Welcome to the online Inevitable rules repository!
As of September 5, 2010, there are two hyperlinked rule sets available: The Citizen's Guide and Glorious Progress.
The Citizen's Guide tells you everything you need to know to play Inevitable: The object of the game, the rules of the game, and so on. There's even a quick start guide at the very beginning.
Glorious Progress provides in-depth explanations for certain spaces on the board. Some spaces are very simple and tell you to draw a FATE card or increase/decrease a statistic. Other spaces are more versatile or complex, like The Mailbox or HappyDale Sanitarium. When you land on a space whose function isn't immediately obvious, look it up in Glorious Progress.
You may also be interested in downloading a copy of the Catalog or Personal Data Form. The free demo PDF will be available for download when the Deluxe version is available for purchase.
The Exalted Decider Trophy is an extra-special online-only rules section that we added after PAX East 2011. If you (or someone you know) won one of the Inevitable demos we ran, there are extra-special rules here just for you. You should check it out.
Welcome to the online version of The Citizen's Guide! This helpful resource tells you everything you need to know to start playing Inevitable quickly, and contains all the detailed rules you need to become a true Inevitable master.
The hyperlinked list below is the Table of Contents.
The game contains a supply of 21 Group Information Sheets. If this is your first time playing, remove all the Groups except ACME, the Church, the Famous International Playboys, the Living Dead, and the Time Travelers. Distribute one of these randomly to each player, and give everyone a playing piece that corresponds to their Group.
The game also comes with a supply of Personal Data Forms, which will be your score-sheet for the game. Take one, and copy your starting Statistics (Power, Intelligence, Influence) onto this sheet. Your Power and Power Maximum are the same at the start of the game. You also have an Income, which you can copy to the “Income” area of the Form, and a Stress level, which starts at zero.
In the “Notes” section of the Form, add together your Power, your Intelligence, and your Influence. The sum of these three numbers are your current Base Votes. HappyCOM-9 also has a certain number of Base Votes. For your first game, HappyCOM-9 has 2,000 Base Votes. Re-calculate your Base Votes every once in a while throughout the game: when they get to a point where they’re above 2,000, you are beginning to have good odds of winning the game. (At that time, read the section on “How To Win The Game.”) Put simply: anything that brings those three Statistics up moves you towards winning the game. Your Stress, by contrast, is a Statistic you’ll want to keep low. The “All About You” section on page 6 explains the differences between the Statistics.
Your Group also has a Special Ability that allows you to bend the rules of the game in various ways. You can review this on the Group Information Sheet. Take a minute to read through it now. When everyone is done, explain your Special Ability to your opponents.
Select one player to be the Banker. The Banker gives each player a copy of the in-game Catalog and some starting cash— you get $360 plus your Group’s Income. Typically, you may spend any or all of this on Catalog items before the game begins. If this is your first game, purchase the “Outfitting Phase Special,” which is printed right on the front of the Catalog. Write down the Possessions you purchased in the Possessions column of your Form. You can review the rules on those Possessions later. You will continue to get your Income throughout the game: every time you move, if you remember to ask the Banker. You’ll also get more opportunities to buy things as the game proceeds.

The sections below explain how to start a game of Inevitable, step by step. Enjoy!
Before you start, agree on the number of Base Votes you will allot to HappyCOM-9. This, in large part, will determine the length of your game of Inevitable.
In the Short Game, HappyCOM-9 begins the game with 2,000 Base Votes; this produces a game that lasts about two hours, a little longer if you’re new to the game. You can also play what we call the Epic Game by increasing this number to 3,000, which will yield a game of around three hours, or possibly longer.
There are other factors that contribute to the length of a game as well, including the number of players and their relative level of familiarity with the game. For this reason, we strongly suggest that you play the Short Game if you are playing with five or more players, or if you are new to the game.
If you only have a specific window of time available,1 you may prefer playing an optional variant we call “Election Day.” When this rule is in effect, you and your play group simply agree upon a specific point in time at which the game will end. In this variant, the Inevitable endgame (“the Election”) triggers at the deadline. You will still need to assign HappyCOM-9 a certain number of Base Votes in order for the Election to occur. For more on how the Election works, you can jump ahead to the section on “How to Win the Game,” on page 21.
You may also activate the Election Day rules at any point in the Short or Epic Game if all players (including those who are temporarily out of play) unanimously agree to do so. (A few more details on the Election Day variant can be found under “ Notes on Variants,” beginning on page 23.)
Footnote 1: If you are tight enough on time that you have less than an hour or two for the game, you should probably play Inevitable another time. See, even in the “Election Day” variant we still recommend assigning at least 2,000 Base Votes to HappyCOM-9, and even the most fleet-footed players will have difficulty defeating HappyCOM-9 in under an hour. We eagerly await the speedrun videos that will prove us wrong.
The game comes with a few copies3 of the Catalog, which contains various items you can purchase to provide in-game benefits.
Footnote 3: These get handled a lot during game play, and may eventually fall apart. You can download a PDF of the Catalog for home printing by visiting bit.ly/invtblctlg.
All About You
This section discusses the Personal Data Form and the Statistics, Power, Influence, Intelligence, Income, Stress, the Combat Workspaces, the Election Workspace, and Possessions.
Picture: The Personal Data Form
Most of the Data Form is taken up by blanks to chart your changing Statistics, which will each be handled briefly below.
All information on the Data Form is considered part of the public record; this means that if a space exists on the Data Form for you to record particular pieces of personal data, then accurate and current information about that data must be provided to any player who asks. Note, however, that anything that the Data Form does not provide space for documenting can be kept secret, including the amount of money you have at any given time, or the nature of any Holdable cards in your hand.
In brief: the three main Statistics tracked by the Form—Power, Intelligence, and Influence—measure how well you’re doing in the game. The three of them, added together, represent your Base Votes: the number of votes guaranteed to you in an Election. Roughly speaking, the higher your Base Votes are, the closer you are to winning the game. (For a closer look, see the rules pertaining to the Election Workspace on page 9, or the rules pertaining to the Election itself on page 21.)
Some helpful details about each Statistic are covered below. But, in a nutshell: each of the main Statistics carries equal weight in the Election, so anything that raises those Statistics pushes you closer to victory. However, there is a key difference between the three: the cost of bringing them up. Influence is the cheapest Statistic to increase, but it’s also the most unstable—it’s easy for your opponents to bring back down. Intelligence, by contrast, is the most expensive to increase, but it tends to remain more stable and there’s no easy way that your opponents can deprive you of it. Power is in the middle: it’s fairly expensive, but in order for your opponents to bring it down they typically have to defeat you in Combat— and a higher Power makes you more difficult to defeat in Combat. (For more details, see the section on the Combat Workspaces, or the extended Combat example beginning on page 15.)
