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It is the late 1890s. The British Empire stretches around
the globe. London has grown to become the greatest city
in the world. It is a time of innovation, prosperity and
expansion.
But every paradise has a snake.
In the heart of the capital, something terrible is rising.
You can hear it in the voice of the madman crying out
his psychotic visions into the night. Feel it in the cold,
relentless rain. Smell it in the noxious fumes that seep
from a thousand grinding factories.
Darkness is coming. There is no hiding. The only way out
is through.
You pray your companions have the minerals to follow
you to the end. There’s no need to speak. You know the
questions that grind inside their troubled minds.
Will you live through the night? Will you survive the
London Dread?
London Dread is an expanding world of Victorian horror. Inspired
by the works of Edgar Allan Poe, Joseph Conrad, H. P. Lovecraft,
Sean Phillips, Ed Brubaker, and many others, it sets the scene for
investigate stories of murder, madness and apocalyptic heroism in
which a few determined individuals face off against the horrors of
the Great Unknown.
In London Dread, 2-4 players take on the roles of Victorian
characters investigating a number of stories which come together to
form an overarching narrative.
The game is fully cooperative which means you all play against the
game and win or lose as a team. The goal of each story is to reach
the final showdown and bring down the Story’s Antagonist.
Each game of London Dread is a Story and the main part of each
Story is called a Chapter. Most Stories have two Chapters. The
only exception is the first story, The Letter, which is a single-Chapter
experience designed specifically for players new to the world of
London Dread. Each Chapter has two Phases: a timed Planning
Phase and an untimed Story Phase.
In the Planning Phase you will find 24 cards scattered face down
across the city of London. If you leave them face down, bad things
will happen. If you turn them face up, even worse things might
happen. Turning cards face up, however, is the only way you can
deal with them and remove them from the board. Your task in the
Planning Phase, therefore, is to strike the right balance between
revealing cards – not too few, not too many – and planning your
future investigations as effectively as possible.
During the Planning Phase, you have 12 minutes as a team to flip
cards and plan your 12 Actions.
Once the 12 minutes are up, you move on to the Story Phase.
In the Story Phase, you go through your planned Actions one by
one to see how they actually play out. You will learn that sometimes
planning and outcome are very distant cousins.
Finally, at the end of the 2nd Chapter (or at the end of 1st when
playing your first game), you will confront the Story’s Antagonist
in the Endgame. Your chances in the Endgame will be intimately
connected to the way you played through the Chapters.
If you win the game, you unlock the next story in the overall
narrative.
A timer is required to play London Dread. You can use a phone
or watch, though we strongly recommend you download the free
London Dread app (available for Android or iOS) or get the free
audio files available at Greyfoxgames.com. The soundscapes and
voiceovers greatly add to the immersion and feel of the game.
The World of London Dread
Game Overview
Gameplay Breakdown
Timer
3
20 Green “Clear” Tokens
12 Red “Card” Tokens
4 White “Virtue” Tokens
12 Yellow “Item” Tokens
1 Game Board
48 Dread Cards
6 Goon Tokens
54 Action Tokens
48 Investigation Tokens
4 Action Clocks
32 Item Cards
12 Virtue Tokens
6 Modifier Tokens
6 Character Sheets
6 Plastic Stands
6 Character
Medallions
3 Small Action Markers
8 Condition Cards
6 Card Organizers
3 Calypso’s
Secrets Cards
6 Plot Placeholder Cards
36 Personality Cards
(6 per character)
6 Antagonist Cards
24 Endgame
Challenge Cards
32 Plot Cards
1 Story Guide
6 Goon Cards
24 Confidence Cards
Game Contents
1 Dread Track Marker
1 Large Action Marker
16 Action Dice
1 Trauma Die
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Setting Up the Game
Your First Game
For the first game, you will be playing the
introduction Story named ‘The Letter’. It is a
single-Chapter experience specifically designed
to teach you the rules as well as introduce you to
the world of London Dread. It will take about
an hour to play.
Setting up
Find all Story cards associated with the Story
you will be playing. All other Story cards may be
returned to the box.
Check the Story Guide for any Story specific
rules.
Place the Dread Track Marker on 0 on the
Dread Track.
Lay out the different Card Organizers and
stack the appropriate cards next to them.
(Note: The “Story” organizer is only used in story 4 “London
Dread”. This story has many more story-specific card decks than
any other story. )
Give each player a character of their choice
along with the corresponding Character
Medallion and Personality deck. Place the
Character Medallions in the Streets Location
of the West Area. (If players cannot agree on
characters, or for a greater challenge, characters
can be randomly assigned).
Give each player one Virtue token to be
placed on their Character sheet.
Give each player an Action Clock as well as
12 Action Tokens. Every player should have two
of each number. Line up the tokens in piles of
two along the top edge of your Action Clock.
Place one of each Action token in the Action
Token Stash at the top right corner of the board,
covering the skulls.
Place the Investigation tokens, Modifier
tokens, Virtue tokens and Condition cards near
the board, where players can reach them.
