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    Rules of Play

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    IntroductionIn every epic tale, Evil plots in the shadows todestroy the Forces o Good, preparing or the day when Darkness reigns supreme. But inevitably,Heroes rise up and courageously de eat this Evil,returning decency and justice to the land. Thank

    you mighty Heroes, or keeping the Light o Virtueshining!

    But, what happens when the humiliated Minionso Evil scuttle back to their lairs? What happenswhen this epic tale takes place in a world calledKragmorta? What will the sneaky Servants o theDarkness do when they nd themselves acingRigor Mortis, the Evil Genius and Lord o the LostLands?

    Rigor Mortis: Well, my slimy Servants, did you bring me the grey wizards cloak, as I ordered you?

    Shalma-Ne: The c-c-c-cloak! O course, my LordWe were going towards the wizards tower but,while we were crossing the orest, this bungler

    goblin made us lose our way

    Rigor Mortis: Ah! Is that so, Nya-Khebo?

    Nya-Khebo: But my Lord, it was not my ault! I was ollowing the right path, when a terrible storm took us by surprise and Simur-Hadd advisedus to make a detour to take shelter in a mine

    Rigor Mortis: We are a raid to get wet then, arewe?

    Simur-Hadd: Well yes, un ortunately this is true But I did not want to

    Rigor Mortis: Simur-Hadd! For the umpteenthtime, you have wrecked a most important mission!

    And or the umpteenth time, you will be severely punished! Stay where you are

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    Game Description Aye, Dark Overlord! ( ADO! or short) is a antasy-based party game with a humorous and easy-going tone. To play, you only need a bit o quick-thinking, some riends, and a willingness to havea lot o un.

    The game is simple to learn and easy to play. The

    wicked Servants o Rigor Mortis, the true andonly Evil Genius, return home a ter their ump-teenth ailed mission and must justi y themselvesto their Master, inventing stories and unlikely excuses, and laying the blame as much as possibleon their ellow toadies.

    The player who plays the Evil Genius has animportant role in the game, too. He holds absolutepower, and the Servants are his to command. Hecan choose to punish them or accept yet anotherapology. He judges i their excuses are worthy and

    i a Servant is too hesitant or too disrespect ul. And to those who cant come up with an excuse,he distributes Withering Looks

    Game ContentsThe game includes:

    This Rulebook

    121 Hint Cards

    37 Action Cards

    7 WitheringLook Cards

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    Rules of PlayPlayer RolesIn ADO! the players must play one o two di erentparts: the Servants or the Dark Overlord.

    Be ore playing, decide who shall play the part o the Dark Overlord in the rst game. The choice

    may be made by random selection, by air vote, oreven by highly biased popularity contest.

    All the other players are the Dark OverlordsServants, the sneakiest and most treacherouscreatures rom Kragmorta or any other antasy

    world imaginable. They should all possess certaindistinctive characteristics: ineptitude, clumsiness,and the inability to carry out even the simplesttask.

    The Cards ADO! is played using two types o cards:

    Hint Cards

    The Hint Cards are the narrative cues that theplayer uses to create a story and justi y himsel to the Master. When using a Hint Card, a playercan draw inspiration rom any part o the title,the description, or the illustration, as long as theassociation with the cards content is obvious and,o course, accepted by the Dark Overlord.

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    Note that the small icons in the upper le t cornero the Hint Cards are used or the Aye, Dark Mas-ter! variant set o rules and are not used when

    playing ADO!

    Action Cards

    Action Cards must be played in combination witha Hint Card to per orm a particular action. The ac-tions allowed are represented by symbols:

    A Pass the Buck action shi ts the blame to anotherplayer, orcing him to start his turn.

    A Freeze action attempts to disturb the narrationo another player during his turn with a new HintCard. (The player who plays the card does not takethe turn; he simply bothers and generally annoysthe player whose turn it is).

    Some cards allow only one o the two actions;others allow the player to choose which one toper orm.

