the director's cut - alternate plots

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    These are a series of replacement plots to

    be used in a game of Android. They retain

    the same storylines as the original plots but

    change the conditions required for players

    to accumulate good and bad baggage.

    They are fully compatible with the existing

    twilight decks, as well as both the base rules

    and The Director’s Cut alternate rules.

    Using the alternate plots

    You will need a number of fully transparent

    card sleeves to use the alternate plots

     properly. Print out this PDF and cut out

    each alternate plot card from its sheet.

    Insert the original plots into card sleeves

    with the corresponding alternate plot

    covering its matching face. Some plot

    cards do not have a corresponding alternate

     plot; in this case, the original plot is still

    used as normal.

    Cut out both pages of the reference sheet

    and stick them to each side of a sturdy

     piece of cardboard. In order to make the

     plot conditions easier to read across the

    table for other players, the alternate plot

    cards make use of large icons instead of

    text to represent the different conditions. It

    is not necessary to memorise the meaning

    of each icon, as the full conditions of each plot are spelled out in plain English on the

    reference sheet – the icons merely act as a

    reminder.

    When a new plot enters play, players can

    temporarily pull the original plot card

    out of its sleeve to read the flavour text.

    Then consult the reference sheet (which is

    colour-coded for easy lookup) and read the

    relevant entry to all players, taking time tosee how this corresponds to the icons on

    the card (after a few plots have entered

     play, it will become easy to understand

    how the plot icon system works. If unsure,

    the reference sheet contains a legend to

    the most commonly-used icons). Finally,

    read any additional text on the card itself to

    all players. You are then ready to resume

     play.

    Some changes to the basic rules of Android  are required if using these alternate plots:

    NPCsWhen using The Director’s Cut – Alternate

     Plots  the NPCs in the game have lives

    of their own and will often move around

    the board due to their own drives and

    motivations. Apart from many of the

    new plots featuring NPC movement, the playing of certain twilight cards will now

    also move NPCs.

    NPC Movement

    Whenever a game effect occurs that requires

    that a particular NPC be alive (i.e, either a

    light/dark card is played, or due to the effect

    text of a plot), or if a game effect grants an

     NPC favour to a player, move that NPC’stoken to the location of the investigator

    receiving the effect. For example, if a dark

    card is played on Louis that says “play if

    Sara is alive…” then move the Sara token

    to Louis’ location.

    If the NPC token is moved as the result

    of the investigator playing a light card or

    receiving a favour, that investigator must

     place one of his hero markers pointing

    at the NPC token (after any other effects

    of the card are resolved). This signifies

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    that the detective may not encounter that

     NPC again until the NPC next moves (see

    “Encountering NPCs” below).

    After an NPC is moved, any hero markers

    at the previous location of the NPC arereturned to their owners.

     NPC tokens may be moved from off the

     board (if they have not yet entered play)

    to locations on the board. NPC tokens are

    never  removed from the board unless the

     NPC is eliminated.

    Movement Clarifications

    Simmons only appears at the NAPD at the

    end of Floyd’s day if Floyd chooses to go

    there rather than Haas-Bioroid. Simmons

    never moves  from  NAPD (meaning hero

    tokens are never normally removed from

    him).

    The cards dealing with Louis going on a

    date with Sara will move Sara’s token

    twice; once when the card is first played

    (“play if Sara is alive”) and once when

    Louis collects her favour from the board.

    Parsons is never moved by the effect of a

    card; no cards state “if Parsons is alive”.

    Encountering NPCs

    With The Director’s Cut – Alternate

     Plots, not only will the NPCs be moving

    around the board under their own steam,

     but the detectives will have opportunity

    to encounter the NPCs and interact

    with them, even if the detective is not

    normally associated with the NPC they are

    encountering.

    A detective at the same location as an

     NPC may encounter  that NPC  providing

    the detective does not already have one

    of his hero markers pointing at the NPCtoken. An encounter can take a number of

    different forms:

    1. Event encounters

    2. Favour encounters

    3. Plot encounters

    All three types of encounter have one

    thing in common: whenever a detective

    has an encounter, he places one of his

    hero markers pointing at the NPC he has

     just encountered. This signifies that the

    detective may not encounter this NPC

    again until the NPC next moves.

    Event Encounters

    Any events in play that reference an NPC

    on the board are no longer dependent upon

    the NPC’s location (with two exceptions

     – see below). If there is an NPC’s event

    in play and the NPC later moves, the event

    text may still be triggered at the NPC’s new

    location. There may even be two events in

     play both relating to the same NPC, either

    of which can be activated at the NPCs

    current location.

    A detective may encounter an NPC to

    trigger the text on one  event card in play

    relating to that NPC. If the event is only

    available to the first player to carry it out,

    turn the event card facedown once it is

    resolved.

    The Time cost to have an event encounter

    is stated on the event card.

    Note:  The two “Director Haas/Chairman

    Hiro are touring the facilities” cards are

    the only exception where the NPC token is

    required to still be at the location in order

    to receive the benefit of the event card, as

    it specifies this on the card itself.