Now that we’ve covered the Statistics in brief, let’s look at each of them in a little more depth.
Brute strength, physical fitness, endurance, how fast you can throw a baseball, vitality, shine, sexual prowess—all of these are measured by the Power Statistic. Power is important because it helps you whup the asses of your opponents and it contributes to your Base Votes, which determine how well you’ll do against HappyCOM-9 in an Election. Also, it keeps you alive: a low Power means that you’re staggering around the City on death’s door—in fact, if your Power ever drops to zero, you Die. If this happens, you should jump ahead to “Death,” as covered in the “Things That Suck” section of these rules (page 19), to see what to do about it. You should expect your Power to go up and down a lot during the game. 350 points is about average to start with.
Your Power Maximum is a measure of how healthy you can potentially be at a given moment. At the beginning of the game, your Power and Power Maximum are equal (but that will change). For now, simply note that no game effect can raise your Power above your Power Maximum.
That’s the bad news. The good news is that your Power Maximum itself can go up. The most common means of increasing your Power Maximum is by eating a certain potted meat product—you can find it in the front of the Catalog.
If you want to use the Catalog to improve your Intelligence, purchase a Diploma By Mail. Your Intelligence can also be raised by a few board effects and a few cards in the FATE deck.
Connections and ties of the political, commercial, and public varieties. Among other things, the Influence Statistic measures your clout with the famous, your position in the social registers of the rich, and the sway you hold over a mindless, sheep-like public. Influence doesn’t help you very much during general game play, but just like Power and Intelligence, it contributes to your Base Votes. A low Influence means that you’re either unknown or universally reviled, but you’ll be able to function perfectly well for long periods of time even if your Influence is zero. Influence is cheap, and so are the methods of depriving players of it, so you should expect it to go up and down considerably during the game. About 300 points is average for a fresh new face on the political scene.
The most common way to increase your Influence is by stopping at the Network to run a Publicity Campaign, although you can also do it through the Catalog by purchasing Celebrity Endorsements. Full rules on the Network can be found in the Glorious Progress supplement.
Your Income is a Statistic representing the amount of money that the bosses of your Group allot you each turn, and it probably won’t change much over the course of the game. A high Income makes it easier for you to survive and improve; it permits you to buy more powerful goods and services, and correspondingly enables you to more easily crush all those who stand against you. Income has no direct bearing, however, on the votes you need to win the Election.
An Income of $120 is considered middle-class by Inevitable standards. Your Income might end up considerably higher, but HappyCOM-9 has designed it so that no City ATM will release more than $300 per transaction. This means that you cannot collect more than $300 in Income on a given turn, even if your Income Statistic is higher than 300.
Your Stress measures your psychic wellness. The more miserable and unhappy you are, the higher your Stress. You’ll notice that your Group Information Sheet (probably) contains no information on it about Stress—that’s because (almost) all Groups start with the same amount of Stress—zero—and the same Stress Tolerance Level—twenty. Stress is different from the other Statistics in that you want to keep your Stress as low as possible, and your opponents’ Stress as high as possible. (That’s what those Dead Raccoons in the Catalog are for.) The closer your Stress is to your Stress Tolerance Level, the closer you are to cracking up. If your Stress ever exceeds your Stress Tolerance Level, refer to “Insanity” under the “Things That Suck” section of these rules on page 20 to see what to do about it. Your Stress will vacillate throughout the game; your Stress Tolerance Level will probably remain at twenty.

The Combat Workspaces are areas where you can calculate what we call your “Whup-Ass Factor.” Your Whup-Ass Factor is a measure of your ability to, well, to whup another Player’s ass. As you can see from the Combat Workspace, you can derive your Whup-Ass Factor from your Power and Intelligence. Specifically, your Whup-Ass Factor is the sum of two numbers—your Power, divided by ten (round down) plus your Intelligence, divided by 100 (round down).
Sometimes, in the heat of battle, people get perplexed by the mechanics of dividing and rounding, so the Combat Workspace instructs you to simply drop the final digit from your Power and the final two digits from your Intelligence, and add the two resultant numbers. For instance, a player with a Power of 300 would drop the last digit to get 30. If this same player had an Intelligence of 750, she would drop the last two digits and get seven. Adding these two numbers would give her a Whup-Ass Factor of 37.
The player with the highest Whup- Ass Factor is the player most likely to be able to mop up the bar with all the other players, although a non-trivial element of chance always exists. (You’ll note that the Combat Workspaces also contain an area to record die rolls.) The rest of the details on how to use these Workspaces are covered in the section on “Combat” in the “Hurting Other People,” segment of these rules, beginning on page 14.

Way down at the bottom of the form is another Workspace, the Election Workspace. This area is designed to help you calculate your Base Votes. Your Base Votes are how many votes you are guaranteed should you run in an Election against HappyCOM-9. You can derive the number of Base Votes you have at any given time at any point by adding your Power, Intelligence, and Influence Statistics.
If you run against HappyCOM-9 in the end- of-game Election, you will generate a random three-digit number (000-999) to represent a number of unpredictable “Swing Votes” that go to you in the Election. You will add this number to your Base Votes to yield your Total Votes. Note that the Election Workspace has a slot for each of these figures.
In order to win the game, you need to have more Total Votes than HappyCOM-9 in the Election. In the Short Game, HappyCOM-9 has 2,000 Base Votes. HappyCOM-9 will also capture a random number of Swing Votes (again between 000 and 999). The important thing to note here is that when your Base Votes equal HappyCOM-9’s, you have a fifty-fifty chance of winning the Election and the game. If you have 1000 more Base Votes than HappyCOM-9 has, you have an almost-certain “lock” on the Election, and you should definitely attempt to move to the center of the board and end the game. One restriction applies: there is no theoretical limit to how high your Statistics can get, but in the Short Game, no single Statistic may provide over 1,500 points towards your Base Votes. This means that if, for instance, your Influence was 2,100 at the time of the Election, you may still only count it as though it were “capped” at 1,500.
The Epic Game works similarly, except HappyCOM-9’s Base Votes are 3,000 instead of 2,000, meaning that you should get to at least 3,000 if you want a fair shot in the Election. Also, in the Epic Game, no single Statistic may provide over 2,000 points towards your Base Votes.
All the rest of the specifics on ending the game or triggering the Election can be located in the section called “How To Win The Game” on page 21.
Remember, you can figure out what your Base Votes are at any point in the game without using the Election Workspace: simply add your current Power, Influence, and Intelligence. You should do this whenever you want an idea of how close you are to winning, or when an opponent asks you to.
The Possessions section is a section to record products that you’ve purchased from the Catalog. If you purchased anything during the Outfitting Phase, you may already have things recorded here. You can learn more about Possessions by referring to the Catalog, or by checking out the two sections about Possessions on page 12 (Mailable Possessions and Using Possessions).