Shuffle the Items deck and deal one Item
to each Investigator as a starting Item. Then,
draw three additional Items to fill up the Supply.
Place the Item deck in the indicated space on the
board.
Shuffle the Confidence cards. Take the top
three cards and place them face down in the
Investigation deck box. Place the rest of the
Confidence cards next to the appropriate card
Organizer.
Fill up the 24 Locations with a mix of
Dread and Plot Placeholder cards, following
the procedure described below. Note: if you
are playing with 2 or 3 players there is a slight
variation to the setup described at the end of the
rules. Regardless of the number of players, you
should first read the 4-player setup.
Place the Story’s Antagonist face up in the
Antagonist Box.
Place the Story’s 6 Endgame Challenge cards
face down in the Plot Box with the Endgame
Divider card on top. Then, take all the Story’s
Plot Cards (artwork up) and stack them on top
of the Endgame Divider card in a way so that
when you work your way through them, you do
so alphabetically. If the Story has two Chapters,
you should stack the Chapter 1 cards on top
of the Chapter 2 cards and use the Chapter II
Divider card to separate them.
Finally, ready the soundscape that
corresponds to the Chapter you are playing using
the app, or set your timer for 12 minutes.
Note: 12 minutes is the normal length for the game.
The app will give you the choice to raise the difficulty by
using a 10 or even 8-minute timer!
You are now ready to begin!
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London Dread has quite a few cards, many of them with the same back.
To help you keep everything nice and tidy, we have provided the card
Sorters. These should be used to keep the many decks of cards in London
Dread labeled and distinct from one another. When applicable, decks of
face-down cards should be placed to the left of the organizers, while the right
side of the divider acts as the discard pile for that card type. Card organizers
and their associated cards can be placed anywhere space allows, but our
preferred setup in shown on the next page.
Keeping track of everything
1 Take as many Plot placeholder cards as the Chapter has Plot Cards
(that will be 5 for ‘The Letter’). Use 4 of them to start 4 piles of cards.
2 Take any remaining Plot placeholder cards into your hand and draw
random Dread Cards until you have a total of 20 cards in your hand. (For
‘The Letter’ you should have 1 Plot placeholder card and 19 Dread cards
in your hand. )
Note: that except for ‘The Letter’, a Story contains two Chapters. Be sure to
always use Tier I Dread cards for the first Chapter and Tier II for the second
Chapter, as indicated by the icon on the lower left corner of the card.
3 Shuffle all the cards except the 4 Placeholders you have marking your
4 piles, and, then, deal them out equally among those 4 piles.
4 Finally, shuffle these piles individually and use each pile to fill up the 6
Locations of each Area.
The end result is that each area of the city contains at least 1 Plot Card.
Depending on the Chapter, some areas of the city may contain more.
Not knowing which cards are which, we simply refer to the 24 facedown
cards as Location cards.
Plot Cards
Challenge Cards
Antagonist Cards
Story Cards consist of Antagonist Card(s), Plot Cards and Endgame Challenge
Cards. These cards are story specific and are indicated by different backs and
a story specific symbol found on both sides of the card.
The symbol for the Story you are playing will be indicated in the Story
Guide. For your first game you will be playing ‘The Letter’ which uses
a pentagram as its Story symbol.
Each story has specific rules that create different gameplay experiences. In ‘The
Letter’, players may use SPELLCRAFT as WILD when facing
endgame challenges.
Do not forget your Story’s specific rules.
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‘The Letter’ only has 1 Chapter and the Endgame. All other Stories have 2
Chapters and the Endgame and should be set up as follows.
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The Story’s Antagonist grows stronger as
Dread rises. Your goal is to gain as little Dread
as possible. You do that by investigating the
Location cards.
Investigation is a 3-step process:
1 Reveal a card. (Planning Phase)
2 Plan which Characters should investigate the card by
placing Action Tokens in your personal Action Clock.
(Planning Phase)
3 Investigate the Location. (Story Phase)
Game Rules
The Chapter
Each Chapter has two phases:
1: The Planning Phase
2: The Story Phase
The Planning Phase
The Planning Phase is timed and lasts for exactly
12 minutes on the normal difficulty. When
using the soundscapes, the 12 minutes begin
when you hear Big Ben strike for the first time.
In the Planning Phase, you will be revealing some
number of the 24 Location cards (possibly all of
them). You do this so that you may eventually
investigate them. A card that is not revealed
cannot be investigated.
Any card you don’t reveal will eventually make
the Dread Track go up.
Any card you reveal but fail to investigate will
eventually make the Dread Track go up even
more.
Unrevealed Dread cards produce 2 Dread at the end of the Chapter, as
indicated by the two skulls on the card back. Revealed Dread cards which
remain uninvestigated produce a variable amount of dread, as indicated on the
left-hand side of the card.