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    Note that the small icons in the upper le t cornero the Action Cards are used or the Aye, Dark

    Master! variant set o rules and are not used

    when playing ADO!

    The Dark Overlords Cards

    The game also contains special cards used by the

    Dark Overlord to dole out Withering Looks to theplayers. Withering Look Cards display one o threelevels o the Dark Overlords anger.

    The Withering Looks

    The Dark Overlord assigns players WitheringLooks during the game as the measure o hisanger towards his Servants. The rst player toreceive a third Withering Look is consideredresponsible or the ailure o the mission and isseverely punished.

    When a player receives his rst Withering Look,he places a Withering Look Card representing the

    rst level o anger ace-up in ront o himsel .When he receives a second Withering Look, hefips the card over to the side representing thesecond level o anger. When he receives his thirdWithering Look, the game is over.

    Setting up the Game A ter the players have gathered around a table,they choose a Dark Overlord. This player takes onthe role o Rigor Mortis, perhaps even wearing along, black cloak to get into the part. The cardsare sorted into two decks, Hint Cards and Action

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    Cards (they can be recognized rom their backs).Each player receives three Hint Cards and three

    Action Cards. A ter casting a long, bale ul stare at

    his Servants, and observing a moment o ominoussilence, the Dark Overlord starts the game.

    Starting the GameThe Dark Overlord addresses one o his Servants,asking a question about the missions results.

    Examples: Well my brave Servants. I ORDERED you to kidnap the Princess and bring her to me. Did you carry out your mission?

    Slaves, did you raze the village near the Small Big Horn to the ground as I ordered you?

    My aith ul minions, have you nally ound theWarts Elixir?

    The choice o the rst player to be grilled is com-

    pletely at the whim o the Dark Overlord. Then, theplayer questioned is orced to justi y himsel andhis turn begins.

    The Servants TurnDuring his turn, the Servant makes excuses orhis many ailures and tries to avoid angeringthe Dark Overlord. The excuses invented by theplayers should not necessarily be realistic or evenplausible, given the humorous nature o the game.The more absurd they are, the unnier the game is.

    However, all the excuses must be consistent withthe Hint Cards played.

    A players turn begins when he is questioned by the Dark Overlord or is the target o a Pass theBuck card. His turn ends when the player managesto play a Pass the Buck card on another player orreceives a Withering Look.

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    I the player was the target o a Pass the Buckcard, he starts his turn by drawing a new ActionCard rom the deck. However, i the player was

    questioned by the Dark Overlord, he cannot drawan Action Card.

    During his turn, a player must:

    Play at least one Hint Card to continue hisstory.

    Play a maximum o three Hint Cards during histurn, including the one played along with thePass the Buck card.

    End his turn by playing a Pass the Buck card

    along with a Hint Card to shi t blame to an-other Servant.

    At the end o his turn, a ter playing the Pass theBuck card, the player draws enough Hint Cards

    rom the deck to bring his hand back up to three

    cards.Excessive hesitation, an inability to continue hisstory, or an inability to end his turn by playing aPass the Buck card will provoke the Dark Over-lords anger, and the player will receive a Wither-

    ing Look.I a player does not have a Hint Card at the be-ginning o his turn, he automatically receives aWithering Look rom the Dark Overlord.

    I a player does not have a Pass the Buck card, hecan choose to immediately receive a WitheringLook and end his turn.

    Note: It is strongly recommended that playersmaintain a tone o respect when addressing theDark Overlord. I a player does not show enough

    de erence, the Dark Overlord may take o ense andresort to a Withering Look

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    Out of Turn ActionsOutside o his turn, a Servant can disrupt the

    active players narration by playing a Freeze cardtogether with a Hint Card.

    The Freeze card must be introduced with an ap-propriate statement (such as Actually, this is nottrue) and must have a connection to the play-ers narration. An incorrectly played Freeze cardmay anger the Overlord. The target o the Freezeaction must react quickly and alter his story toaccommodate the orced change. The Freeze cardcannot be played during a Pass the Buck Action.

