Knowledge is your weapon.
Sketch the beast, its wards, or its weaknesses.
Before play, roll the d8 three times using the naming button: first the name, then the form, then the place. Each result is kept; after the third roll, choose Begin the hunt.
Begin at All-Hallows on May 13, 1746. Each day starts with The Beast Approaches, then you take two actions. You may repeat an action.
Moving onto the beast does not automatically trigger a hunt during your action phase. You can spend an action to hunt, or leave if you have an action left. Surviving a surprise hunt leaves both daily actions available.
The PDFs do not settle equal-length movement routes, deck exhaustion, or how extra rumor tokens enter play. This version chooses the lowest-numbered next location when paths tie, draws without replacement, and disables investigation once all 52 cards are drawn. It adds a rumor only to an empty location, exactly as the daily procedure states. Existing rumor tokens remain when the beast appears. The beast is never relocated by another rumor roll after arrival.
Spades are wards and clubs are weapons, following the detailed Codex and hunt rules; the overview on printed page 15 reverses those labels. Day 1 is May 13, following setup. No healing, cumulative beast damage, or invented combat bonuses are added.
Progress autosaves in this browser when storage is available. Export a save for a portable backup, especially in the offline PC edition. Import that file to continue on another computer. Clearing browser data removes the automatic save.
Read the supplied full rules · Read the sonnet