Here's what you can do (and what can happen to you) on your turn...
Here’s what a normal turn looks like, although not all of these steps will occur during all (or even most) turns. Note that a simplified version of the Turn Sequence is printed on the back of your Group Sheet.
If, on your turn, it looks like you could reach or move through a square inhabited by another player, you may want to consider challenging them to Combat. Compare Whup-Ass Factors, weigh the pros and cons, engage your opponent in petty extortion schemes, but eventually— before you roll for Movement—make a declaration as to whether you intend to do battle with them. If you fail to declare it before your roll, you can’t fight that opponent, even if you reach or pass through her or his square.
If it looks like you might reach a square inhabited by another player, not only do you have the ability to challenge him or her, but you must also allow him or her the opportunity to challenge you5. If they want to call you out, they must make the challenge before you roll for Movement. To be fair, you should give them an opportunity to declare it, or, better yet, ask them straight-out if they intend to attack you—trying to rush through this phase is a cheap strategy.
Footnote 5: Only one Combat may occur on any player’s turn. Every once in a while, the possibility arises where more than one player wants to challenge an opponent to Combat on a given turn. In these instances, Combat Priority is determined by the order that the potential for them arises during the Move phase of the turn. For instance, you want to fight Alice, four squares away, so you challenge her. But Bob is between you and Alice, and he’s only two squares away. He challenges you. You have to fight Bob, since his potential to fight you arises before your potential to fight Alice. (He’s closer.) Combats initiated between players beginning a turn in the same square are always awarded Combat Priority.
If Combat Priority is impossible to determine in this fashion because more than one player is already inhabiting the same square, Combat Priority goes to the opponent with the highest Intelligence. If a Combat with Priority ends up being called off (see page 11), re-figure Priority among remaining declared Combats.
Normally, if you wish to move, you roll one six-sided die and advance that many spaces on the board. In most cases this is pretty self-explanatory: you roll, you move, you proceed to the “Take Board Effects” phase of your turn, covered in Step 4, below.
You can mail certain Catalog items to other players. If a Possession can be mailed, the Catalog description will include instructions on how and when to mail it. On your turn, you may mail up to three of these “mailable” items. You do not need to be at the Mailbox in order to mail items to an opponent, it just needs to be your turn. Once you’ve declared that you’re mailing an item, it is immediately received by your opponent.

Inevitable is a competitive game. Consequently, there are quite a few rules that govern how players can interact.
Instigation is any action you do directly and willfully to an opponent with the intent to impede his or her chances of success.
If you are forced to do something bad to an opponent by a game effect, this isn’t really “willful” on your part, and conse- quently it isn’t considered an Instigation. (This includes things like giving someone a negative FATE card when on the “Sympathy Card” square, collecting money from opponents when on the “Out- of-Court Settlement” or “Con Game” squares, or engaging opponents in violent games like Forks or Bludgeoning For Bucks.)
Footnote 6: Remember that a “round” is different from a “turn.” A round is the full cycle of every player’s turn.
Footnote 7: In the event that two players each Challenge the other, the player with the highest Intelligence is considered the official Instigator. Break ties by playing Rock-Paper-Scissors or something.
Note that a simplified version of these rules appears on the “Common Sequences” reference on the reverse of your Group Information Sheet.
The sequence of events listed here is for one round of Combat; frequently Combat will go on for more than one round, in which case you simply cycle through this sequence a second, third, fourth time, etc. Once the Combat ends, however—either by being called off, or by the Retreat or Death of one participant—there cannot be a new Combat until the next player’s turn.
You may have noticed by now that the Catalog contains a few Weapons. If you have one, and you’re planning to use it in this round of Combat, now’s the time to say so. You may only use one Weapon per round of combat. Use of Weapons must be declared each round.
At this stage, both participants calculate their Whup-Ass Factor. Your Personal Data Form has three “Combat Workspace” areas that will help you through this process. Essentially, your Whup-Ass Factor is the sum of two numbers—your Power, divided by ten (round down) plus your Intelligence, divided by 100 (round down). Sometimes, in the heat of battle, people get perplexed by the mechanics of dividing and rounding, so you can simply drop the final digit from your Power and the final two digits from your Intelligence, and add the two resultant numbers.
Here’s an example... Alice and Bob are engaged in Combat. Alice has a Power of 500 and an Intelligence of 400. She drops the final digit from her Power, yielding 50, which she enters in the appropriate blank in the Combat Workspace.



In most cases, your Whup-Ass Factor will be a two-digit number: very powerful players may end up with three-digit numbers.
To continue with our earlier example, Alice, with a Whup-Ass Factor of 54, is the underdog, so she rolls first. On that roll, Alice rolls a three, which goes in the “ones’ space,” conveniently labeled “1st die” on the Combat Workspace.

Then Alice rolls a six, which she puts in the “tens’ space”—conveniently labeled “2nd die” on the Combat Workspace. This leaves her with a pretty formidable 63 for her Combat Roll.

She adds that 63 to her Whup-Ass Factor. 54 plus 63 is 107, and that is Alice’s Combat Total. Yikes!

Bob rolls a four first and then a three—so that’s a 34—and adds it to his Whup-Ass Factor of 62, yielding a 96. Close, but no cigar! Alice’s Combat Total is higher, which means that she wins, and gets to deal Damage, covered in Step Four below. Whichever player has the highest Combat Total is the winner of this round of the Combat.
One important note: If you roll a naturally occurring 11 for your Combat Roll you automatically lose the round; similarly, if you roll a naturally occurring 66 for your Combat Roll you automatically win the round. Naturally occurring 66s or 11s rolled for Combat Rolls cannot be modified by any Group’s Special Ability, and 66s or 11s produced by Special Abilities do not count as “naturally occurring.” Once a 66 or an 11 is rolled, the Combat immediately resolves for that round, and no additional die rolls are thrown.
In the event of a tie, the player with the higher Intelligence is the winner.
The player who won the round rolls the twenty-sided Damage die and multiplies the sum by ten. This is the Damage dealt in the round; this number is subsequently modified by any Weapons in use or other applicable Damage modifiers (Cards, Special Abilities, etc.) and then subtracted from the losing player’s Power (but not Power Maximum).
Continuing our previous example, Alice rolls a twenty-sided die and gets a 12. Bob takes 120 points of damage and reduces his Power to 480. (Note that this also means he would need to re-calculate his Whup-Ass Factor the next time he engages in Combat. With a Power of 480 and an Intelligence of 200, his Whup-Ass is now only 50, making him less likely to win the next round of Combat.)
If Damage reduces a player’s Power to zero, that player has Died (see “Death” under “Things That Suck” on page 19) and the Combat draws to a close. Otherwise, go on to Step Five. Keep in mind that no Statistic can ever drop below zero.