    Note that playing a Freeze card does not allow aplayer to recover Hint or Action Cards.

    The Servants HandEach player starts the game with three Hint Cardsand three Action Cards.

    At the beginning o his turn, a player draws an Action Card i he has been targeted by a Pass theBuck card. I the Dark Overlord has questionedhim, he does not.

    When the player ends his turn by playing a Passthe Buck card, he draws enough Hint Cards romthe deck to have three in his hand.

    When a player receives a Withering Look, he mustdiscard all his cards and draw three new ActionCards and three New Hint Cards.

    When a Freeze card is played, no other card isdrawn.

    The Dark Overlord

    During the game, besides overseeing the variousphases o the game, the Dark Overlord must keepthe Servants on a razors edge.

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    He has the power to:

    Interrupt the players to demand urther

    explanation.Introduce new narrative elements, indepen-dently rom the Hint Cards.

    Rebuke and reprimand players as much as helikes, regardless o whose turn it is.

    Comment on the players narration.

    Urge them to go on ( or example, I am gettingboredand you DO NOT want me to get bored,do you?).

    The Dark Overlords Anger!The pathetic Servants constantly test the DarkOverlords patience, and many situations caninvoke his wrath, such as:

    No Pass the Buck card: i a player is unable

    to play a Pass the Buck card, he is requiredto declare it during his turn (always actingin character, or instance stammering andtrembling).

    No Hint Card: i a player nds himsel with noHint Card at the beginning o his turn.

    Being Slow: i , during the narration, a Servantpauses or a set amount o time (510 seconds,depending on the Dark Overlords whim), heimmediately angers the Dark Overlord.

    Being Boring: i the Servant gives a too-longand inconclusive narration.

    Unacceptable Hint: i , in the Dark Overlordsunquestionable opinion, the Hint Card is not

    used acceptably during the narration.

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    Do not call me Boss!: jokes, nicknames, anddisrespect ul behavior in regard to the DarkOverlord are immediately punished.

    Being Distracting: i a Servant disrupts thegame with inconvenient small talk or uselessinterventions.

    At the Dark Overlords whim: a ter all, he is theEvil Genius, Lord o the Lost Lands

    In all these cases, the Servant who angered theDark Overlord receives a Withering Look. A ter-wards, the Dark Overlord questions another playeras at the beginning o the game.

    Mercy, my Lord, Mercy! A ter receiving the third Withering Look, aServant has a last opportunity to save himsel ,begging or Mercy. I the Dark Overlord considersthe plea adequate, the player can draw an Action

    Card rom the deck. I the card does not display Rigor Mortis skull, the Servant is sa e and cancontinue the game as i he had never received theWithering Look.

    Otherwise, the nal curtain alls on the miser-able Servant. Rigor Mortis has ound the person

    responsible or the ailure, and immediately punishes himor he may, instead, decide to retireto his secret lair to work out a much more cruelpunishment.

    The plea has to be REAL, not a simple stammer-

    ing, and must be presented in a unny way. It isimportant or the player to do his best to play thepart o the slimy Servant, close to the nal pun-

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    ishment and absolutely terri ed at this prospect.Only with an adequate plea may the Servant hopeto win the Dark Overlords mercy.

    End of the Game A game o ADO! ends when a Servant gets elimi-nated by receiving three Withering Looks and

    ailing to obtain mercy. At this point, a new gamebegins, in which the part o the Dark Overlord isplayed by the eliminated player (or by any otherplayer i all players agree).

    Other RulesThe First Round RuleTo better allow all players to take part in thegame, a compulsory rst round o the table mustbe played, in which, instead o playing a Pass theBuck card, all players per orm one ree Pass theBuck action without playing an Action Card. Eachplayer must per orm this Pass the Buck actionagainst the player sitting to his right. A ter allplayers have had their rst turn, it is then possibleto play a Pass the Buck card as normal against

    other players.During the rst round, players are allowed to play Freeze cards. The Dark Overlord may distributeWithering Looks normally, but once a playerreceives one, the Dark Overlord must resume thegame by questioning the player to the right o theWithering Looks target.