IMPORTANT: You must find and investigate ALL Plot cards in each
Chapter or the trail runs cold and you lose the game! This is indicated
on the final Plot Card in each chapter with the note “Unencountered:
Investigators Lose. ”
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As you reveal Location cards, a puzzle consisting
of Dread and Plot cards will begin to take shape
before you. (In the 2 or 3-player game, you will
also find Allies. Their rules are covered later
in the rulebook). To most effectively deal with
this puzzle, you will need to have Characters
investigate the Locations they are best suited for.
In case more than one Character is investigating
a Location, you will also need to coordinate the
hour at which you perform the investigation.
This is the heart of the Planning Phase.
Moving Around London & Planning
Your Investigations
To plan a move, use your Action Clock and
Action tokens.
The city has 4 Areas: North, South, East and
West.
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Each Area has six Locations numbered 1
through 6 and a single, unnumbered Location
called ‘Streets’. This makes for a total of 28
Locations, e. g., North 1, North 2, South 3,
West 6, East Streets, South Streets, etc.
As a group, you must plan investigations of
specific Locations at specific hours.
To investigate a specific Location, your Character
must be present at that Location. Action tokens
are used to indicate the location a character will
investigate or move to a different area to access
different Locations.
To indicate that a Character will investigate a
Location, place an Action token corresponding
to that location’s number in your Action clock.
Revealing Location Cards
As soon as the 12 minutes begin, any player may
turn any of the 24 Location cards face up at any
time.
Revealed cards will either be Dread cards or Plot
Placeholder cards. Dread Cards remain face
up at the location where you find them. Plot
Placeholder cards are immediately covered by
the next Story card visible in the Story Box.
Example: You are playing ‘The Letter’. In the Planning Phase you begin
flipping Location cards. The first time you find a Plot Placeholder Card, you
take Plot Card A (Mr. Reynaud’s Residence) from the Plot Box and put it
on top of the placeholder card. When you find the second placeholder
card, you immediately put Plot Card B (A Pawnshop) on top of it. The third
placeholder card will have Plot C (Opium Den) on top and so forth.
The Action Clock is the tool you use, in combination with your Action
tokens, to plan your movements and investigations for the day. Action
tokens should fit loosely in the slots and be easy to remove between
Chapters. The execution of Action tokens is described below.
7
Basil Sterling is in the West. He places his Action token 1 in the 6 a.m. slot
of his Action Clock. This indicates that at 6am his Character will move to
Location 1 and Investigate that Location.
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Often a Character will need to move around the
city to access different Locations to investigate.
This is achieved by flipping an Action token to its
reverse side (depicting an arrow) and placing it
in an Action Clock slot. Notice that the Action
Clock boards have a compass at their center.
Placing an arrow moves a character from
wherever they are to the Streets Location of the
direction indicated by the arrow. Arrows can be
rotated in any direction so that any Action token
can be used to move to any Area.
It does not matter where you are moving from or
where you sit. The only thing that matters is the
direction the arrow points relative to the compass
on your clock.
IMPORTANT: Characters do not actually move in the Planning Phase.
The Planning Phase is simply when you plan where you would like your
character’s to move during the Story Phase and at what time. These decisions
will be informed by your characters ability to Investigate specific Dread or
Plot cards – the details of Investigation will be discussed in the Story Phase
section.
Investigation tokens: Planning is hectic, and players will want every advantage
in order to make sure their investigation goes smoothly, which is why we have
included Investigation tokens. These optional tokens are a valuable tool for
keeping track of your plans as you make them. Tokens can be placed on
Dread or Plot cards during the planning phase to indicate that a Location
is already being encountered and is taken care of. Sometimes players
make plans that require the use of Investigation cards, Items, or Virtue tokens
(discussed later in these rules). As such, we have provided color-coded tokens
which players can use to mark the various ways they intend to succeed at an
investigation:
Green: Solved
Yellow: Solved with
the use of an Item
White: Solved
with the use of a
Virtue Token
Red: Solved with the
use of Investigation
Cards
End of the Planning Phase
During the 12 minutes of planning you may
reveal cards and place Action tokens in any
order you like. You may even take back tokens,
rearrange them or leave Action Slots empty.
However, as soon as you hear Big Ben strike for
the third time the 12 minutes are over and you
must immediately stop placing or adjusting the
tiles in your Action Clock.
Tokens taken from the Action Supply must be returned to the Action Supply
between chapters.
It is possible that a player wants or needs more than two Action tokens of the
same value. If you have spent both your Action tokens of a particular number
and would like a 3rd, the Action Token Stash on the game board holds one of
each number. Any player may take tokens from the stash as long as there are
any left. Each token taken will result in 1 Dread being added to the Dread Track
at the end of the Chapter – but this often saves you significantly more Dread.
This is the only way in which players my gain additional action tokens – tokens
can not be traded or shared.
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Whatever tokens are in your clock at that
point are final.
Often, players will want to coordinate that
multiple characters (and often specific
characters) be at certain Locations together
in order to successfully investigate whatever is
revealed at that location. Players will have to
speak, and plan, and coordinate their moves
together in order to succeed!
