "Angry Mob", + "pack_code": "tic", + "position": 62, + "quantity": 1, "text": "Hunter. Massive. Retaliate.\nAngry Mob gets +4 [per_investigator] health.\nAngry Mob cannot make attacks of opportunity.", - "traits": "Humanoid. Elite." + "traits": "Humanoid. Elite.", + "type_code": "enemy", + "victory": 0 }, { + "back_flavor": "\"He found the Marsh refinery a queer place - it's in an old mill on the lower falls of the Manuxet. What he said tallied up with what I'd heard. Books in bad shape, and no clear account of any kind of dealings. You know it's always ben a kind of mystery where the Marshes get the gold they refine.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "clues": 1, "code": "07063", + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 8, + "faction_code": "mythos", "flavor": "\"That refinery, though, used to be a big thing, and Old Man Marsh, who owns it, must be richer'n Croesus.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Mark Molnar", "name": "Marsh Refinery", + "pack_code": "tic", + "position": 63, + "quantity": 1, + "shroud": 1, "text": "[action] [action]: Draw 4 cards. (Limit once per game.)", "traits": "Innsmouth.", - "back_flavor": "\"He found the Marsh refinery a queer place - it's in an old mill on the lower falls of the Manuxet. What he said tallied up with what I'd heard. Books in bad shape, and no clear account of any kind of dealings. You know it's always ben a kind of mystery where the Marshes get the gold they refine.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"Yes, there’s a hotel in Innsmouth - called the Gilman House - but I don't believe it can amount to much. I wouldn't advise you to try it.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "clues": 1, "code": "07064", + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 9, + "faction_code": "mythos", "flavor": "\"Some of the windows on the Gilman House side were faintly glowing, and I thought I heard confused sounds within.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Marc Simonetti", "name": "Gilman House", + "pack_code": "tic", + "position": 64, + "quantity": 1, + "shroud": 2, "text": "[action]: Heal 2 damage or 2 horror (or any combination thereof). (Limit once per game.)", "traits": "Innsmouth.", - "back_flavor": "\"Yes, there’s a hotel in Innsmouth - called the Gilman House - but I don't believe it can amount to much. I wouldn't advise you to try it.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "One side of the cobblestoned open space was the straight line of the river; the other was a semicircle of slant-roofed brick buildings of about the 1800 period, from which several streets radiated away to the southeast, south, and southwest. Lamps were depressingly few and small - all low‑powered incandescents...\" - H. P. Lovecraft, The Shadow over Innsmouth", + "clues": 1, "code": "07065", + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 10, + "faction_code": "mythos", "flavor": "\"I did not need to be told that this was the civic centre of Innsmouth.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Mark Molnar", "name": "Innsmouth Square", + "pack_code": "tic", + "position": 65, + "quantity": 1, + "shroud": 4, "text": "[action]: Resign. You decide to lay low for a while.\n[free] Spend 2 resources: Move. Move to a connecting [[Innsmouth]] location.", "traits": "Innsmouth. Central.", - "back_flavor": "One side of the cobblestoned open space was the straight line of the river; the other was a semicircle of slant-roofed brick buildings of about the 1800 period, from which several streets radiated away to the southeast, south, and southwest. Lamps were depressingly few and small - all low‑powered incandescents...\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"The harbour, long clogged with sand, was enclosed by an ancient stone breakwater; on which I could begin to discern the minute forms of a few seated fishermen, and at whose end were what looked like the foundations of a bygone lighthouse. A sandy tongue had formed inside this barrier, and upon it I saw a few decrepit cabins, moored dories, and scattered lobster-pots.