    The No Mirror Refections Rule

    The Dark Overlord gets bored very easily, listen-ing to his Servants irrelevant blather. The only thing worse to listen to is a quarrel between twoo them. I two players trade the blame betweenthemselves repeatedly with the intent to cause

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    one o them to receive a third Withering Look,the Dark Overlord may intervene in a much moreimpartial (and drastic) way by giving them both a

    Withering Look. At any rate, we strongly suggestnot to allow more than two consecutive exchangeso the blame between two players.

    The Priority Rule

    I more than one card is played to disrupt aplayers turn, the card played by the rst personin clockwise order takes precedence above all theothers. The other players must withdraw theircards and play them later

    However, never orget that the Dark Overlord al-ways has the last wordon everything!

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    Aye, Dark Master!Welcome to Aye, Dark Master! , a variant set o rules or Aye, Dark Overlord! designed to providea more rules-based way to play without losing any o the un!

    Object of the GameTo win, a player must survive to the end o thegame with the most Hint Cards played in ront o him.

    ComponentsThe game uses the exact same Hint Cards, ActionCards, and Withering Look Cards as ADO!

    Hint Cards

    These cards provide narrative elements or theServants excuses. Each Hint Card has an icon toidenti y which o the six types it is:

    Person: This excuse involves a speci cindividual the Servant encountered.

    Object: This excuse involves a speci citem the Servant sought or possessed.

    Place: This excuse involves a speci c loca-tion the Servant visited.

    Monster: This excuse involves the Ser- vant being harassed by a speci c type o creature.

    Event: This excuse involves an activity or something that inspires an activity the

    Servant was involved in.Wild: This excuse is so power ul, it can beplayed as any o the other ve types.

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    Action CardsThese cards are used or accusing and interrupt-

    ing other Servants. They are also used by the DarkMaster to challenge his minions excuses andoverrule their piti ul actions.

    An Action Card with the Pass the Buck symbol is played to compel someone else to play a HintCard o a speci c type. The Dark Master may play a Pass the Buck card to challenge Hint Cards.

    An Action Card with a Freeze symbol is playedto interrupt other players. The Dark Master may play a Freeze card as a call or silence, negatingthe e ects o an interruption.

    Action Cards with both symbols may be used aseither type.

    Action Cards have a small icon to identi y whichtype o Hint Card is required to respond to it.

    When playing an Action Card with a Wild icon, theplayer must choose one o the other ve icons.

    Mercy and No Mercy

    Action Cards without Rigor Mortis skull may beused as a Mercy card to allow a player to avoidadvancing to the next level o Withering Look.However, the Dark Master may play them as a NoMercy card. A No Mercy card is played immedi-ately a ter a Mercy card to negate its e ects.

    Withering Look CardsThe three levels o Withering Look Cards are usedto track the severity o the Dark Masters anger.

    Setting Up the GameShu fe the Hint Cards and place the Hint deck1.

    acedown within reach o all players.

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    Shu fe the Action Cards and place the Action2.deck acedown within reach o all players, withroom or a discard pile.

    Withering Look Cards should be placed within3.reach o all players.

    Deal a hand o ve Hint Cards and three Ac-4.tions Cards to each player.

    One player is selected to start as the Dark Mas-5.ter. How to choose this person? It should beutterly arbitrary and un air. Just like real li e.

    Describing the PlanBe ore the game begins, the Dark Master describesthe original plan. The player who starts as theDark Master draws three cards rom the Hintdeck to orm the basis o the plan. They mightprovide what the ultimate goal had been, wherethe scheme was to un old, or objects necessary tocomplete the plot. These cards should be le t in thecenter o the table or players re ernence, but arenot counted in anyones nal tally o played HintCards.

    Example: Donna starts the game as the Dark Master. She draws The Wizards Cloak, The Dwar sh Beer, and The Demonic Pyramid and places them on the table.