Basil Sterling wishes to investigate a Location in the North. He takes any
one of his Action tokens and flips it to the arrow side, placing it in the 8 a.m.
slot pointing toward the top of his Action Clock (NORTH, as indicated by the
compass in the center of the Action Clock). Next, he places Action Token 4 in
the 10 a.m. slot. Now, Basil has planned to Investigate Location West 1 at 6
a.m., move to the North Streets at 8 a.m., and Investigate Location North 4 at
10 a.m.
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The Story Phase
Once the Planning Phase is over, you move on
to the Story Phase. This is where the narrative
comes to life and you discover how your
planning actually plays out.
At the beginning of the Story Phase, choose
one player among you to be the Investigation
Leader. The Leader’s role is to guide all the
players through the 12 Actions on their clocks.
Generally, the most experienced player should
take on this role for the game.
The Investigation Leader takes the Large Action
Marker and places it on the 6 a.m. slot of her
Action Clock. The Investigation Leader then
announces the first Action. (E.g., by saying: “It’s
now 6 a.m., everybody move your medallions!”)
All players then move their Character Medallions
according to their Action token in the Action
Clock at the time being resolved. Players who
have no token placed for the Action will wander
the streets of the Area they are already in.
Move their Character Medallion to the Streets
Location.
Once all Characters have moved, Characters
who find themselves at a face-up Location card
will investigate it.
It’s the beginning of the Story Phase. All Characters are in the West. Maria is the Investigation Leader. She takes the Turn Marker and places it on the 6 a.m. slot of
her Action Clock. When her fellow investigators are ready, she calls out: “It’s 6 a.m. Investigators move. ” Milton and Murphy both move to Location 2 to investigate
‘Digging up the Past’. Stürmer moves to Location 5 to take on the Bruiser alone. Maria didn’t put a token in the 6 a.m. slot, so she leaves her Character Medallion on
the Streets space in West London.
Small action markers are
provided if the other players
wish to follow along, but their
use is completely optional.
Maria
Murphy
Milton
Stürmer
Investigations
Investigations happen after all Characters have moved and in an order decided by the players.
Investigating Dread Cards
Dread cards represent a threat in the city which must be resolved through the actions of your investigators. Investigating a Dread Card results in either
success or failure. To succeed, you must provide enough Action Points to beat the Dread Card’s Difficulty.
Understanding how to investigate Dread cards requires understanding both your Character Sheet and the Dread Card you are facing.
A Character has three Ability Icons. A Wild and a unique
combination of two of the six Primary Ability icons.
Composition of your Personality deck.
Personal backstory.
The Virtue rule tells you the effect of
spending a Virtue token.
Ability Icons
London Dread has six Primary Abilities and three Secondary Abilities:
Primary Abilities
Secondary Abilities
In addition, the may replace any of the nine Abilities above.
STRENGTH =
CHARM =
GUILE =
SPIRIT =
LORE =
COURAGE =
IMPACT =
TECH =
SPELLCRAFT =
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When Investigating, you bring 1 Action Point
for each Ability Icon on your Character Sheet
that matches an icon on the Dread card (this is
referred to as your Action Point Total. ) If the
sum of all players’ Action Point Totals meets
or exceeds the Dread card’s Difficulty, the
investigation is successful. Remove the Dread
card from the Location and put it on top of the
Investigation Deck. This represents picking up a
clue or simply being bolstered from taking down
a powerful foe.
If, however, the sum of the Action Point
Totals among the Characters investigating the
Location is lower than the card’s Difficulty, the
investigation has failed. Leave the Dread card at
the Location.
Note that, since all Characters have a icon,
everybody brings at least 1 Action Point to an
Investigation.
Dread cards
The Dread cards represent potential trouble and/or clues spread across the city of London. They begin a Chapter face down.
Name
Dread Value - The number of points by which the Dread Track will
go up if the card is revealed but not successfully investigated.
Tier - Dread cards belong to one of two Tiers. Tier I cards are used in a
Story’s 1st Chapter, while Tier II cards are used in the 2nd Chapter.
Ability Icons - For each of these Ability Icons you bring to the
investigation, you earn one Action Point against the card’s Difficulty.
Story - This is provided as inspiration. Feel free to come up with
your own stories.
Investigation Difficulty - To successfully investigate a Dread card,
you must first turn it face up, then provide Action Points equal to or
greater than the card’s Difficulty. If successfully investigated, a Dread
Card goes on top of the Investigation Deck.
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Jacqueline Degas and Jack Murphy investigate the Dread card ‘A Tough
Bargain’ together. The card has a Difficulty of 4. Comparing the Ability icons
on her Character Sheet with the icons on the Dread card, Jacqueline counts 3
Action points (1 for , 1 for and 1 for ). Murphy, on the other
hand, brings only 2 Action Points (1 for and 1 for ). Adding their
Action Points together, the two investigators provide 5 Action Points, which is
enough to beat the card’s Difficulty. They put the Tough Bargain card on top
of the Investigation deck.
5
Total
Gaining Additional Action Points
If you are short the required number of Action
Points required to successfully investigate a
Dread card, there are three ways of gaining extra
Action Points:
Each of these methods always only counts for
the Action where you use them and never carries
over to future Actions.