    Favour Encounters

    A detective may encounter an NPC inorder to receive one of that NPC’s favours.

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    A favour encounter costs the detective 2

    Time.

     Note that any detective can gain any NPC’s

    favour, even if that detective is not normally

    associated with the NPC. Floyd could gaina Sara favour, for example.

    If ever an investigator who is  associated

    with an NPC should receive one of that

     NPC’s favours, and there are none in the

    supply due to other players holding one or

    more, then the player may take one of those

    favours from a player of their choice.

    Example:  Louis is currently holding oneMr Li favour. Raymond and Rachel are

    also each holding one Mr Li favour. Louis

     plays a card that allows him to collect

    another Mr Li favour. Seeing as there are

    none in the supply, he may take one from

    either Raymond or Rachel. Louis could

    also do this if he encountered Mr Li on the

     board and paid 2 Time to receive a favour.

    Plot Encounters

    Some alternate plots refer to encountering

     NPCs in order to place good or bad baggage.

    The cost to have a plot encounter is 1 Time.

    There is no other benefit associated with

    having a plot encounter – the detective

    simply pays his Time, places his hero

    marker and carries out the instructions

    associated with the plot.

     Note that instructions on plots can referenceencounters in two different ways:

    “…may encounter [NPC] in order to…”

     – this signifies a plot encounter only. The

    detective is encountering the NPC in order

    to carry out the effects on the plot; he

    receives no other benefit.

    “…each time he has an encounter…”

     – this does not necessarily indicate a plot encounter. The detective can have

    an encounter of any kind to satisfy this

    condition.

    Example:  Floyd’s What Makes A Soul? 

     plot states “Floyd may encounter any NPC

    to place two good baggage on this plot”. IfFloyd chooses to do this, he pays 1 Time

    and places 2 good baggage on his plot. He

    receives no other benefit for encountering

    the NPC, such as receiving a favour or

    triggering an event’s effect text.

    Example:  Raymond’s Old Flame  plot

    states “Raymond gains one bad baggage

    each time he encounters Kate”. Raymond

    will gain 1 bad baggage each time heencounters Kate, regardless of what type

    of encounter it is; whether he is gaining

    a favour from the encounter, or triggering

    the effect of an event.

    Other RulesGaining Baggage

    Gaining baggage is handled slightlydifferently when using the alternate plots.

    A player can never have two different types

    of baggage on their plot at the same time.

    Whenever a player gains good baggage

    and they already have bad baggage on

    their plot, each good baggage will instead

    remove one bad baggage. If at any point

    there is no bad baggage remaining, then

    any leftover good baggage is added to the plot as normal. The same applies if a player

    gains bad baggage while their plot already

    contains good baggage.

    Example: A player’s plot already contains

    one bad baggage. The player gains two

    good baggage. The first good baggage

    removes the single bad baggage from the

     plot. The second good baggage is then

     placed on the plot, as normal.

    Any card that instructs a player to lose 

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     baggage of a particular type can only be

    applied if there is baggage of that type

    on the target plot. A player cannot, for

    example, play a card that says “lose 2 good

     baggage” on a plot that only contains bad

     baggage.

    Some plots may seem to have conflicting

    conditions as to which type of baggage is

    gained when a particular action occurs. In

    these cases, both  conditions are triggered

     – the amount of baggage gained for each

    condition will always be different, and so

    there will always either be a net gain or

    loss in baggage.

    Example:  Rachel’s  Let’s sit this one

    out   plot has two conditions that seem to

    conflict:

    Concern  – Rachel gains 1 good baggage

    for each $1,000 she gains, or may sacrifice

    $1,000 to gain 2 good baggage.

    Greed   – Rachel gains 1 bad baggage for

    each $1,000 she loses, or for each of her

     Bounty  cards in play at the end of each

    day.

    If Rachel sacrifices $1,000 then it would

    seem that both her Concern  and Greed  

    conditions are satisfied (she has both lost

    $1,000 and sacrificed $1,000). However,

    the Concern condition states that she gains

    2 good baggage, while the Greed  condition

    states that she gains only 1 bad baggage.In this case the net effect would be that

    Rachel gains 1 good baggage.

    Moving Leads

    In order for some plots to function correctly,

    a few minor changes to the way leads are

    moved are required.

    After a player follows up a lead, that same

     player moves the lead to a new location(rather than passing the lead to the player

    on their right). The player may not move

    the lead to any location in the same district

    as his detective or any adjacent district.

    Districts on the Earth and the Moon are

    not considered adjacent to each other. The

    Beanstalk is considered adjacent to its

    connecting districts.

    Additionally, players no longer move leads

     between locations of the same colour.

    Instead, players use the location type key

    in the bottom-right corner of the board to

    determine which colour location the lead

    should move to next.

    Read the colours from

    top to bottom, starting

    with religious (yellow)

    locations and ending

    with residential (red)

    locations, and find thelocation type the lead

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    ClarificationsNew Terms

    Some of the alternate plots in The Director’s

    Cut  use new terms not covered in the base

    rules:

    Time that passes – this refers to any Time

    that is spent, lost or sacrificed during the

    specified player’s turn (and only  duringthat player’s turn).