    Miserable cretins! I asked or one simple thing, and yet you have ailed me. I I am to ruin the Dwarves precious outdoor beer estival, I must wear something warm! Do you want me to

    catch pneumonia? Go to the top o the Demonic Pyramid, I said. Thats where the Cloak is! But now, thanks to you, I must endure the dwarven revelry. The ur-lined cloak is still on the pyramid. Now someone explain to me, what happened?!

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    The Game Round A round o play is composed o three phases:

    Draw Phase

    Accusation Phase

    Adjust Withering Look Phase

    At the end o the round, the title o Dark Master ispassed to the player to the le t o the current DarkMaster.

    Draw Phase

    During the Draw Phase, players discard as many o their Action Cards as they wish and then drawtheir hands back up to a total o ve Hint Cardsand three Action Cards. Hint Cards may not bediscarded, and this is the only time a player candraw Hint Cards. By contrast, a player draws three

    new Action Cards immediately a ter he has playedthe last Action Card in his hand.

    When the Action Card deck is empty, reshu fe thecards in the discard pile and reuse them. I theHint Card deck is depleted, no more Hint Cards

    may be drawn.Accusation PhaseThe Accusation Phase starts with the Dark Masterchoosing one o his Servants and making a gen-eral accusation. The Dark Master does not needto play any Action Cards to make this generalaccusation.

    Example: Dark Master Donna turns her attentionto Adam. You! Whats your sorry excuse or

    ailing to retrieve the wonder ul Wizards Cloak?

    The target must answer by playing a Hint Card o any type. I the Hint Card has a Wild icon, he mustchoose one o the other ve types. He plays the

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    card aceup in ront o himsel and makes up anelaborate tale that incorporates the content o theHint Card that he played, the Dark Masters origi-

    nal plan, and a healthy dose o sel -aggrandizing.Unless lost to a challenge rom the Dark Master,the Hint Card remains in ront o the person whoplayed it and counts toward his nal tally o played Hint Cards.

    I the player does not play a Hint Card, he receivesa Withering Look, and the round advances to the

    Adjust Withering Look Phase.

    Example: Adam plays the The Exotic Beauty Hint Card. Oh most malevolent Master. As I obediently

    began climbing the stairs o the Demonic Pyramid, I was momentarily distracted by a beauti ul temptress. I tried to appear suave and manly, but I

    ell down the stairs and twisted my ankle.

    Once a Hint Card has been played, one o our

    things can happen:The Dark Master Challenges. The Dark Mastercan challenge the Hint Card by playing a Passthe Buck card.

    Another Player Interrupts. I the Dark Masterdoes not challenge, any other player may inter-rupt by using a Freeze card. I more than oneplayer attempts to interrupt, the Dark Masterchooses who takes precedence. Neither theDark Master not the Servant who played theHint Card may interrupt.

    The Player Makes an Accusation. I theresno challenge or interruption, the player who

    just played the Hint Card may accuse anotherplayer with a Pass the Buck card.

    The Dark Master Accuses Again. I no onewants to challenge, interrupt, or accuse, theDark Master makes another general accusa-tion, as when the round began.

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    The Dark Master Challenges

    Immediately a ter a Hint Card has been played andexplained, the Dark Master may challenge it by playing a Pass the Buck card. The Pass the Buckcards icon indicates what type o Hint Card isrequired in response. I it is a Wild icon, the DarkMaster must choose one o the ve other types o icons when he plays it.

    When challenging, the Dark Master should askhis underling a question appropriate to the typeo Hint Card required or a response. I playing aPass the Buck card with a Person icon, he shouldask who was involved in this story; i playing onewith a Place icon, he should ask where this story happened.

    As always, any time an Action Card is played, it isdiscarded.

    Example: A ter Adam plays his Exotic Beauty

    Hint Card, Dark Master Donna challenges, playing a Pass the Buck card with an Event icon. Wait one moment. You? Appear suave and manly? What exactly were you doing to achieve that e ect?