Drawing from the Investigation Deck
If you find yourself at an investigation and
happen to be one or more Action Points
short, you may try your luck drawing from the
Investigation deck. Shuffle the entire deck.
Then, draw from the top. You may draw as
many cards as you want, adding ALL applicable
icons drawn to your Character for the duration
of the investigation. When the investigation is
concluded, permanently discard all cards drawn
in this way. If you intend to use this method
at a particular location, mark it with the Red
Investigation token – This corresponds to the
card backs of the Investigation deck.
Drawing cards from the
Investigation deck
Using Items
Using Virtue tokens.
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2
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Plot cards also have a Letter Code (A, B, C etc.)
They must be investigated in strict order. In
other words, you cannot investigate Plot B before
you have investigated Plot A. Note, however, that
since players decide the order of investigations
happening at the same hour, it is possible to
investigate multiple Plots during the same time
slot.
Plot Cards are investigated differently than
Dread cards. Rather than resulting in either
failure or success, Plot cards have tiered
outcomes (usually three) depending on how
prepared you are when you investigate them. To
investigate a Plot card, follow these steps:
1 First, all Characters present shuffle their
deck of six Personality cards and draw one at
random. Resolve the effect of any Talent or
Trauma cards flipped.
2 Use the Gambler’s Dice Item adding 1
Guile and bringing her AP Total to 4.
Using Items
An Item can be activated in one of two ways:
Use or Deplete. To Use an Item, tilt the card
90 degrees to the right. You then gain the Use
Effect. Alternatively, when you tilt it, you may
Deplete the Item by placing it on the Item
Discard Pile. You then gain the more powerful
Deplete Effect. If you intend to use this method
at a particular location, mark it with the Yellow
Investigation token – corresponding to the card
backs of the Items deck.
Note that Depleting an Item requires you to tilt
it, you cannot Deplete an Item that is already
tilted.
You can not Use or Deplete Items during
Planning Phase.
Spending a Virtue Token
You may discard any Virtue token you have on
your Character Sheet. For each token discarded
in this way gain the effect described on your
Character Sheet. If you intend to use this
method at a particular location, mark it with the
White Investigation token – This corresponds to
the Color of the Virtue token.
Jacqueline Degas decides to investigate the Dread card ‘A Tough Bargain’
alone. The card has a Difficulty of 4. Comparing the Ability icons on her
Character Sheet with the icons on the Dread card, Jacqueline counts 3 Action
points (1 for , 1 for and 1 for ). She is 1 Action Point short of
success, in order to gain the additional Action Point, Jacqueline could do any
one of the following:
3 Use her Virtue token triggering her
Add 1 Wild icon” ability and bringing
her AP Total to 4.
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1 Draw 1 or more additional cards
from the Investigation deck in hopes of
matching more icons to bring her AP
total to 4+.
Investigating Plot Cards
Every story has its key moments. In London
Dread, those moments are represented by Plot
cards.
Plot Cards tie each Story together and drive the
narrative forward. They are crucial to investigate.
If you fail to investigate all of the Plot Cards
of any Chapter, the trail runs cold and you
lose the game. Luckily, Plot Cards are also
your primary way of gaining resources to help
you on your quest.
The Time Code on a Plot card tells you when
it can be investigated. A card with can be
investigated from 6 a.m. onwards. A card with
can be investigated from 2 p.m. and onwards.
A card with from 10 p.m. onwards. If you
fail to investigate a Plot card during a Time
Segment where it could have been investigated,
the card will raise Dread according to its Dread
Value. Note that your Action Clock is broken
down into clearly-delineated Morning, Day, and
Night sections for easy planning.
Readying an Item
Readying an Item means un-tilting it, thereby
allowing it to be either Used or Depleted. All
Items are readied at the beginning of each
Chapter, the Beginning of the Endgame and
immediately before the Final Showdown.
2 Add the icons from the Personality card
flipped to your Character sheet.
3 Resolve the investigation one Character
at a time in any order you choose. Characters
may use Items, spend Virtues or draw from the
Investigation deck exactly as with Dread card
investigations, in order to add to their Action
Point Total. For each Action Point a character
brings, they will roll 1 Action die.
4 Once all Characters have rolled, add the total
number of together, consult the short table
on the Plot card and resolve the effect.
5 Finally, flip the Plot card. Read the general
story as well as the short section that corresponds
to the tier you reached.
You have revealed the first Plot
card of the game, ‘Reynaud’s
Residence’. The card’s Time Code
is and it has a Dread Value
of 4. If you fail to investigate
the card during any of the four
Morning Actions, the card will
raise Dread by four at the end
of Morning. If by the end of the
four DAY Actions you still haven’t
investigated the card, it will raise
Dread by another four.
Letter Code
Time Code
When you flip your Trauma card, it means that your personal Trauma has
resurfaced. The gameplay effect is the same for all Characters. You Provide
Nothing means that you ignore the three Ability icons on your Character
Sheet for this investigation. You may still gain additional icons through Items,
Virtues or by flipping from the Investigation deck.