Each participant must declare, at this stage, whether they wish to continue the Combat or whether they are interested in calling it off. The player that won the round must declare first, although either player may Wheel and Deal prior to declaring. If both players are interested in continuing, the players go back to Step One of this sequence. Remember that the player who took Damage will need to recalculate his or her Whup-Ass Factor in Step Two.
If both players are interested in calling it off, the Combat ends with no loss of face to either party.
If the players disagree — if one wants to call it off and the other wants to continue — the one who wants to call it off has the option to Retreat, covered below in Step Six. If that player opts not to Retreat, he or she must fight, and the Combat cycles back to Step One.
To continue with our example: Alice, heartened by her unexpected good luck, decides she wants to keep fighting. Bob is scared, wounded, and freaked out, and he decides he’d prefer not to fight Alice for another round. He offers her all his money in an attempt to get her to call it off, but he only has $30, and she scoffs at his pitiful offer. Bob remains unwilling to fight for another round, so he must Retreat.
If you’re Retreating, your opponent (the one you’re Retreating from) gains 200 points of Influence. Place your piece three squares ahead of your opponent. “Ahead” means that you are now also traveling in the same direction as your assailant, regardless of what direction you were previously traveling in. (If your assailant’s direction had not been determined at the time of the Combat, he or she must declare it before you can resolve this step.) You do not take the effects of the square you land on when you Retreat, although you do trigger any “secondary” game effects that might be triggered by traveling to that square or landing on it, For instance, if you Retreat into a square containing an opponent bearing a Warrant for your arrest, that opponent may opt to have you arrested.
In most ways, a Mugging is similar to Combat, but the differences are key. If you have initiated a Mugging, you are not attempting to damage your opponent, but instead attempting to steal cash and/or Possessions from him or her.8
Footnote 8: You may not Mug a player for “Possession-like” things like a Holdable card or an Arrest Warrant.
Footnote 9: If you accidentally declared more cash as Plunder than the Victim possesses, you must give the difference to the Victim so that you can take the complete sum all at once. If you cannot cover the difference, then, in an wacky twist, you go Bankrupt and are immediately Incarcerated (as described in “Things That Suck,” below). A Victim may not lie about how much money they possess in order to trigger this game effect.
Footnote 10: Some play groups—and we’ve been a part of them—have grown so dysfunctional that they devolve into legalistic squabble about whether an agreement has even been made in the first place. The first time this happens, you can refer to the section on “Rule Disputes,” but if it happens more than once you may want to consider developing a system for formalizing agreements. For instance, you could have the players shake hands after they completely understand the terms of their agreement. In such a scenario, if the hands are never shaken, then the agreement can be broken and neither player can count any perceived violation as a Screw. You may use whatever formality strikes your fancy: exchange of signatures, tiny contracts on tiny slips of carbon paper, clicking “I Agree,” whatever.
Life is The City is unpredictable and dangerous. Life in The City as a candidate is veritably peril-fraught...
Find the Clone Police’s Group Information Sheet and review it. Fill out a new Personal Data Form to reflect your new stats. Place one of the Clone Police pins at Jail and begin your turn by declaring a direction. You do not get a starting stipend or an Outfitting Phase like other players, but you do begin with an Arrest Warrant for every opponent, including those who are out of play.
Footnote 11: Or one of the two cards, if you’re entering through one of the “Take Two Cards, Choose One” Squares.
The lowest increment the Bank recognizes is $10. If you need to spend an amount indivisible by $10 (for instance, if you need to heal five points of Damage at the County Hospital) you must simply round up and wave goodbye to the difference. When in doubt, screw the player.
The Bank never runs out of money. This does not mean, however, that the Bank will continue issuing money to people that HappyCOM-9 feels are already too rich. If you attempt to collect your Income or money from any other game effect, and the money provided with the game is depleted, you simply collect nothing. No raincheck, no draw-a-$100-on-a-piece- of-paper, no I’ll-write-an-IOU-for-the-Bank: you simply get nothing. If the Bank merely lacks correct change, players need to pony up for larger bills until enough change has accumulated.
All events happen in the order they are declared (or discovered), just like in real life. This also means that the effects of FATE cards take place in the order in which the cards lists them. If a card effect causes you to go out of play, do not take the remaining effects of a card.
Unless otherwise specified, no effect or power can retroactively prevent something that has already happened. If you have been dealt lethal Damage, you cannot attempt to eat your Combust-O- Pills as some kind of “fast effect” response—nope, you’re Dead. Cope with it. In the previous example, you could have eaten the Pills before you knew how much damage you were going to receive, but not once you knew you had been dealt lethal Damage. In Inevitable, awareness of an event is equivalent to that event’s reality.
Whenever there is a question about how to round off any number that needs rounding, always choose the result least favorable to the player. Remember: when in doubt, screw the player.
In the event that a rule dispute should arise that cannot be answered by this rulebook, don’t bother our tech support personnel—let the player with the highest Intelligence Statistic resolve the dispute. Yes, even if the dispute involves them. If two players have equal Intelligence, I don’t know, flip a coin or something. Use the wide outer margin of this rulebook to record precedents, if you like..
Inevitably, we will find some error within this book that we’ll need to correct. Watch the website for errata announcements, and feel free to use the wide outer margin of the pages to make a record of our acknowledged failures. Or use it to record your own house rules!
Each of these Groups has two small circles behind its name on the Group Info Sheet. You should remove any Group without these circles from play before you select Groups.
Christopher Takacs created several FATE cards, Groups, and Catalog items (although most of them are not in the core set). He was tremendously influential in the creation of two-player variant rules, and contributed (literally) hundreds of hours of playtesting. He also coined the phrase, "When in doubt, screw the player."
This is the Table of Contents for Glorious Progress: a guide to the board squares in Inevitable.
The Major Squares—the six large ones around the Outer Ring of the board—are the key points of business in the game. As such, you can declare, during the “Declare Direction or Stops” phase of your turn, that you would like to stop at any of these squares. You can only do this if you plan to use the square.
If you roll higher than the number required to reach the square, you stop in the square and do not complete the rest of your move.