    The person who played the original Hint Card

    must now play another, this one o a type match-ing the Dark Masters Pass the Buck card.

    Example: Adam must now play a Hint Cardwith an Event icon. He plays the The Unstable

    Balloon card. I tried to impress her with my balloon, but as soon as I got in, it went PTHHBBT! and I ell out. Adam now has two

    Hint Cards played in ront o him.

    Once the second Hint Card is played, the DarkMaster may not challenge either o them urther.Play continues with other players now having anopportunity to interrupt.

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    I the player does not play a second Hint Card,the Dark Master places the challenged Hint Cardin ront o himsel , to be added to his total at the

    end o the game. The player who lost the challengereceives a Withering Look, and the round moves tothe Adjust Withering Look Phase.

    Another Player Interrupts

    I the Dark Master does not challenge the HintCard, another Servant may try to interrupt witha Freeze card. By playing Freeze cards, playersget the chance to play more Hint Cards. I morethan one player tries to interrupt, the Dark Masterdetermines who actually succeeds.

    To play a Freeze card, it must have an icon thatmatches the Hint Card just played. A Freeze cardwith a Wild icon may be used as any o the other

    ve types o icons.

    When interrupting, the player should use the

    type o icon as a transition rom the interruptedplayers fimsy excuse to his own importantexplanation.

    Example: Belinda just played The Stone Giant, a Hint Card with a Monster icon, and Carl interrupts

    with a Freeze card with a Monster icon. By unny coincidence, while she was wasting time with the Stone Giant, I was having my own unavoidableinteraction with horrible creatures.

    Even i interrupted, a Hint Card still counts or the

    nal tally o the Servant who played it.Once played, the Freeze card is discarded, and theplayer must ollow it up by playing a Hint Cardwith the same icon. (I the Freeze card had a Wildicon, treat it as the icon it was used as.) A ter theHint Card is played, play proceeds exactly as it dida ter the rst Hint Card was played.

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    I a player does not ollow his Freeze card with aHint Card, he receives a Withering Look and theround moves to the Adjust Withering Look Phase.

    Having interrupted, Carl must now play a Hint Card with a Monster icon. He plays The Puppy

    card. I was at the top o the pyramid when I noticed that the most adorable little Spaniel had

    allen asleep on top o the cloak. I tried to nudge

    the little ellow o o it, but he woke up and sunk his vicious angs into my throat.

    Silence!

    Immediately a ter a player has interrupted witha Freeze card, the Dark Master may orestall the

    interruption by playing a Freeze card o his ownand demanding Silence! The Dark Master may call or silence using any Freeze card, regardlesso the icon on it. Both Action Cards are discarded,and no urther attempts to interrupt are alloweduntil a new Hint Card has been played.

    Example: Belinda wants to interrupt Carls story, playing a Freeze card with a Monster icon. Your saccharine and rankly unconvincing tale o the small puppy calls to mind a creature.

    Dark Master Donna, however, plays a Freeze card o her own and demands, Silence! Both ActionCards are discarded, and Carl continues as i theinterruption never happened.

    The Player Accuses Someone Else

    I the Dark Master does not challenge and no oneelse interrupts, the Servant who played the HintCard may accuse one o the other Servants by playing a Pass the Buck card. The Pass the Buckcard can have any sort o icon on it, but i it is aWild icon, the player must choose one o the veother types o icons when he plays it. Once the Ac-tion Card is played, it is discarded.

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    When accusing, the player should interrogate hispeer in a way that is appropriate to the type o icon that is required or a response.

    Example: Adam now wants to pass the blame onto Belinda. He plays a Pass the Buck card with

    a Monster icon. What I want to know is why she was wasting time with some horrible beast while our precious Dark Master was stuck inside,

    cloakless. What sort o monster is more important than our dread lords warmth?

    The targeted player must then play a Hint Cardwith an icon that matches the one on the Pass theBuck card just played. I an appropriate Hint Cardis played, the round keeps going as be ore, withmore challenges, interruptions, and accusations. I not, the targeted player receives a Withering Lookand the round moves to the Adjust Withering LookPhase.