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "clues": 2, "code": "07066", + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 11, + "faction_code": "mythos", "flavor": "\"...just try to fish there yourself and see how the folks chase you off!\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Tomasz Jedruszek", "name": "Innsmouth Harbour", + "pack_code": "tic", + "position": 66, + "quantity": 1, + "shroud": 3, "text": "Forced - After you successfully investigate Innsmouth Harbour by 3 or more: Look at the top card of the Leads deck. Then, shuffle the Leads deck. (Group limit once per round.)", "traits": "Innsmouth.", - "back_flavor": "\"The harbour, long clogged with sand, was enclosed by an ancient stone breakwater; on which I could begin to discern the minute forms of a few seated fishermen, and at whose end were what looked like the foundations of a bygone lighthouse. A sandy tongue had formed inside this barrier, and upon it I saw a few decrepit cabins, moored dories, and scattered lobster-pots.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"For some reason or other I chose to make my first inquiries at the chain grocery, whose personnel was not likely to be native to Innsmouth.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "clues": 1, "code": "07067", + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 12, + "faction_code": "mythos", + "illustrator": "Ryan Barger", "name": "First National Grocery", + "pack_code": "tic", + "position": 67, + "quantity": 1, + "shroud": 3, "text": "[action]: Search the top 6 cards of your deck for an [[Item]] card and add it to your hand. Shuffle your deck. (Limit once per game.)", "traits": "Innsmouth.", - "back_flavor": "\"For some reason or other I chose to make my first inquiries at the chain grocery, whose personnel was not likely to be native to Innsmouth.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "\"Fish Street was as deserted as Main, though it differed in having many brick and stone warehouses still in excellent shape.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "clues": 1, "code": "07068", + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 13, + "faction_code": "mythos", "flavor": "\"The Fish Street bridge, according to the sketch, was in ruins.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Leanna Crossan", "name": "Fish Street Bridge", + "pack_code": "tic", + "position": 68, + "quantity": 1, + "shroud": 2, "text": "[action] [action]: Gain 4 resources. (Limit once per game.)", "traits": "Innsmouth.", - "back_flavor": "\"Fish Street was as deserted as Main, though it differed in having many brick and stone warehouses still in excellent shape.\" - H. P. Lovecraft, The Shadow over Innsmouth" + "type_code": "location" }, { + "back_flavor": "A rare bit of warmth in an otherwise dreary town, The Little Bookshop is a narrow maze of shelves, each one spilling over with books.", + "clues": 2, "code": "07069", + "double_sided": true, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 14, + "faction_code": "mythos", + "illustrator": "Nele Diel", "name": "The Little Bookshop", + "pack_code": "tic", + "position": 69, + "quantity": 1, + "shroud": 2, "text": "Forced - After you fail a skill test while investigating The Little Bookshop: Shuffle the top card of the encounter deck into the Leads deck.", "traits": "Innsmouth.", - "back_flavor": "A rare bit of warmth in an otherwise dreary town, The Little Bookshop is a narrow maze of shelves, each one spilling over with books." + "type_code": "location" }, { + "clues": 1, "code": "07070", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 15, + "faction_code": "mythos", "flavor": "\"This, then, was the former Masonic Hall now given over to a degraded cult.\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Ryan Barger", "name": "Esoteric Order of Dagon", + "pack_code": "tic", + "position": 70, + "quantity": 1, + "shroud": 3, "text": "Revelation - Put Esoteric Order of Dagon into play.