Verbrannte Ruinen - Back

Wenn man auf den zweiten Blick dann bemerkt, dass die meisten Häuser verlassen und nur noch Ruinen sind, dann trägt das nicht zur Beruhigung bei…
–H. P. Lovecraft, „Das Grauen von Dunwich”
Verbrannte Ruinen


Shroud: 2. Clues: 3.

Nachdem dir eine Fertigkeitsprobe misslungen ist, während du in den Verbrannten Ruinen ermittelst: Drehe 1 Hinweis in den Verbrannten Ruinen auf seine Verderben-Seite.

Falls sich hier keine Hinweis befinden: Ziehe die Begegnungskarte unter den Verbrannten Ruinen. (Nur ein Mal pro Spiel für die gesamte Gruppe).

Mariusz Gandzel
Blut auf dem Altar #205. Blut auf dem Altar #11.
Verbrannte Ruinen
FAQs (taken from the official FAQ or FFG's responses to the official rules question form)
  • [Errata from FAQ v1.1]: This card's text should read: Forced instead of .
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It's worth noting that although the additional doom isn't great, it does result in clues being permanently 'destroyed', and so Act 1b will result in fewer clues being put on The Hidden Chamber than normal. If health/sanity pressure are more threatening than doom pressure (or you can stack up a bunch of doom during the 'witching hour' before an agenda advances), this can be quite a boon in saving actions for R2/R3. (The fact that you 'fail' the investigation doesn't matter, since the goal is simply to remove clues, not collect them.)

In fact, there's even some benefit in Blood on the Altar to faster agenda advancement -- firstly, more sacrifices means an easier time with Undimensioned and Unseen (and thus Where Doom Awaits), which may be worth more than a story asset; secondly, if none of your unique allies have been Kidnapped! yet, then prematurely advancing the agenda can ensure that you have enough turns to beat the scenario in between one getting Kidnapped and them being sacrificed.

anaphysik · 40