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Innsmouth will fix that.
You know how tricks work. Follow suit, play high, take the pile.
Except one suit was removed before the deal, and those cards belong to Dagon. Every trick, he turns one face up: a number you have to beat. Clear it and the trick is yours. Fail, and he takes it — and every investigator at the table loses a point of sanity.
Nothing attacks you here. The town simply keeps showing you things, and you keep being unable to stop understanding them.
In some missions, one investigator is quietly handed a different objective. Feed the Deep One. Mark of the Void. See the Nine Fall.
They still sit at the briefing. They still nod along.
Win exactly two tricks. Collect four Tomes. Win fewer than anyone else. Make sure Dagon takes a trick with the tide in it.
Everyone can see everyone's goal. That's the easy part. They contradict each other, there are eight tricks in the round, and if one investigator misses, the mission is lost — no matter how well the other four played.
Six cards sit outside the deck. Rank means nothing to them. Suit means nothing to them. The trick stops being a contest the moment one hits the table.
Relics only answer when you have nothing honest left to play. You cannot reach for the black stone while you can still follow suit. It wakes when you're out of your depth.
Spells cost you a point of sanity. Always. The trump that saves the table is drawn from the same account the tide is already emptying.
A full campaign through the story, and the rules get worse as it goes. Thresholds that stop accepting ties. Trumps that cost double. Nights where Dagon leads the opening trick and you spend the round trying to take control back.
— H.P. Lovecraft, The Shadow Over Innsmouth
GAME PROFILE
Eldritch TricksEldritch Tricks
The most merciful thing in the world is the inability of the human mind to correlate all its contents. Innsmouth will fix that. THE SEA HAS A HAND You know how tricks work. Follow suit, play high, take the pile. Except one suit was removed before the deal, and those cards belong to Dagon. Every trick, he turns one face…
The most merciful thing in the world is the inability of the human mind to correlate all its contents.
Innsmouth will fix that.
THE SEA HAS A HAND
You know how tricks work. Follow suit, play high, take the pile.
Except one suit was removed before the deal, and those cards belong to Dagon. Every trick, he turns one face up: a number you have to beat. Clear it and the trick is yours. Fail, and he takes it — and every investigator at the table loses a point of sanity.
Nothing attacks you here. The town simply keeps showing you things, and you keep being unable to stop understanding them.
SOMEONE AT THIS TABLE WANTS THE GATE OPEN
In some missions, one investigator is quietly handed a different objective. Feed the Deep One. Mark of the Void. See the Nine Fall.
They still sit at the briefing. They still nod along.
EVERY GOAL. NO EXCEPTIONS.
Win exactly two tricks. Collect four Tomes. Win fewer than anyone else. Make sure Dagon takes a trick with the tide in it.
Everyone can see everyone's goal. That's the easy part. They contradict each other, there are eight tricks in the round, and if one investigator misses, the mission is lost — no matter how well the other four played.
THERE IS ALWAYS A WAY OUT. IT IS NEVER FREE.
Six cards sit outside the deck. Rank means nothing to them. Suit means nothing to them. The trick stops being a contest the moment one hits the table.
Relics only answer when you have nothing honest left to play. You cannot reach for the black stone while you can still follow suit. It wakes when you're out of your depth.
Spells cost you a point of sanity. Always. The trump that saves the table is drawn from the same account the tide is already emptying.
TWENTY-ONE NIGHTS
Arrival. Zadok's Warning. The Esoteric Order. Blood of the Pact. Devil Reef. The Gate Beneath the Reef.A full campaign through the story, and the rules get worse as it goes. Thresholds that stop accepting ties. Trumps that cost double. Nights where Dagon leads the opening trick and you spend the round trying to take control back.
- Co-op trick-taking with an actual opponent. Not a puzzle. Something on the other side of the table taking cards off you.
- Shared fate. Sanity loss hits everyone. When one investigator breaks, the mission ends for all of you.
- 16 investigators, each with a goal, a unique power, a suit they're bound to, and a burden that punishes them for the wrong kind of win.
- The Arcane Deck. Six trumps that beat everything, and every one of them costs.
- Traitor missions. One seat, playing a different game, saying nothing.
- 1–5 players. Solo against AI investigators who understand their goals and protect yours, or online co-op with friends.
- Narrated campaign with voiced mission briefings and a story that gets worse in a satisfying way.
— H.P. Lovecraft, The Shadow Over Innsmouth
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