\nForced - After the last remaining clue is discovered from Esoteric Order of Dagon: Remove the top card of the Leads deck from the game (without looking at it).", - "traits": "Innsmouth. Hideout." + "traits": "Innsmouth. Hideout.", + "type_code": "location", + "victory": 1 }, { + "clues": 2, "code": "07071", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 16, + "faction_code": "mythos", "flavor": "\"It would be well not to make oneself too conspicuous in such neighbourhoods...\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Nele Diel", "name": "Sawbone Alley", + "pack_code": "tic", + "position": 71, + "quantity": 1, + "shroud": 2, "text": "Revelation - Put Sawbone Alley into play.\nEach [[Humanoid]] enemy at Sawbone Alley gets +2 fight and -2 evade.", - "traits": "Innsmouth. Hideout." + "traits": "Innsmouth. Hideout.", + "type_code": "location", + "victory": 1 }, { + "clues": 1, "code": "07072", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 17, + "faction_code": "mythos", + "illustrator": "Marc Simonetti", "name": "Shoreward Slums", + "pack_code": "tic", + "position": 72, + "quantity": 1, + "shroud": 5, "text": "Revelation - Put Shoreward Slums into play.\nShoreward Slums gets -2 shroud for each doom on it.\nForced - After you fail a skill test while investigating Shoreward Slums: Place 1 doom on it.", - "traits": "Innsmouth. Hideout." + "traits": "Innsmouth. Hideout.", + "type_code": "location", + "victory": 1 }, { + "clues": 2, "code": "07073", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 18, + "faction_code": "mythos", "flavor": "\"Not a living thing did I see, except for the scattered fishermen...\" - H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Lars Simkins", "name": "The House on Water Street", + "pack_code": "tic", + "position": 73, + "quantity": 1, + "shroud": 1, "text": "Revelation- Put The House on Water Street into play.\nForced - After you successfully investigate The House on Water Street by 3 or more: Either draw the top card of the encounter deck, or shuffle that card into the Leads deck.", - "traits": "Innsmouth. Hideout." + "traits": "Innsmouth. Hideout.", + "type_code": "location", + "victory": 1 }, { + "clues": 1, "code": "07074", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 19, + "faction_code": "mythos", + "illustrator": "Ryan Barger", "name": "Innsmouth Jail", + "pack_code": "tic", + "position": 74, + "quantity": 1, + "shroud": 4, "text": "Revelation - Put Innsmouth Jail into play.\nForced - When you defeat an enemy at Innsmouth Jail: Instead of discarding that enemy, shuffle it into the Leads deck.", - "traits": "Innsmouth. Hideout." + "traits": "Innsmouth. Hideout.", + "type_code": "location", + "victory": 1 }, { + "clues": 2, "code": "07075", - "flavor": "\"Their creeds were heterodox and mysterious...\"- H. P. Lovecraft, The Shadow over Innsmouth", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 20, + "faction_code": "mythos", + "flavor": "\"Their creeds were heterodox and mysterious...\"- H. P. Lovecraft, The Shadow over Innsmouth", + "illustrator": "Alexander Tooth", "name": "New Church Green", + "pack_code": "tic", + "position": 75, + "quantity": 1, + "shroud": 3, "text": "Revelation - Put New Church Green into play.\n[action] [action] If there are no clues on New Church Green: Look at the top card of the Leads deck. If it does not have Victory X, discard it. (Group limit once per game.)", - "traits": "Innsmouth. Hideout." + "traits": "Innsmouth. Hideout.", + "type_code": "location", + "victory": 1 }, { "code": "07076", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 21, + "enemy_damage": 2, + "enemy_evade": 1, + "enemy_fight": 4, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 4, + "illustrator": "Rafał Hrynkiewicz", + "is_unique": true, "name": "Robert Friendly", + "pack_code": "tic", + "position": 76, + "quantity": 1, "subname": "Disgruntled Dockworker", "text": "Revelation - Put Robert Friendly into play at the Innsmouth Harbour, with 1 [per_investigator] clues on him.