TC Game Terminology - Phases

From Unstable Games Wiki

You will play Twisted Cryptids over 5 rounds, and each round is divided into 4 phases: Dawn, Day, Dusk, and Night.

DAWN PHASE

At Dawn, Humans will leave from, arrive to, and move about The Wilderness of their own accord.

At the start of the round, the First Player will flip the top card of the Event deck, add it face up to the Current Event pile, and resolve the listed effects from top to bottom.

Note: If you are ever unable to perform the full effect on a card - for example, if there are no Researchers in The Wilderness to Extract, only one Hunter in the Rest Area to Attract, or only two Hikers on a Site when the effect says to move three - partially resolve that effect to the extent you are able. This also applies to cards you play during the Day and Sightings you reveal at Dusk.

The round will then continue to the Day

DAY PHASE

During the Day, you will use your Cryptid charm to move Humans around The Wilderness in an attempt to increase your Myth.

In player order, on your turn you will take one of the following Actions:

  • Play an Action card from your hand.
  • Discard an Action card to use your Cryptid Power. You only may do this once per round.
  • Pass the turn to the next player.

You will continue playing cards in this manner for three turns. Once each player has had three turns, the round will continue to Dusk.

DUSK PHASE

At Dusk, an Encounter will occur at a Site in The Wilderness, revealing what each Cryptid is (or isn’t) doing at that Site. To determine where the Encounter occurs, find the Site with the most Humans that has at least one Hiding Spot. If multiple Sites tie for the most Humans, the First Player chooses at which of those Sites the Encounter occurs.

In player order, if you have a Hiding Spot at the Site of the Encounter you will reveal the top Sighting of your corresponding Stack.

When you reveal a Sighting, start by gaining (or losing) Myth depending on the distribution of Humans at the Site of the Encounter as specified on the Sighting card. Next, resolve the effect of that Sighting, then set it aside face up next to you. Finally, take your Hiding Spot from the Site of the Encounter and place it on its corresponding Stack, then the next player who has a Hiding Spot at the Site of the Encounter will reveal their Sighting.

If, during Dusk, you reveal the final Sighting in one of your Stacks and now that Stack is empty, return the corresponding Hiding Spot token to the game box. You will not use this Hiding Spot for the remainder of the game.

After all players with Hiding Spots at the Site of the Encounter have revealed their Sightings, the round will continue to the Night.

NIGHT PHASE

During the Night, you will begin scheming in preparation for the next day.

In player order, take the following steps:

  • If you do not have a Hiding Spot token on one of your Stacks, you may move one of your Hiding Spots in The Wilderness, placing it on a new Site.
  • If you have a Hiding Spot token on one of your Stacks from Dusk, place that Hiding Spot on a different Site than the Site at which the Encounter occurred.
  • You may choose to discard any number of cards, then draw from the Action deck until you have 5 cards in your hand. (If you are in the fifth round, skip this step and discard any remaining cards in your hand.)



Note: If there are not enough cards in the deck to draw until you have 5 cards in your hand, draw any remaining cards in the Action deck, then shuffle the discard pile and place it face down to form a new Action deck. Continue to draw until you have 5 cards in your hand.

Once each player has drawn up to 5 cards, the First Player passes the First Player token to the player on their left, who now becomes the First Player for the next round.