    O course, a player can never play a Pass the Buckcard on the Dark Master. I someone orgets andtries to do so, he receives a Withering Look andthe round moves to the Adjust Withering LookPhase.

    The Dark Master Accuses Again

    I , a ter a Hint Card is played, no one wants tochallenge, interrupt, or accuse, the Dark Mas-ter simply chooses a player and makes anothergeneral accusation, as when the round began. TheDark Master does not play an Action Card to do so,

    and, as always, any type o Hint Card can answera general accusation.

    Adjust Withering Look Phase Anytime a player is called upon to play a Hint

    Card and doesnt or i someone accidentally makes an accusation against the Dark Master that player receives a Withering Look and theround moves to the Adjust Withering Look Phase.

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    During this phase, the player that received theWithering Look must advance to the next level o anger unless able to success ully beg or mercy

    rom the Dark Master.When a player advances to the rst level o anger,he places a Withering Look Card in ront o him-sel with the rst level ace up. When he advancesto the next level, he fips the card over to the sec-

    ond level. When a player must advance to the nallevel, the Dark Master gives him the WitheringLook Card with the third level, signalling certaindoom or that player and the end o the game.

    Mercy or No Mercy

    Action Cards without Rigor Mortis skull may be played by Servants as Mercy cards or by theDark Master as No Mercy cards. When a playerreceives a Withering Look, he may play a Mercy Card to avoid advancing to the next level o anger.Note that even i a Mercy Card is played, a newround still begins. When begging or mercy, theplayer should make a genuine attempt to beg or

    orgiveness.

    Example: Carl has just received a Withering Look, and the round advances to the Adjust Withering Look Phase. To avoid advancing to next level o Withering Look, Carl plays a Mercy Card. Please

    dont be angry with me, my most malevolent master! I am unworthy o your humblest o burps. I beseech you to orgive me.

    I the Dark Master does nothing, the player leaveshis Withering Look Card as it was and a newround begins. The Dark Master, however, can play a No Mercy Card in response. A No Mercy cardcancels the Mercy card and the Withering LookCard is adjusted as normal.

    Example: A ter Carls plea or orgiveness, Dark Master Belinda negates the Mercy Card with a No

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    Mercy Card. Both cards are discarded, and Carl fips his Withering Look Card over rom the rst

    level to the second.

    Only one Mercy Card may be played per round. Theicons on the Action Cards are disregarded whenusing the them as Mercy or No Mercy Cards.

    Ending the Round

    The round ends a ter the Adjust Withering LookPhase, even i the player who received the WitheringLook played a Mercy Card and did not advance to thenext level o anger. The title o Dark Master is passedone person to the le t, and a new round begins.

    Winning the GameI a player advances to the third Withering LookCard, the Dark Master metes out his doom and thegame is over. The winner is the surviving playerwith the most Hint Cards played in ront o him.In case o a tie, whichever player has the mostHint Cards played in ront o him and was mostrecently the Dark Master wins the game.

    Credits A game by Fabrizo Boni acio, Massimiano Enrico, and Chiara Ferlito, with special participation by Riccardo Crosa.

    Aye, Dark Master! Game Design: Tim Uren

    Editing: Mark OConnor

    Illustration: Riccardo Crosa

    Graphic Design: Andrew Navaro and Pablo Spot Valzania

    English Edition Publisher: Christian T. Petersen

    Virginia Briganti, Giulia Campanella, Marco Crosa, andSilvio Negri-Clementi took part in Stratelibris publication of

    Aye, Dark Overlord!

    Aye, Dark Overlord! is 2005, 2009 Counter srl, all rights reserved. No part o thisproduct may be reproduced without speci c permission. Fantasy Flight Games and the FFGlogo are trademarks o Fantasy Flight Publishing, Inc. Fantasy Flight Games is located at1975 West County Road B2, Suite 1, Roseville, Minnesota, 55113, USA, and can be reached