\nAloof.\n[action]: Parley. Test [agility] (2). If you fail, take 1 damage. If you succeed, take control of 1 of the clues on Robert Friendly. Then, if there are no clues on him, add him to the victory display.", - "traits": "Humanoid. Suspect. Elite." + "traits": "Humanoid. Suspect. Elite.", + "type_code": "enemy", + "victory": 0 }, { "code": "07077", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 22, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 4, + "faction_code": "mythos", + "health": 5, + "illustrator": "Tom Garden", + "is_unique": true, "name": "Zadok Allen", + "pack_code": "tic", + "position": 77, + "quantity": 1, "subname": "Drunk and Disorderly", "text": "Revelation - Put Zadok Allen into play at the Fish Street Bridge, with 1 [per_investigator] clues on him.\nAloof.\n[action]: Parley. Test [agility] (3). If you succeed, take control of 1 of the clues on Zadok Allen. Then, if there are no clues on him, add him to the victory display.", - "traits": "Humanoid. Suspect. Elite." + "traits": "Humanoid. Suspect. Elite.", + "type_code": "enemy", + "victory": 0 }, { "code": "07078", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 23, + "enemy_damage": 1, + "enemy_evade": 5, + "enemy_fight": 3, + "faction_code": "mythos", + "health": 3, + "illustrator": "Romana Kendelic", + "is_unique": true, "name": "Brian Burnham", + "pack_code": "tic", + "position": 78, + "quantity": 1, "subname": "Wants Out", "text": "Revelation - Put Brian Burnham into play at the First National Grocery, with 1 [per_investigator] clues on him.\nAloof.\n[action] Discard cards from your hand with at least 3 total skill icons among them: Parley. Take control of 1 of the clues on Brian Burnham. Then, if there are no clues on him, add him to the victory display.", - "traits": "Humanoid. Suspect. Elite." + "traits": "Humanoid. Suspect. Elite.", + "type_code": "enemy", + "victory": 0 }, { "code": "07079", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 24, + "enemy_damage": 1, + "enemy_evade": 2, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 4, + "illustrator": "Rafał Hrynkiewicz", + "is_unique": true, "name": "Barnabas Marsh", + "pack_code": "tic", + "position": 79, + "quantity": 1, "subname": "The Change Is upon Him", "text": "Revelation - Put Barnabas Marsh into play at the Marsh Refinery, with 1 [per_investigator] clues on him.\nAloof.\n[action]: Parley. Test [willpower] (2). If you fail, take 1 horror. If you succeed, take control of 1 of the clues on Barnabas Marsh. Then, if there are no clues on him, add him to the victory display.", - "traits": "Humanoid. Suspect. Elite." + "traits": "Humanoid. Suspect. Elite.", + "type_code": "enemy", + "victory": 0 }, { "code": "07080", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 25, + "enemy_evade": 3, + "enemy_fight": 5, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 3, + "illustrator": "Katherine Dinger", + "is_unique": true, "name": "Joyce Little", + "pack_code": "tic", + "position": 80, + "quantity": 1, "subname": "Bookshop Owner", "text": "Revelation - Put Joyce Little into play at The Little Bookshop, with 1 [per_investigator] clues on her.\nAloof.\n[action]: Parley. Test [willpower] (3). If you succeed, take control of 1 of the clues on Joyce Little. Then, if there are no clues on her, add her to the victory display.", - "traits": "Humanoid. Suspect. Elite." + "traits": "Humanoid. Suspect. Elite.", + "type_code": "enemy", + "victory": 0 }, { "code": "07081", + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 26, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 2, + "faction_code": "mythos", + "health": 5, + "is_unique": true, + "illustrator": "Ryan Barger", "name": "Othera Gilman", + "pack_code": "tic", + "position": 81, + "quantity": 1, "subname": "Proprietress of the Hotel", "text": "Revelation - Put Othera Gilman into play at the Gilman House, with 1 [per_investigator] clues on her.\nAloof.