Additional Rules for Dark Moon

By: Dennis B. B. Taylor

Unveiling the Enigmatic Dark Moon Additional Rules

Let me introduce you to the enigmatic Dark Moon additional rules. These intricate rules will test your strategic prowess and keep you on your toes. Don’t worry; I’ve got your back. I’m here to guide you through the maze of mysterious possibilities.

Risk and Reward

When you delve into the realm of Dark Moon additional rules, be prepared for a delicate dance between risk and reward. Every decision you make will have consequences, and the choices won’t always be crystal clear. You’ll need to weigh the potential gains against the lurking dangers, finding the optimal path forward.

Dark Moon additional rules may seem unforgiving at times, but don’t let that discourage you. Embrace the challenge. Remember, “Fortune favors the bold.” Take calculated risks, and victory shall be yours.

Collaboration and Betrayal

Beware of those around you, for not everyone is what they seem. Dark Moon additional rules introduce a thrilling dynamic of collaboration and betrayal. Your allies might turn against you at a moment’s notice, leaving you with a sense of unease and suspicion.

Keep your friends close, but your enemies closer. Take note of your team’s actions, trying to sniff out any signs of deceit. And remember, sometimes the best strategy is to keep your cards close to your chest, revealing your true intentions only when the time is ripe.

Mastering the Unknown

The Dark Moon additional rules will test your wit and resilience. Embrace the unknown, for it holds the key to victory. Adaptability is your greatest weapon in this ever-shifting landscape of uncertainty.

Be proactive in your approach, and keep a vigilant eye on the ever-changing game state. The Dark Moon additional rules are like an intricate puzzle waiting to be solved. Will you rise to the challenge and unlock its secrets?

Embrace the Dark Moon

Now that you’re acquainted with the essence of Dark Moon additional rules, it’s time to embrace the darkness. Dive headfirst into this thrilling experience, and let the enigma of the Dark Moon captivate you.

The path ahead may be treacherous, but fear not. I’ll be your guiding light in this darkness, providing insights and strategies to navigate the shadows. Are you ready to embark on this exhilarating journey? The Dark Moon awaits!

Let’s be honest: there are plenty of opportunities to cheat in Dark Moon. You can easily manipulate a die’s outcome, roll more dice than allowed, or even exceed your limit of dice.

Unfortunately, because of the secretive nature of the game, there’s no way to confirm if a player rolled what they claim. So here’s the only solution: don’t play with cheaters. They’re simply not enjoyable to have around.

Rolling & Submitting Dice

These rules apply to all dice rolls, unless stated otherwise.

  • When we play the game, I never get to see what dice you roll, and you can’t see mine either. The only dice that we show to each other are the ones we choose to use. This rule applies to both of us, even if one of us is infected.
  • When we play, I don’t know how many active dice you have or whether they are strong or weak. You can choose to share this information with me, but you can also lie about it.
  • If you decide to roll your dice, you have to roll all the active dice you have (unless a specific action requires you to roll a certain number of dice, like “Roll up to three dice and use one”). This also applies to infected players.
  • Once we resolve an action or complete a task, any dice that we used are moved from the spent resources pool to the available resources pool.

Testing The Shield

Whenever Shield tokens appear, you need to perform a shield test. This test can happen for several reasons:

  • If I fail a task
  • If I complete an event that instructs me to draw Shield tokens
  • If an infected player, who has the Infection Power to draw Shield tokens, reveals themselves
  • If a revealed infected player successfully performs the ENERGY SPIKE action

Before rolling the die, remember to place all Shield tokens on the board in the next 15 available spots on the Shield track. If the roll matches the current Failure Condition on the Shield track, you have a choice to make: draw an Outpost token or a Fatigue token.

Die Limits

If, for any reason, I have fewer dice than my new limit allows, I have to discard the extra dice to the Available Resources pool. It’s my choice which ones to discard.

If someone else becomes the Commander, the previous Commander has to immediately return the Commander die to the Available Resources pool.

However, if my die limit increases, I don’t get my new dice right away. I can only retrieve them at the beginning of my turn, when passing a Malfunction Task, when another player orders me to, or when an Event card lets me.

When playing the game, each player will always have at least one die available. Even if a player’s die limit is reduced to zero or less, they can still keep one die behind their screen.

Switching Commanders

If the Commander gets quarantined, the player who started the vote becomes the new Commander. But if the player who started the vote is also quarantined (or if the Commander started the vote), the role goes to the first Uninfected player on the left of the Commander.

If the Commander reveals that they are Infected, the role passes to the first Uninfected player on the left of the Commander.

If All Infected Players Reveal

If, during the game, all Infected players reveal themselves, the Suspicion cube is removed from the game and you don’t have to pay attention to the “SUSPICIOUS ACTIVITY” mentioned on Task cards.

Leave a Comment