Flipping trauma also demands that you roll the Trauma die. The Trauma
die will result in the acquisition of a Condition or an increase in Dread –
Conditions are described in detail later in these rules.
Flipping Trauma
Unhinged
Injured
Dread +2Dread +1
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Freidrich Sturmer and Howard Milton are at the Location containing the ‘Reynaud’s Residence’ Plot
card. They each shuffle and flip a card from their Personality deck. Sturmer Flips ‘Musician’. So, his AP
Total is 3 (1 for the Wild on his Character card, 1 for the Courage on his Character card and 1 for the
Courage on ‘Musician’). Milton Flips ‘Voodoo Practitioner’, adding nothing to the 2 AP he brings from
his Character sheet (the Personality card he reveals does not match any icons on the Plot card).
The players confer and decide that Sturmer will roll his 3 dice first. Sturmer gets a single success.
Milton must decide if he wants to risk rolling only 2 dice, hoping for a success to bring them out of the
lowest tier or if he wants to use an Item, use a Virtue token, or draw cards from the Investigation deck (or
some combination of the three) to raise his AP Total in order to get more dice before he rolls!
Since the tiered results are as follows on the card
1: or less All present are Unhinged
2: in the clear
3: Gain a Random Item
Storytelling
Plot cards contain snippets of story on their reverse sides, corresponding to the different
investigation outcomes. It is highly recommended that, for thematically-minded players, one
player takes on the role of Storyteller and reads these bits of flavor aloud as they occur.
Effects of Plot Card Investigations
Though Plot cards can hurt you if you fare
poorly, they are also your primary way to gain
resources to help you on your quest.
Gaining Resources
Whenever you gain resources, they must be
distributed as evenly as possible among the
Characters present at the Location responsible
for the gain.
When gaining Items, you have a choice. You may draw one of the 3 Items
available from the Supply. Alternatively, you may draw the top Item from
the Item deck. If you do take one from the supply, immediately replace the
Item gained with the top card from the Item deck. If you choose the top
card of the deck, immediately discard all 3 Items in the Supply and replace
them with cards from the top of the Item deck.
Example: Two Characters are present at a Plot card and
roll enough successes to earn 3 Items. One Character
will get 2 items while the other will receive 1. It’s not
legal to give all 3 Items to one of the Characters. If
there were 4 Characters present for the same event, 3
Characters would each receive 1 Item and 1 Character
would have to go without any.
Whenever you gain a random Item, you simply draw from the top of the
Item deck. This does NOT reset the Supply.
Gaining Virtue Tokens
When you gain a virtue token, simply take it from the pile of tokens and
place it on your Character sheet. The number of Virtue tokens is finite, and
you can never have more than a total of 12 Virtue tokens among you.
Gaining Confidence
When you gain Confidence, take the gained number of Confidence cards
from the Confidence pile and put them on top of the Investigation deck.
Impeccable Investigation
For a Plot card investigation, it may happen that
you roll more than you need to hit the
maximum tier. This represents an impeccable
investigation, bolstering the team’s faith that
you might actually live through the night. For
each additional rolled in this way, gain 1
Confidence card.
Walking Away from an Investigation
Note that investigating a Location is optional.
Sometimes you don’t want to, either, because
you realize you are in too deep, or because
you realize your companions have planned to
investigate the Location at a later hour. In that
case, you may choose to walk away. Simply let
the card be. At a Dread card, you may walk
away at any time, even after you have used Items,
sacrificed Virtue tokens, or flipped cards from the
Investigation deck. If you decide to stop after
pursuing these courses of action, you do not get
any of the spent resources back. At a Plot card,
as soon as any player has flipped their Personality
card, the present investigators are committed and
cannot walk away.
Triggering the Endgame
The last Plot card of a Story’s 2nd Chapter
(the 1st Chapter in the case of ‘The Letter’)
says: Begin Endgame. This is an automatic
outcome of the investigation as long as at least
1 investigator goes to the Location. Be careful.
As soon as you complete this investigation,
the Chapter immediately ends and you must
perform the steps described in the End of a
Chapter below. In other words, any Actions
planned later are wasted, so be sure to coordinate
this final investigation with your teammates.
Also note that, even though only 1 Character is
required to trigger the endgame, your team gains
2 Confidence for each player who helps. So, it is
often valuable to send more than 1 Character to
this final location.
End of an Action
When all investigations for the Action are
complete, the Investigation Leader calls out the
next Action.
Repeat this process until all 12 Actions have been
executed or until you trigger the Endgame. In
either case, move on to the End of Chapter Step.
12
A player can never have more than one of the
same Condition (but they can have one of
each condition). If a Character ever receives
a duplicate of a Condition they already have
instead of taking a token, something bad
happens. The exact penalty depends on whether
you are in the Endgame or not.
Defeated
If a Character is Defeated, he or she is out of the
game. What?! Can that really happen? Yes. You
are playing London Dread, not London Picnic.
If your Character is defeated, you as a player, can
still win with the other players posthumously.