\n[action] Spend 3 resources: Parley. Take control of 1 of the clues on Othera Gilman. Then, if there are no clues on her, add her to the victory display.", - "traits": "Humanoid. Suspect. Elite." + "traits": "Humanoid. Suspect. Elite.", + "type_code": "enemy", + "victory": 0 }, { "code": "07082", + "cost": 4, + "deck_limit": 1, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 27, + "faction_code": "neutral", + "health": 2, + "illustrator": "Romana Kendelic", + "is_unique": true, "name": "Thomas Dawson", + "pack_code": "tic", + "position": 82, + "quantity": 1, + "sanity": 3, + "skill_combat": 1, + "skill_wild": 1, + "skill_willpower": 1, + "slot": "Ally", "subname": "Soldier in a New War", "text": "You get +1 [willpower] and +1 [combat].\n[reaction] After an enemy attacks an investigator at your location, even if the attack was canceled, exhaust Thomas Dawson: That investigator draws 1 card.", "traits": "Ally. Agency. Veteran.", - "slot": "Ally" + "type_code": "asset" }, { "code": "07083", + "cost": 4, + "deck_limit": 1, + "encounter_code": "the_vanishing_of_elina_harper", + "encounter_position": 28, + "faction_code": "neutral", + "health": 3, + "illustrator": "Romana Kendelic", + "is_unique": true, "name": "Elina Harper", + "pack_code": "tic", + "position": 83, + "quantity": 1, + "sanity": 2, + "skill_agility": 1, + "skill_intellect": 1, + "skill_wild": 1, + "slot": "Ally", "subname": "Knows Too Much", "text": "You get +1 [intellect] and +1 [agility].\nThe first action you perform each turn does not provoke attacks of opportunity.", "traits": "Ally. Agency. Detective.", - "slot": "Ally" + "type_code": "asset" }, { "code": "07084", + "encounter_code": "agents_of_dagon", + "encounter_position": 1, + "enemy_damage": 1, + "enemy_evade": 3, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 2, + "illustrator": "James Ryman", "name": "Priest of Dagon", + "pack_code": "tic", + "position": 84, + "quantity": 1, "text": "Spawn - Any empty location.\nForced - When Priest of Dagon would be defeated or evaded, if there is no doom on it: Instead, heal all damage from it, ready it, and place 1 doom on it.\nForced - At the end of the round, if Priest of Dagon is ready and there is no doom on it: Place 1 doom on it.", - "traits": "Humanoid. Cultist." + "traits": "Humanoid. Cultist.", + "type_code": "enemy" }, { "code": "07085", + "encounter_code": "agents_of_dagon", + "encounter_position": 2, + "enemy_evade": 2, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 1, + "illustrator": "Mark Behm", "name": "Initiate of Dagon", + "pack_code": "tic", + "position": 85, + "quantity": 3, "text": "Spawn - Any empty location.\nWhile Initiate of Dagon has no doom on it, it gets +2 fight and +2 evade.\nForced - At the end of the round, if Initiate of Dagon is ready and there is no doom on it: Place 1 doom on it.", - "traits": "Humanoid. Hybrid. Cultist." + "traits": "Humanoid. Hybrid. Cultist.", + "type_code": "enemy" }, { "code": "07086", + "encounter_code": "agents_of_hydra", + "encounter_position": 1, + "enemy_damage": 1, + "enemy_evade": 4, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 5, + "illustrator": "Ryan Barger", "name": "Lloigor", + "pack_code": "tic", + "position": 86, + "quantity": 1, "text": "Prey - Fewest cards in hand.\nAloof. Hunter.\nWhile an investigator at Lloigor's location has no cards in hand, Lloigor loses aloof.\nForced - At the end of the enemy phase: Each investigator at Lloigor's location or a connecting location discards 1 random card from their hand.", - "traits": "Monster." + "traits": "Monster.", + "type_code": "enemy", + "victory": 1 }, { "code": "07087", + "encounter_code": "agents_of_hydra", + "encounter_position": 2, + "faction_code": "mythos", + "illustrator": "Sara Biddle", "name": "Psychic Pull", + "pack_code": "tic", + "position": 87, + "quantity": 3, "text": "Revelation - If you have no cards in your hand, Psychic Pull gains surge. Otherwise, discard 1 random card from your hand. Then, test [willpower] (X), where X is the printed cost of the discarded card. If you fail, lose 1 action.", - "traits": "Power." + "traits": "Power.", + "type_code": "treachery" }, { "code": "07088", + "encounter_code": "creatures_of_the_deep", + "encounter_position": 1, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 4, + "faction_code": "mythos", + "health": 5, + "illustrator": "Stephen Somers", "name": "Deep One Bull", + "pack_code": "tic", + "position": 88, + "quantity": 1, "text": "Forced - After Deep One Bull engages you: Choose and discard 1 card from your hand.