The Blind Can

Rules of «Demon Invasion»

This page collects the main rules. The full handbook with demons, investigators, monsters and cards is inside the game itself: the link «Skip to the handbook» is at the top of the game page.

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What the game is about

This is a cooperative game: all the investigators win or lose together. A demon wants to break through into our world. Your goal is to uncover the demon's three mysteries. While you search for clues and close gates, monsters appear on the map and Doom goes down. If Doom reaches zero, the demon awakens, and you must defeat it within a limited number of rounds.

The game is inspired by the board game Eldritch Horror, but the rules are simplified and adapted into a text game that can be played without a board or cards. From one to eight people can play, alone or online.

How a turn works

A round is divided into phases, and in each phase the players act in turn. There is no time limit for decisions: discuss your plan as long as you like.

Between phases the host gets a button to move on. The host is the investigator holding the host token; if that investigator is out, the token passes to the next one.

Actions

Tests and dice

Every test is a roll of dice for the relevant skill: Strength, Lore, Observation, Will or Influence. The number of dice equals the skill value plus the bonus of your best item, minus condition penalties, plus a die for focusing. At least one die. A success is a 5 or 6. If you are Blessed, a success is 4 or higher; if you are Cursed, only a 6.

Health, sanity and elimination

An investigator has health and sanity. If either drops to zero, the investigator is eliminated. If all investigators are eliminated, the game is lost. Health is lost in combat, sanity from horror and frightening events. They are restored by resting, spells and some events. The conditions (Wounded, Madness, Cursed, Blessed, Debt, Delayed, Despair, Arrested) are described in the game's handbook.

Fighting monsters

A fight has two steps. First a Will test against the monster's horror: if you roll fewer successes than the horror, you lose sanity. Then a Strength test: each success removes one point of the monster's toughness. If it survives, it hits you. Every monster has a special ability; all of them are listed in the handbook.

Encounter phase

After the fight, choose one encounter.

Every encounter works the same way: the game reads out the situation and offers two approaches, with the main skill and with a backup skill. If the second one fails, it costs 1 more sanity. Success gives a reward, failure a loss.

Mysteries

Each demon has four mysteries, and you must uncover three. A mystery is one of five types.

When a mystery is uncovered, the demon's reward takes effect and the next mystery begins.

Doom, omen and the Mythos phase

Doom is the shared countdown. Each Mythos phase the omen moves to the next colour: crimson, azure, emerald, black. Doom drops by one for every open gate of the new omen's colour, and monsters appear at those gates. In the Mythos phase the demon's ability also triggers, new gates open, a Mythos card is drawn and the monsters use their abilities. Closing a gate raises Doom by 1.

Rumors

Every few rounds a rumor appears: a threat with a countdown. If you do not resolve the rumor in time, a penalty takes effect. A rumor is resolved by spending clues in its location, and the reward is an artifact.

Awakening and the final battle

If Doom reaches zero and the three mysteries are not uncovered, the demon awakens and immediately strikes all investigators. The more mysteries you have uncovered, the weaker it is. The final battle has a limited number of rounds. From then on Doom no longer drops and no new gates open. Fight the demon in combat or with the action «Banish the demon with clues»: each clue deals 2 damage. Every demon has its own weakness and its own strike against the team in each Mythos phase.

Victory and defeat

Difficulty, records and saving

There are four difficulty levels: easy, normal, hard and nightmare. The Myth deck can be normal, escalating or insane. A victory is recorded in the hall of fame by number of players, demon and game time, under your account login. You can save a game and continue it later; a save is kept for two weeks.

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