A Note on Timing
Sometimes multiple things would take effect or
happen at the same time. In those cases, players
choose the order in which to execute them. A
common example is multiple investigations
happening in the same Action. Another example
would be a Character taking his second wound
AND at the same time being able to discard a
Condition (e. g., as a result of Depleting the
Tonic Item). In that case, it is perfectly legal
to activate the effect at the moment where you
would suffer the second Condition. Since both
effects happen at the same time, you choose
the order – allowing you to remove the first
Condition before you get the second one.
In the heat of the Planning Phase it can sometimes happen that you misplace
an arrow in your Action Clock. You wanted it to point West, but instead it
points East. That can really mess up the Story Phase. The Taking a Detour
rule remedies that. In the Story Phase, you are allowed to pick up an Arrow
token from your Action Clock and change its direction for the price of 1
Dread. In story terms this represents your character taking a detour to get to
the Location, arriving at the last moment. Note that this rule does NOT permit
you to change tokens with the number side up.
Condition
Injured
Unhinged
Not in Endgame Effect
Raise Dread by 5
Raise Dread by 5
Endgame Effect
Character is Defeated
Character is Defeated
The Endgame
The Antagonist is encountered as the very last
event of the Endgame in what is called the Final
Showdown.
Leading up to the Final Showdown, the
investigators will encounter 3 Endgame
Challenges. These are encountered individually
and one at a time and represent the build-
up to the Final Showdown. In each of these
Challenges, players may gain Action dice to bring
to the Final Showdown.
All players participate in the Endgame, regardless
of whether they helped encounter the final Plot
Card or not. You might want to imagine they
make it to the showdown in the nick of time.
Conditions
The London Dread base game has two
Conditions: Injured and Unhinged. These
are represented by small Condition cards.
Characters may have to take a Condition card as
the result of a Plot card or as the result of Rolling
the Trauma die.
When a card says “You are injured” or “You
are unhinged”, you must take a corresponding
Condition card and place it face up near your
character card. You can also gain these results
by rolling the Injured Result or Unhinged
Result on the Trauma die.
End of a Chapter
When a Chapter ends, either because you
executed all 12 Actions or because you triggered
the Endgame, you must perform the following
steps:
1 For each Location card still face down on the
board, raise Dread by 2.
2 For each Dread card still face up on the
board, raise Dread according to the card’s Dread
Value (the number of skulls on the card).
3 For each Action token taken from the Stash,
raise Dread by 1 (If you ever exceed 50 dread,
you immediately lose the game. It’s a mean city
after all).
4 If the last Plot card has not been investigated,
the trail runs cold and you lose the game.
5 Discard all Location cards from the board.
6 Return Action tokens to the Stash and
organize your own 12 tokens.
7 Ready your Items.
8 Set up for the next Chapter or begin the
Endgame.
Setting up the End Game
The Endgame uses the Endgame mini-board
(south quadrant of the main game board). The
entire mini-board is considered one Location.
Take the Antagonist from the Antagonist box in
the top left corner on the board and place him in
the Endgame Antagonist box. This indicates that
rules on the Antagonist card are now active.
Place your Character Medallions in the box
labeled Investigators.
Shuffle the six Endgame Challenge cards and
place the deck in the Challenge box.
Shuffle the Investigation Deck and, beginning
at the Investigation Leader, deal out the cards
contained therein among the players one card at
a time. Each player takes the cards dealt to them
into their hand. They are now personal resources.
Finally, give each player 1 Action Die to be
placed on their Character Sheet.
© Plotmaker Games 2016
GAME BOARD.indd 1 13/06/16 20:18
Endgame Setup
13
13
© Plotmaker Games 2016
GAME BOARD.indd 1 13/06/16 20:18
© Plotmaker Games 2016
GAME BOARD.indd 1 13/06/16 20:18
Upon beginning the Endgame, every player has decided to stay in for the
first challenge.
The first challenge is revealed - it’s ‘Endure the Pain!‘
Each remaining player now encounters this challenge individually – let’s
look at Freidrich Sturmer’s Encounter. Sturmer has the Holy Water Item and
only one Condition (Unhinged). So, he feels pretty confident going into this
challenge.
He shuffles his Personality deck and flips a card. Unfortunately, Sturmer flips
his Trauma and has to roll the trauma die – which yields an Injured Result.
Flipping Trauma brought his Action Point Total to 0. So, Sturmer opts to spend
2 of his cards and use his Holy Water to get his Action Point Total to 5.
Succeeding in this challenge gives Sturmer another Action die to be placed
on his Character sheet and used in the Final Showdown.
Drawing Trauma was very unlucky for Sturmer. Had he rolled the Unhinged
result, he would have been defeated and eliminated from the game. As it
was, rolling the Injured result meant he had to succeed in this challenge or
he would have taken his second Injured Card and been defeated in that
way. He will have to evaluate the cards left in his hand carefully as he
decides whether he will continue to Challenge 2 and risk losing it all by being
defeated, or bow out and save his two Action dice to be used in the Final
Showdown.