\nForced - After an investigator defeats another [[Deep One]] enemy at any location: Ready Deep One Bull and move it once toward that investigator's location.", - "traits": "Humanoid. Monster. Deep One." + "traits": "Humanoid. Monster. Deep One.", + "type_code": "enemy" }, { "code": "07089", + "encounter_code": "creatures_of_the_deep", + "encounter_position": 2, + "enemy_damage": 1, + "enemy_evade": 4, + "enemy_fight": 2, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 2, + "illustrator": "Jason Juta", "name": "Lurking Deep One", + "pack_code": "tic", + "position": 89, + "quantity": 3, "text": "Prey - Lowest [agility].\nForced - After Lurking Deep One engages you: Take 1 damage.", - "traits": "Humanoid. Monster. Deep One." + "traits": "Humanoid. Monster. Deep One.", + "type_code": "enemy" }, { "code": "07090", + "encounter_code": "creatures_of_the_deep", + "encounter_position": 5, + "faction_code": "mythos", + "illustrator": "Jon Bosco", "name": "Deep One Assault", + "pack_code": "tic", + "position": 90, + "quantity": 2, "text": "Revelation - Disengage from each [[Deep One]] enemy at your location. Each [[Deep One]] enemy at your location and each connecting location engages you. If no enemies engage you from this effect, search the encounter deck and discard pile for a [[Deep One]] enemy, spawn it engaged with you, and shuffle the encounter deck.", - "traits": "Scheme." + "traits": "Scheme.", + "type_code": "treachery" }, { "code": "07091", + "encounter_code": "rising_tide", + "encounter_position": 1, + "faction_code": "mythos", + "illustrator": "Borja Pindado", "name": "Undertow", + "pack_code": "tic", + "position": 91, + "quantity": 2, "text": "Revelation - If your location is unflooded, Undertow gains surge. Otherwise, put Undertow into play in your threat area.\nForced - After you move: Take 2 damage and 2 horror. Discard Undertow.\n[free] Discard 1 card from your hand: Test [combat] (3) or [agility] (3) to fight the pull of the tides. If you succeed, discard Undertow.", - "traits": "Hazard." + "traits": "Hazard.", + "type_code": "treachery" }, { "code": "07092", + "encounter_code": "rising_tide", + "encounter_position": 3, + "faction_code": "mythos", + "illustrator": "Stephen Somers", "name": "Rising Tides", + "pack_code": "tic", + "position": 92, + "quantity": 2, "text": "Revelation - Increase the flood level of the nearest location that can have its flood level increased. If no location's flood level is increased by this effect, Rising Tides gains surge.", - "traits": "Hazard." + "traits": "Hazard.", + "type_code": "treachery" }, { "code": "07093", + "encounter_code": "rising_tide", + "encounter_position": 5, + "faction_code": "mythos", + "illustrator": "Stephen Somers", "name": "Riptide", + "pack_code": "tic", + "position": 93, + "quantity": 2, "text": "Revelation - If your location is unflooded, Riptide gains surge. Otherwise, test [agility] (3) (4 instead if your location is fully flooded). If you fail, choose and discard 1 asset you control. If you cannot, lose 1 resource for each point you fail by instead.", - "traits": "Hazard." + "traits": "Hazard.", + "type_code": "treachery" }, { "code": "07094", + "encounter_code": "fog_over_innsmouth", + "encounter_position": 1, + "enemy_damage": 1, + "enemy_evade": -2, + "enemy_fight": 3, + "enemy_horror": 1, + "faction_code": "mythos", + "health": 5, + "illustrator": "Adam S. Doyle", "name": "Winged One", + "pack_code": "tic", + "position": 94, + "quantity": 1, "text": "Hunter.