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The full details on Arrest Warrants can be found under Jail. Selecting an opponent to be the target of this Warrant does not qualify as an Instigation. |
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The second roll forced by Classified Area is considered an extension of your Roll and Move phase, not a second turn, so do not collect Income again. However, Groups that receive benefit from their Movement rolls (such as the Adrenaline Junkies or the Child Prodigies) may receive a second benefit. You may have a new opportunity to Challenge opponents to Combat if they are within range of your second roll, and you must allow them an opportunity to Challenge you. Any non-permanent effects that altered the previous roll (such as a Black Cat or Rabbit’s Foot) do not apply to this new roll. |
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The second roll forced by the Coffeehouse is considered an extension of your Roll and Move phase, not a second turn, so do not collect Income again. However, Groups that receive benefit from their Movement rolls (such as the Adrenaline Junkies or the Child Prodigies) may receive a second benefit. You may have a new opportunity to Challenge opponents to Combat if they are within range of your second roll, and you must allow them an opportunity to Challenge you. Any non-permanent effects that altered the previous roll (such as a Black Cat or Rabbit’s Foot) do not apply to this new roll. |
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When you land on this square, you must choose an opponent who is poorer than you and designate them as the recipient of your Income for the next three rounds. If you are the poorest player at the time you land on the square, it has no effect.
Players are not permitted to lie about how much money they have or give money away in order to manipulate use of this square. (Your opponents may choose not to reveal how much money they have, but this voids them from being able to receive the Communism benefit even if eligible, and you need not reveal exactly how much money you have, but you must answer truthfully if an opponent asks you if you have more money than the amount that they have.) Communism always stays in effect for the full three rounds, even if the opponent who was poorer than you becomes more wealthy than you at some point during Communism’s duration or goes out of play. It is your opponent’s duty to remind you each turn to give him or her your Income. If he or she fails to remind you before you declare the end of your turn, he or she does not receive your Income that round. If you go out of play or pass your Movement phase during Communism’s duration, you are under no obligation to provide Income to your opponent during those turns, although they still count towards Communism’s three-round duration. If you take your turn, however, and could collect Income, you cannot opt to forgo or “forget” your Income phase. |
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At the County Hospital, HappyCOM-9- trained doctors stand ready to put the latest in expensive and awesomely technical medical hardware to use for the benefit of you, the organism.
HealingYou may use the County Hospital to regain lost Power, or to close the gap between your Power and your Power Maximum. Each point of Power you wish to acquire costs you $1. Even at the Hospital, you may not increase your Power over your Power Maximum. (There is a particular item in the Catalog—a potted meat product of special note—that increases your Power Maximum). There are a few other places on the board that can increase your Power—the Glistening Biceps Gym, the Hit the Diner square, and the “Bleeding Edge” GameShow—but the Hospital is the one that’s the safest and easiest to land on. Coming Back to LifeThe County Hospital can also bring Dead players back to life, although Dead players must pay to have themselves healed all the way up to their Power Maximum. The full details on this—including what happens if you can’t pay—are covered under “Death,” in the “Things That Suck” section of the Citizen’s Guide (page 19). |
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When you land on the Dealer’s Choice square, you suddenly succumb to an unquenchable desire to hold a game night, and must throw a $100 ante into the center of the board. If you cannot afford the ante, the game is called off and you go into Bankruptcy (you can refer to the section on Bankruptcy in the Citizen’s Guide, page 21, but the short version is: go to Jail).
Assuming that you can put up the ante, you must then declare the means that will be used to determine the winner of your game. You may declare any means that strike your fancy: low roll on a twenty- sided die, a fake Combat involving all participants, a hand of poker, quarter-mile-dash, whatever. If you’re stuck and can’t think of anything, default to the following: all players roll two six-sided dice and whoever rolls the highest wins. Once you’ve declared the final version of your rules, the other players declare whether they are “in” or not by tossing an ante ($100) into the “pot” in the middle of the board. Resolve the game according to the declared rules and the winner takes the entire pot. Opponents who are out of play may not participate. If no one is interested in playing against you, the game is called off and you take back your $100 ante. |
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When you land on the Roshambo square, you are deeply compelled to take on any opponent who may wish to challenge you to a game (or a best-out-of-three match) of Rock-Paper-Scissors (aka “Roshambo”).
You begin by throwing a $50 ante into the center of the board. If you cannot afford the ante, the game is called off and you descend into Bankruptcy (you can refer to the section on Bankruptcy in the Citizen’s Guide, page 21, but the short version: you go to Jail).
Assuming that you can afford the ante, any opponent in play may respond by throwing $50 of his or her money into the center of the board to challenge you. Whichever player is quickest to throw in their money is the one you’ll throw down against first.
Declare whether you play a single round or a best-out-of-three match. Resolve the match in the traditional manner and the winner takes the $100.
You must then throw another $50 ante into the center of the board to see if a second opponent is interested in challenging you. This process continues until all players have challenged you once or until no other players are interested in challenging you.
No opponent may challenge you more than once on a given turn, and no opponent who is out of play may participate.
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And, if so, are you stronger than ten third graders?
When you land on this square, declare the number of third graders you feel capable of defeating in open combat. You may not declare “zero.” Each third grader has a Whup-Ass Factor of 10, but they tend to attack in a “swarm” configuration, so their Whup-Ass Factors “stack.” That is to say, if you are fighting seven third graders, they attack with a cumulative Whup-Ass Factor of 70. Once you have made your declaration, your Possessions are taken from you, and each of the third graders is given a box cutter1. You are then lowered into a glass cube containing the number of third graders you declared. You must immediately fight a single round of Combat against them, as described in “Combat” in the Citizen’s Guide. If the third graders win the Combat, have an opponent roll the 20-sided Damage die and take Damage as normal. If you are the winner, you receive $100 for each third grader you defeated. You do not need to roll the Damage die unless it gratifies your sensibilities2. At the conclusion of this GameShow, your confiscated Possessions are returned to you. Footnote 1: Note that these box cutters qualify as Weapons. This is important for Groups like the Post-Apocalyptic Beasts, who have a Special Ability that hinges upon whether Weapons are being used in Combat. Footnote 2: Or if you are playing the Living Dead, in which case you may add the Damage you deal by feeding upon the third graders to your Power Maximum. |
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When you land on this square, a dart is fired into your neck and you pass instantly into unconsciousness. You awaken in a surgical arena in a special wing of the County Hospital3, surrounded by four charismatic surgeons wielding an awe- inspiring array of medical technology. They lean in and, in chorus, ask you the show’s trademark question: “Are you going to take it... all the way to the Edge?”
Your answer comes in a declaration of how many times you will roll the Bleeding Edge 20-sided die. You may choose to roll it anywhere from one to five times, but before the surgeons set in on their work, you must make your declaration. Roll the die the number of times you have declared, tabulate the total, and take the result.
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Footnote 3: Your playing piece does not actually leave the GameShow!: Bleeding Edge square.
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When you land on this square, you are instantly abducted by a crack team of television producers and stripped of all Possessions and clothing. You are subsequently placed in the Bludgeoning For Bucks! Arena armed with only a truncheon4 and wearing only a Bludgeoning For Bucks! jumpsuit, emblazoned with the colorful logos of dozens of corporate sponsors. Each of your opponents in play5 must roll a six-sided die, and the player with the lowest roll is similarly stripped of their belongings and deposited in the Arena as well.6 The two of you immediately fight one round of Combat, as detailed in the “Combat” rules under “Hurting Other People” in the Citizen’s Guide (page 14). The loser of this round takes Damage as normal; the winner receives... fabulous prizes!