    Lead detective – whoever holds the First

    Player marker is the lead detective.

    Plot Clarifications

    Floyd’s starting plots

    Floyd can no longer choose the outcomeof his starting plots. Instead, Floyd has

    a single task that he must achieve before

    the end of day 3 of each week in order

    for the starting plot to resolve positively

    (leading to the good crossroads). Good or

     bad baggage that has accumulated on the

     plot does not count in any way towards thisoutcome, but is instead transferred over

    to the crossroads plot (as happens with

    Floyd’s original starting plots).

    If Floyd achieves his task before the end

    of the third day of the week, his good

    crossroads plot enters play immediately 

     – he does not wait until the end of day 3.

    The sooner Floyd achieves his task for

    the starting plot, the longer he will haveto accumulate baggage on his crossroads

     plot.

    Example:  Floyd’s starting plot for week

    one is Thou Shalt Not Kill. The positive

    condition for this plot states “Floyd may

    encounter Father Michael and sacrifice one

    dark card of each opponent to satisfy the

     positive condition of this plot”.

    To satisfy this plot, Floyd must collect

    at least one dark card of each opponent

    then travel to Father Michael’s location,

    encounter him (see “Encountering NPCs”

    above) and sacrifice those cards. If he does

    this before the end of day 3 of the first week,

    then Floyd places Are you alright? in play

    immediately and transfers any baggage he

    has accumulated so far over to it.

    If Floyd fails to do this by the end of day 3then I could not save him will enter play at

    the usual time.

    What makes a soul?

    Dark cards played by other detectives on

    Floyd do not satisfy the negative condition

    of this plot.

     Are you alright?

    Floyd only gains good baggage for eachdifferent  opponents’ dark card he holds at

    is being moved  from; the next colour in

    sequence signifies the type of location the

    lead must be moved to. Leads on residential

    locations are moved to religious locations.

    Some plot cards instruct players to movean NPC “as if they are a lead”. When

    moving NPCs in this way, the moving

     player must adhere to all restrictions

    normally associated with leads, placing the

     NPC marker at a valid location in a valid

    district. Sometimes such a plot will allow

    a player to ignore certain restrictions when

    moving an NPC:

    “…ignoring district restrictions.” – the player may move the NPC to any valid

    location in any  district, even the district

    the player is currently in or an adjacent

    district.

    “…ignoring location type restrictions.”

     – the player may move the NPC to any 

    location in a valid district, even if the

    location is out of sequence.

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    the end of each day. For example, if he

    were holding three of Raymond’s cards and

    one of Rachel’s, Floyd would gain 2 good

     baggage (1 good baggage for holding a dark

    card of Raymond’s, and 1 good baggage for

    holding a dark card of Rachel’s).

    Raymond’s plots

    Raymond’s plots no longer take an entire

    week to resolve. They are now resolved at

    the usual time, just like any other detective’s

     plots. Therefore, Raymond will always go

    through both of his plots in every game –

    only the order of his plots will change.

    You were right, Ray!

    The full conditions for this plot are as

    follows:

    Raymond may encounter Keene and

    sacrifice any number of dark cards from

    his hand to gain 1 good baggage for each

    card sacrificed. Raymond may encounter

    Parsons and sacrifice any number of

    dark cards from his hand to gain 2 good

    baggage for each card sacrificed.

     Let’s talk about this later 

    When Raymond moves away from Kate’s

    location he must spend 1 Time at her

    location to perform the act of moving

    away. Therefore, the net gain effect of

    moving away from Kate’s location is 1

    good baggage.

    Caprice’s Descent Into Madness plot

    Although Caprice’s Descent Into Madness

     plot still cannot be chosen during the first

    week of the game, it is no longer mandatory

    to have this as her second week plot. Instead,

    simply mix the Descent Into Madness card

    with whichever plot was not selected during

    the first week and choose one randomly, as

    with any other plot selection.

    Compatibility with The Director’s

    Cut – Alternate Rules

    These plots are designed to be fully

    compatible with The Director’s Cut

     – Alternate Rules v2.1  which can be

    downloaded from the  Android   page on

     boardgamegeek.com. If not playing with

    these rules, or if only playing with some of

    the variants found in that ruleset, it may be

    necessary to remove some alternate plots

     before playing for balance reasons or due

    to incompatibility with the base rules. A

    list of the plots affected by this and the

    variant rules required or suggested for them

    to function correctly appears below.

    Louis

    The Krausey Case – Conspiracy required

    This one’s for Jim! – Fights required

    On The Take – Days and Time suggested

     I finally caught a break  –  Days and Time

    suggested

    Raymond

    What are you really after?  –  Murder   or

    Conspiracy suggested

    We can’t keep searching   – Twilight  

    suggested

    Additionally, if ever a plot card refers to

    a detective having a “minor encounter”,

    take this to mean uncovering a piece of the

    conspiracy instead. Any other terms on

     plots that are not covered by the original

    rules (such as the “Bring It All Together”

    action) can be ignored.

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