\nX is the shroud value of Winged One's location.\nWinged One takes 1 fewer damage from attacks except by [[Ranged]], [[Firearm]], or [[Spell]] cards (to a minimum of 1 damage).", - "traits": "Creature. Monster." + "traits": "Creature. Monster.", + "type_code": "enemy", + "victory": 1 }, { "code": "07095", + "encounter_code": "fog_over_innsmouth", + "encounter_position": 2, + "faction_code": "mythos", + "illustrator": "Mark Molnar", "name": "Fog over Innsmouth", + "pack_code": "tic", + "position": 95, + "quantity": 2, "text": "Revelation - Test [willpower] (3). If you succeed, either take 1 horror or put Fog over Innsmouth into play next to the agenda deck. If you fail, do both.\nEach location gets +1 shroud.\nForced - At the end of the round: Discard 1 copy of Fog over Innsmouth from play. (Max once per round.)", - "traits": "Hazard." + "traits": "Hazard.", + "type_code": "treachery" }, { "code": "07096", + "encounter_code": "shattered_memories", + "encounter_position": 1, + "faction_code": "mythos", + "illustrator": "Diana Martínez", "name": "Macabre Memento", + "pack_code": "tic", + "position": 96, + "quantity": 2, "text": "Revelation - Test [willpower] (3). If you reveal a [cultist] token during this test, you automatically fail. If you fail, take 2 horror.", - "traits": "Terror." + "traits": "Terror.", + "type_code": "treachery" }, { "code": "07097", + "encounter_code": "shattered_memories", + "encounter_position": 3, + "faction_code": "mythos", + "illustrator": "Ethan Patrick Harris", "name": "Fractured Consciousness", + "pack_code": "tic", + "position": 97, + "quantity": 2, "text": "Revelation - Test [intellect] (3). If you reveal a [tablet] token during this test, you automatically fail. If you fail, take 2 damage.", - "traits": "Terror." + "traits": "Terror.", + "type_code": "treachery" }, { "code": "07098", + "encounter_code": "shattered_memories", + "encounter_position": 5, + "faction_code": "mythos", + "illustrator": "Adam S. Doyle", "name": "Memory of Oblivion", + "pack_code": "tic", + "position": 98, + "quantity": 2, "text": "Revelation - Test [willpower] (4) or [intellect] (4). If you reveal a [elder_thing] token during this test, you automatically fail. For each point you fail by, choose and discard 1 card from your hand.", - "traits": "Terror." + "traits": "Terror.", + "type_code": "treachery" }, { "code": "07099", + "encounter_code": "malfunction", + "encounter_position": 1, + "faction_code": "mythos", "flavor": "\"Get this damned thing working again, or we ain't going anywhere!\"", + "illustrator": "Mark Molnar", "name": "Malfunction", + "pack_code": "tic", + "position": 99, + "quantity": 2, "text": "Revelation - Attach to the nearest [[Vehicle]] story asset.\n\"[action]\" abilities on attached asset cannot be triggered.\n[action]: Test [intellect] (3). If you succeed, discard Malfunction.", - "traits": "Blunder." + "traits": "Blunder.", + "type_code": "treachery" }, { "code": "07100", + "encounter_code": "syzygy", + "encounter_position": 1, + "faction_code": "mythos", + "illustrator": "Carlos Palma Cruchaga", "name": "Tidal Alignment", + "pack_code": "tic", + "position": 100, + "quantity": 2, "text": "Peril.\nRevelation - Choose a location where there is at least 1 investigator. Increase that location's flood level. Each investigator at the chosen location takes 1 damage. If the chosen location's flood level is not increased by this effect, Tidal Alignment gains surge.", - "traits": "Omen." + "traits": "Omen.", + "type_code": "treachery" }, { "code": "07101", + "encounter_code": "syzygy", + "encounter_position": 3, + "faction_code": "mythos", + "illustrator": "Tomasz Jedruszek", "name": "Syzygy", + "pack_code": "tic", + "position": 101, + "quantity": 2, "text": "Peril.\nRevelation - You must decide (choose one):\n- Each investigator loses 3 resources.\n- Each investigator takes 2 horror.