Let’s bring back Alice and Bob to explain how the Damage and prizes work. Let’s say that Alice won the Combat. She rolls the 20-sided Damage die as normal, multiplying the result by 10, and reducing Bob’s Power by the result. She rolls a 13 and deals 130 points of Damage to Bob. She also takes this result—the 13 showing on the Damage die—and multiplies it by 50 to calculate her prize money. 13 x 50 = 650, so Alice receives $650 in Catalog credit. There's a handy lookup table for multiplying the number 1 to 20 by 50 at the end of this page. You must immediately spend your winnings on Catalog items. You do not need to travel to the Mailbox, and you are not bound by the three-item limit that constrains Mailbox purchases. You may have one round to figure out what you’re buying, but whatever money is not spent by the beginning of your next turn is re-absorbed by the Bank. You may not use Scrip to supplement the use of this credit, and you may not apply your Group’s Special Ability to the use of this credit. Because this Combat is forced by a game effect, it does not count as an Instigation. At the conclusion of this GameShow, each player has their confiscated Possessions returned to them. |
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Footnote 4: Note that these truncheons qualify as Weapons. This is important if you are playing a Group like the Living Dead or the Post-Apocalyptic Beasts, who have Special Abilities that hinge upon whether Weapons are being used in Combat.
Footnote 5: If you are the only player in play, you must fight an agent of the Clone Police, who has a Whup-Ass Factor of 110. If you win in this scenario, you may want to spend your winnings before declaring the end of your turn, because your next turn may come around rather quickly...
Footnote 6: Your opponent’s playing piece does not actually move when summoned to the Bludgeoning for Bucks Arena, and thus does not trigger game effects that are contingent upon sharing space with an opponent.
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When you land on this square, your surroundings drop away, revealing themselves to all be part of an elaborate sound stage constructed at staggering expense. Before you can fully recover from the shock, deafening amplifiers blare out the question “Bucks... Or Dollars?” At this point, the thousands of studio audience members who had been there behind the scenes observing you for God-only-knows-how-long all begin shrieking “Dollars, dollars, go for the dollars!” (It is customary for your opponents to shriek this as well.)
At this point, you have a choice—you can take the Bucks, or go for the Dollars. If you take the Bucks, you receive $50, the audience boos, and the GameShow! ends, returning you to a convincing simulacrum of reality. If you opt to go for the Dollars, you must roll the six-sided die three times. If the total of these rolls is 12 or higher, you have won “the Dollars”— multiply the total by 100 and take that amount in prize money. If you roll 11 or lower, however, the audience cheers with glee as you are lowered into the Churning Humiliator. Multiply the total of your failed roll by ten, and subtract the result from your Power, your Influence, and your Intelligence. |
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When you land on this square, you become the “Running Guy.” Your face is broadcast on the Network and a $1,000 bounty is put out for your maiming. Camera crews follow you everywhere and broadcast your every move and anxious tremble to hundreds of thousands of Network devotees. You receive a $50 bonus to your Income Statistic for as long as you remain the Running Guy. You remain the Running Guy until one of the following occurs:
If you land on the Running Guy square while you are the Running Guy, you may Taunt your would-be bounty hunters from the studio. Each opponent in play loses 50 Influence, and you gain the sum total lost in this fashion. |
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When you land on this square, roll the twenty-sided die to simulate the spinning of the giant Wheel of Misfortune. The listed effects occur instantaneously upon completion of your roll.
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All players are rounded up and forced onto a stage, where they sit around a table lit by a halogen spotlight. In the middle of the table is a six-chambered revolver with a bullet in one chamber. Beginning with the player who landed on the square, each player picks up the revolver, spins the chamber, places the gun against their temple, and rolls the die to simulate the pulling of the trigger. If he or she rolls a 1, bits of bone, hair and blood spray out onto the studio audience, the curtain falls, the player’s Power Statistic is reduced by half, and the game ends. If he or she does not roll a one, the charming host gives the lucky contestant $100. Play proceeds clockwise.
If each player makes it through the first round without incident, they are released from their restraints and are invited to leave the studio if they wish. If any players decide to remain behind, the prize money for success doubles, and another bullet is placed in the chamber. The second round is played the same way as the first one, only the failure roll is now a one or a two, and the prize money is now $200 instead of $100. After each round players are given the option to declare that they are leaving the studio. Subsequent rounds are the same, only another consecutive digit is added to the pool of possible failure rolls each round, and the prize money doubles. This GameShow ends as soon as a player takes the result of a failure roll (Yay!) or when a round ends and no players choose to go on to the next round (Boo!). |
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We all need rest. Yes, everyone—even a big-shot politico like yourself—needs a little rest sometimes. And in the hustle- and-bustle of today’s modern world, sometimes we’re not all able to rest on our own. Sometimes it helps to have the aid of expensive tranquilizing chemicals and state-of-the-art restraints. Some- times it helps to have the finest trained orderlies remove your belt, necktie, and any ballpoint pens you may be carrying, and then wrestle you into a cozy cell. Ah, but there are no “cells” here—here there are only Luxury Relaxation Suites, with patented Comfywalls, padded with the gentle opulence of pure rubber to prevent you from dashing your skull open against the hard cinderblock surface hidden beneath them. HappyDale Sanitarium: Because sometimes... it helps.
Voluntary AdmissionAt HappyDale Sanitarium, you have the option of declaring yourself “checked in” immediately before declaring the end of your turn if your Stress is higher than zero. At that moment, move your playing piece to one of the available Suites, and flip your pin upside down to indicate that you are out of play (see “Out of Play” in the Citizen’s Guide). After you have spent one full turn out of play in the Sanitarium, lose five points of Stress. If your Stress is still above zero, you have an option: you may “check out” or remain in. If you decide to check out, you return to play and you may take your next turn normally. If you remain in, you remain out of play for another round, and the process repeats itself. If your Stress has been reduced to zero, you are released from the Sanitarium. Move your playing piece back to the main area of the Sanitarium square and return to play. You will take your next turn normally. No player with a Stress of zero may be admitted into or remain committed in HappyDale Sanitarium. Involuntary AdmissionIf your Stress exceeds your Stress Tolerance Level, you have gone Insane. Go out of play and move your pin to HappyDale Sanitarium for Involuntary Admission. Please refer to “Insanity” in the Citizen’s Guide. |
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The squares considered to be “connected” to HappyRail by a rail line are the two Outbound Line squares closest to it, and the Take Two Cards square closest to it.
Using HappyRail allows you to take the effect of the square you travel to, as though you had landed on it normally. This means that if you use HappyRail to travel to an Outbound Line square, you could then pay the $50 and continue traveling to the nearest Inbound square. This also means that you could move from the Take Two Cards square into the center of the board to initiate an Election (once you have taken the effects of the two cards). Remember that if you use HappyRail to move to a different square, you should begin your next turn by declaring your direction. Although larger than some other squares, HappyRail is not considered a Major Square, and you may not declare a stop at it. |
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The second roll is considered an extension of your Move phase, not a second turn, so do not collect Income again. Groups that receive benefit from their Movement rolls (such as the Adrenaline Junkies or the Child Prodigies) may receive a second benefit, however.
You may have a new opportunity to Challenge opponents to Combat if they are within range of your second roll, and you must allow them an opportunity to Challenge you. Any non-permanent effects that altered the previous roll (such as a Black Cat or Rabbit’s Foot) do not apply to this new roll. |
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Science! By its very definition, we aren’t exactly sure what Science is. Some people believe that Science is the exciting process of gathering and organizing knowledge. Others believe that Science is stuff that burns real bad when it hits your exposed skin.
In either case! HappyCOM-9’s Department of Defense needs to know more about the frail bodies and precious fluids of common organisms like yourself. To this end, they have set up a series of Human Research Pods at the Institute. When you are at the Institute, you have the option to check yourself into one of these Pods. If you elect to do so, move your playing piece to one of the open Pods, and go out of play: turn your pin upside-down and end your turn. On your next turn, enact one of the following results (your choice):
You will note that none of these results are particularly friendly. However, your time as a human research subject does not go unrewarded: at the exact moment that the result takes effect, you may collect $500. As long as you are still alive and sane, you go back into play once you have undergone the results of the experiment and collected your money. Simply turn your pin right-side up again, move from the Pod to the main area of the Institute square, and end your turn. Take your next turn normally. If you are killed or driven Insane as a result of Institute effects, remain out of play and simply move your pin to the Sanitarium or the County Hospital, as covered under “Death” and “Insanity” in the Citizen’s Guide. You still receive your $500 payment even if the research renders you Dead or Insane. You can subject yourself to multiple experiments in a row, but note that this is time-consuming. Once checked out, if you want to use the Institute a second time, you will need to pass the Movement phase of a turn in order to stay on the Institute and check yourself in again. You will then need to spend the following turn out of play inside the Institute to undergo the experiment. |
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Jail is more than just a cool place to loaf around with other criminals and traitors. It’s a complete experience package! HappyCOM-9’s state-of-the-art Detention Cells are frequently updated to include the latest and greatest in punitive technologies, so there’s always something exciting to do, from being “depth interrogated” in the onyx hell of the CruciForge to having your personality professionally “cleansed” in the Effigy Scrambler. All this without the hassle of even being permitted to pack a bag!
IncarcerationThe most common way to end up at Jail is by becoming Incarcerated, either by landing on a Go To Jail square or by some other means. When Incarcerated, move your playing piece immediately to one of the free Cells. This renders you out of play: flip your playing piece upside-down. To learn more about what you can’t do when out of play, see page 13 of the Citizen’s Guide. Unless an opponent has paid your Bail (see below) or you have freed yourself by playing a card, you must submit yourself to Morning Beatings every turn you begin under Incarceration. During your Morning Beating, lose either 50 points of Power or half of your Power (your choice). On the up side, becoming Incarcerated voids any existing Warrants for your arrest, and it clears any outstanding Screws that you committed from your record. Getting FreeIf Incarcerated, there are five ways to get free:
Just VisitingLike all of the Major Squares, one can also use Jail for certain transactions. These are accomplished by stopping in the “Just Visiting” section. From this section, a player can Instigate a prisoner (by Taunting them or Poking them with Sticks) or obtain an Arrest Warrant. Taunting and Poking With SticksWhen you are visiting Jail and an opponent is Incarcerated within, you have the option to Taunt them or Poke them with a Stick. If you choose to Taunt them, roll a six-sided die. Add the result to their Stress, and subtract the number times ten from their Influence. If you choose to Poke them with a Stick, roll a six-sided die. Add the result to their Stress, and subtract the result times ten from their Power. You may not Taunt an opponent and Poke them with a Stick on the same turn. Both Taunting and Poking With Sticks count as Instigations. Obtaining Arrest WarrantsIf an opponent has Screwed you (see “Screwing” in the “Hurting Other People” section of the Citizen’s Guide, page 18), you may acquire a Warrant for that opponent’s Arrest at Jail. To do so, you must stop on the Jail square, and declare the particulars of the Screwing. Make a note that you have received a Warrant on the Personal Data Sheet, including the name of the opponent who the Warrant is for. You may only hold one Warrant for a given opponent at any time, regardless of how many times the player has Screwed you. Getting the Warrant for a particular offense “evens the score,” so you may not get a second Warrant for the same Screw later. You may declare your intention to use a Warrant any time you and the opponent named in the Warrant occupy the same square (even if this shared occupation occurs only for an instant, as in the middle of a Movement phase). Simply declare use of the Warrant at the moment of shared occupation and your opponent will instantly be Incarcerated (this may be a good time to refer her or him to page 20 of the Citizen’s Guide). This overrides any other game effect that hinges upon sharing space on the board (before your opponent can Damage you with Combust- O-Pills, for instance). If two players have Warrants for one another, priority goes to the player who declared use of their Warrant first. If both players declare simultaneously, they both go to Jail simultaneously. A player who is out of play cannot be served with an Arrest Warrant. The Warrant preempts any declared Combat, but you may not declare its use in the middle of a round of Combat. When a player is Incarcerated, all Warrants bearing that player’s name are considered fulfilled, and are rendered null and void. In addition, since the arrested player is busy paying his or her debt to society, all outstanding Screws (against any player) are “cleared” from that player’s record. Arrest Warrants do not count as Possessions, and as such you cannot be Mugged for them. However, you may sell, trade or give a Warrant to your opponents, who may also make use of it to arrest the player named in it. You may even sell it to the player it targets: this renders the Warrant “inactive” until it was re-sold, traded, or given away. Strictly speaking, Arrest Warrants are “retaliatory,” and for this reason the acquisition or use of an Arrest Warrant does not count as an Instigation. |
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If your Stress is over 20 when you land on this square, you feel nothing more than a quiet sense of shameful relief. Clearly you weren’t right for one another. Reduce your Stress to 20. |
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HappyCOM-9 kind of remembers e-commerce, mostly as a thing that made stock prices go up and then down again. But HappyCOM-9 vividly remembers... mail order. Oh, yes. Deep in its memory banks you can still find scans of ancient, tome-like catalogs crammed full of useful items and dangerous sundries. These scans have led HappyCOM-9 to under- stand that postal commerce is central to a thriving economy. Consequently, it has provided the citizenry with access to a single Mailbox, located in an district of the City eternally ravaged with violent skirmishes. This Mailbox will be your source for tapping into many of Inevitable’s most valuable resources.