\n- Place 1 doom on the current agenda (this effect can cause the current agenda to advance).", - "traits": "Omen." + "traits": "Omen.", + "type_code": "treachery" }, { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 1, "code": "07102", + "double_sided": true, + "encounter_code": "flooded_caverns", + "encounter_position": 1, + "faction_code": "mythos", + "illustrator": "Leanna Crossan", "name": "Underwater Cavern", + "pack_code": "tic", + "position": 102, + "quantity": 2, + "shroud": 2, "text": "[action]: Move. Move from Underwater Cavern to any flooded [[Cave]] location.\nForced - After Underwater Cavern is revealed: It becomes fully flooded.", "traits": "Cave.", - "back_name": "Tidal Tunnel", - "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward..." + "type_code": "location" }, { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_illustrator": "Patrick McEvoy", + "back_name": "Tidal Tunnel", + "clues": 1, "code": "07103", + "double_sided": true, + "encounter_code": "flooded_caverns", + "encounter_position": 3, + "faction_code": "mythos", + "illustrator": "Carlos Palma Cruchaga", "name": "Tidal Pool", + "pack_code": "tic", + "position": 103, + "quantity": 2, + "shroud": 3, "text": "Tidal Pool gets +1 shroud while it is partially flooded and +2 shroud while it is fully flooded.\nForced - After Tidal Pool is revealed: Randomly choose 1 of the set-aside facedown keys and place it on Tidal Pool without looking at it.", "traits": "Cave.", - "back_name": "Tidal Tunnel", - "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward..." + "type_code": "location" }, { + "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward...", + "back_name": "Tidal Tunnel", + "clues": 2, "code": "07104", + "double_sided": true, + "encounter_code": "flooded_caverns", + "encounter_position": 5, + "faction_code": "mythos", + "illustrator": "Patrick McEvoy", "name": "Underground River", + "pack_code": "tic", + "position": 104, + "quantity": 2, + "shroud": 4, "text": "Underground River cannot be fully flooded.\nForced - After Underground River is revealed: Increase its flood level.", "traits": "Cave.", - "back_name": "Tidal Tunnel", - "back_flavor": "The air is frigid here, and there is no sound but the faint plinking of water dripping onto the rough stone ground. You shudder and proceed onward..." + "type_code": "location", + "victory": 1 }, { "code": "07105", + "encounter_code": "the_locals", + "encounter_position": 1, + "enemy_damage": 2, + "enemy_evade": 2, + "enemy_fight": 4, + "faction_code": "mythos", + "health": 3, + "illustrator": "Matt Dixon", "name": "Innsmouth Troublemaker", + "pack_code": "tic", + "position": 105, + "quantity": 2, "text": "Spawn - Location with the most clues.\nHunter.\n[action] Place 1 of your clues on your location: Parley. Exhaust Innsmouth Troublemaker. It does not ready during the next upkeep phase. This ability may be triggered by an investigator at a connecting location.", - "traits": "Humanoid. Hybrid. Criminal." + "traits": "Humanoid. Hybrid. Criminal.", + "type_code": "enemy" }, { "code": "07106", + "encounter_code": "the_locals", + "encounter_position": 3, + "faction_code": "mythos", + "illustrator": "Rafał Hrynkiewicz", "name": "Innsmouth Look", + "pack_code": "tic", + "position": 106, + "quantity": 2, "text": "Revelation - Put Innsmouth Look into play in your threat area.\nYou get -1 [intellect] and -1 sanity, and you gain the [[Deep One]] trait.\n[action]: Test [willpower] (3). If you succeed, discard Innsmouth Look.", - "traits": "Curse. Terror." + "traits": "Curse. Terror.", + "type_code": "treachery" }, { "code": "07107", + "encounter_code": "the_locals", + "encounter_position": 5, + "faction_code": "mythos", + "illustrator": "Paul Guzenko", "name": "Furtive Locals", + "pack_code": "tic", + "position": 107, + "quantity": 2, "text": "Revelation - Test [intellect] (3). If you succeed, either take 1 damage or put Furtive Locals into play next to the agenda deck. If you fail, do both.\nInvestigators cannot parley.\nForced - At the end of the round: Discard 1 copy of Furtive Locals from play. (Max once per round.)", - "traits": "Terror." + "traits": "Terror.", + "type_code": "treachery" } ]