When stopped at the Mailbox, you may order up to three items from the Catalog. Simply select the items you desire, declare what you’re purchasing, and pay the amount you owe to the Bank. The item(s) that you ordered will be delivered to you instantaneously, to be recorded on your Personal Data Form, and you may use them at an appropriate time (see “Use Your Possessions” on page 12 of the Citizen’s Guide.) Although you may hold on to items listed as Enhancements, many players find it safer and more desirable to make use of them immediately. In this case, they do not need to be recorded as Possessions on the Personal Data Form: simply make the appropriate adjustment to your Statistics. There are other places on the board where you can order items from the Catalog (the two Convenience Store squares, for instance), and if you have the Smart Phone (an item in the Catalog) you can place orders from anywhere. But you should think of the Mailbox as the most convenient place to order from: you can order items without the annoying surcharges of the Convenience Store and without having to waste time standing around using the Phone. Plus you can do three at once! Deferred OrdersIdeally, you should always know exactly what you want to order before you reach the Mailbox, but if you need some time to decide (beginning players often do), you may wait until your next turn to declare what you will order. When your next turn comes around, simply declare what you have ordered, pay for it, receive it, and then take your turn as you normally would. You must complete your Deferred Order before taking any other phase of your turn, and any money that you may have acquired between the end of your last turn and the beginning of the turn on which you are placing your order may not be used in the Deferred Order. Any other player may demand that you place your order on your turn if they feel that what you are going to order will significantly affect the game. |
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Moving to the Coffeehouse disrupts your existing direction, so you will need to declare your direction before you take the “roll again” effect of the Coffeehouse.
Travel to the Coffeehouse takes place instantly, so you may not declare stops en route to the Coffeehouse, and you ignore any game effects that would typically result from sharing a square with any opponent during your Movement.
Similarly, you may not engage opponents in Combat if you “pass” them on way to the Coffeehouse. However, before taking the “roll again” effect of the Coffeehouse, you may Challenge opponents to Combat if they are within range, and you must allow them an opportunity to Challenge you.
If the Coffeehouse has been destroyed, move to the blank square where the Coffeehouse was formerly located and receive +6 Stress. As with other blank squares, treat the destroyed Coffeehouse as a place where you may choose to draw a FATE card.
For questions about the Coffeehouse’s effect, see Coffeehouse, The.
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The Network is your number one source for media in the City. In fact, it is your only source for media in the City. Yes, from sunup to sundown to sunup again, Channel One is the station against which any resistance is futile. But the Network doesn’t just produce high-quality TV programming, oh no. The many Content Production Divisions of the Network are hard at work round the clock fabricating magazines, newspapers, radio programming, feature films, and downloadable content. Exposure to this content is mandatory.
Publicity CampaignsYou may increase your Influence—or the Influence of an opponent—when on the Network by running a Publicity Campaign. For each dollar you spend on a Publicity Campaign, the targeted player’s Influence goes up one point. You may run Publicity Campaigns for multiple players on a single turn, but you may not spend more than $500 (cumulatively) on Publicity Campaigns on a single turn. You may run a Publicity Campaign for an opponent who is out of play. Attack CampaignsYou may also “go negative”—decrease the Influence of your opponents (or yourself)— by running an Attack Campaign against them. For each dollar you spend on a Attack Campaign, the targeted player’s Influence is lowered by a point. You may run Attack Campaigns against multiple players on a single turn, but you may not spend more than $500 (cumulatively) on Attack Campaigns on a single turn. Running Attack Campaigns counts as an Instigation, which means that you may not run an Attack Campaign on an opponent who is out of play. You may run up to $500 in Attack Campaigns and $500 in Publicity Campaigns on the same turn. |
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The "official" effect of this space is, "+6 Stress." |
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When you land on Personal Time Off, your Special Ability is “shut off” for a round. This means that for that round, you may not use any Ability listed on your Group Information Sheet. For many Groups, what occurs in these instances is self-explanatory: the Church, for instance, may not modify anyone’s die roll while enjoying Personal Time Off.
However, this square affects some Groups more complexly. If you are playing a Group with more complex Abilities, the Group Information Sheet should provide some information about what happens when those Abilities are shut off, and what happens when they are “turned on” again. Personal Time Off is only intended to temporarily “turn off” any secondary benefits associated with your base Abilities. So a Group like the Handmaidens of Cthulhu does not lose their Adherents when they take Personal Time Off. (In fact, the Adherents may continue using their card-transferring Ability, since they aren’t under the affect of the Personal Time Off square.) Similarly, a Group like the College Students or Identity Thieves—who may have built up many Abilities over time—have all their Abilities turned off when taking Personal Time Off, but all their accumulated Abilities return when their base Ability is turned on again. |
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The Rail Lines are not Major Squares, and as a result you may not declare stops at them. You may not use them if you are moving past them: you must land exactly on them as the result of a die roll or some other game effect.
If you use a Rail Line for travel, remember to begin your next turn by declaring your direction. Unlike HappyRail, the Rail Lines do not allow you to immediately take the effect of the square that you move to. Additionally, you may not use the Rail Lines to move to the HappyRail hub. If you opt not to travel, you must draw a FATE card. For general rules governing the drawing of cards, see “Take Two Cards” below. |
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When you land on a Sewer square, you may enter the Sewers, or stay where you are. Entering the Sewers allows you to instantly go to any other Sewer square on the board. If you choose to travel through the Sewers, don’t forget to begin your next turn by declaring your direction.
Traveling through the Sewers is not exactly flying first class: in fact it inevitably leads to a Hideous Encounter of one form or another. Thus: when you are in the Sewers, roll the six-sided die, and add the result to your Stress. It is customary to regale the other players with details of your Hideous Encounter upon emergence. |
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Because you are forced to play the Sympathy Card as a board effect, it does not count as an Instigation, even if the results of the card are negative.
Players who receive the Sympathy Card treat it as though they drew it, which means that they may hold a Holdable card that they receive. Some cards affect all players, and in those cases it doesn’t really matter who draws it. That’s OK. Give it to someone anyway.
You may not give the Sympathy Card to opponents who are out of play.
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Note that you must land exactly on a Take Two Cards square in order to use it as an access route to the center. They are not Major Squares, and as such you may not declare a stop at them. |
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At PAX East 2011, the Dystopian Holdings crew ran many games of Inevitable. The winner of each game earned a highly coveted Exalted Decider Trophy. Aside from being classy and tasteful, it also conveys special in-game powers upon its owner. For now, those powers are:
The esteemed posessors of Exalted Decider trophies are:
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