Endgame Example
Gameplay
During the Endgame, you will encounter up to
three Challenges, individually, one challenge at a
time.
Before each challenge the following steps are
followed:
1 Players ready all of their Items.
2 Before drawing the Challenge, each player
must decide individually whether they are in
or out. Players who wish to stay in, leave their
Character Medallion in the Character box on the
Endgame board. Players who wish to bow out
place their Medallions back on their Character
sheet.
Once out, a player stays out until the Final
Showdown. This protects you from taking
penalties but prevents you from gaining more
rewards. Players should think carefully about
when the right moment to bow out has arrived.
From a story perspective, this represents a
Character falling back and gathering strength
for the Final Showdown under the cover of their
companions.
3 When all players have made their choice
whether to stay or withdraw, reveal the top card
of the Challenge deck and place in the first
available Challenge box (1st, 2nd or 3rd) on the
Endgame board.
4 Each player who did not withdraw (i. e., their
Medallion is still in the Investigators Box) must
now encounter the Challenge and try to beat its
Difficulty.
5 When all players have met the Challenge
and either earned the reward or suffered the
consequences, return to Step 1. After resolving
the 3rd Challenge, proceed to the Final
Showdown.
Challenge cards are encountered like a Combination of Dread cards and
Plot cards.
When encountering a Challenge card, as with encountering Plot cards,
you flip a Personality card (gaining icons and talents or suffering traumas as
normal) but like a Dread card you are trying to reach a target number – no
dice are rolled.
As with all encounters, you may use/deplete items, use Virtue tokens, or
add cards – though in this case, since the Investigation deck has been
distributed among players, you may choose which cards to add instead of
flipping randomly
Note: Because of the way in which Investigation cards are distributed
and used in the Endgame, ending your previous Chapter with a sizeable
Investigation deck is very important!
14
Remember: Items in your possession are readied one final time before
the Final Showdown. This means that Items which give automatic
successes or allow you to reroll are very valuable in the Final Showdown.
Though these Items may have been less useful in preventing the Dread
from rising during the chapter, you will find them immensely useful in
defeating a powerful Antagonist. Do not ignore these abilities!
Gaining Confidence during the
Endgame
If you gain Confidence in the Endgame (e. g., by
Depleting Brandy or flipping Stürmer’s Talent
card), the cards go directly into your hand.
Note that this is an exception to the general rule
that resources are distributed evenly among
Characters at your Location.
The Final Showdown
The Final Showdown is a single, fateful roll-off
against the Antagonist. Either you will prevail
or you will perish and all hope will be lost. The
Dice you bring for this winner-take-all encounter
are only those which you earned as a result of
facing Endgame Challenges.
The number of you need to defeat the
Antagonist is dependent on the current Dread
level. You always need at least one .
Additionally, you need one for each 5 Dread
on the Dread track. This is indicated by the
blood splatters on the track.
One Character at a time, roll all the Action dice
you have accumulated during the Endgame. All
players roll their dice individually but add
their together. If the total number of
rolled equals or exceeds the target number, you
bring down the Antagonist and win the game. If
you don’t make the roll, the Antagonist defeats
you and you lose.
If you win, take a moment to congratulate your
team members. Then, listen to the Victory audio
track! If you are not using the App, you may
simply read the Endgame text aloud to the group
from your Story Guide. Also, you may now play
the next Story.
If you lose, well, better luck next game. You can
now listen to the Defeat audio track to motivate
your rematch. We strongly encourage you to
replay the Story and beat it before you move on
to the next Story.
Scoring
London Dread comes with a scoring system
which allows you to compare your individual
performances against each other. You can use
the League of Extraordinary Investigators Sheet
provided with the game to record your plays.
Points are scored AFTER the Final Showdown
and only if you win the game.
• Each surviving Character is worth 4 points.
• Each FIST rolled in excess of those needed to win the
game is worth 3 points.
• Each Item you have not Depleted is worth 3 points.
• Each unused Virtue token is worth 2 points.
• Each unused Investigation card in your hand is worth
1 point.
• Each Condition is worth 1 point.
Setting up a 2 or
3-player game
The game is then set up as follows :
Setup
In a 2-Player Game, you will use all 9 Allies in
every Chapter.
In a 3-Player Game, use 6 random Allies in each
Chapter.
When setting up each Chapter, shuffle the Ally
cards and take the required number into your
hand before adding the necessary number of
Dread cards to set up that Chapter.
Example: You are setting up a 2-player version of ‘The
Letter’. Having placed a face-down Plot Placeholder
card in each of the four piles, you are left with 1 Plot
Placeholder card in your hand. In a 4-player game, this
would require you to take 19 Dread cards. However,
since you are only two players, nine of those 19 Dread
Cards will be replaced by Ally cards. Shuffle the one
Plot Placeholder card, the 10 Dread cards and the nine
Ally cards together and deal them face down onto the 4
piles, exactly as described in the 4-player setup.
We know that you don’t always have 4
investigators ready to take on the London Dread.
In a 2 or 3-player game, you will use the Ally
cards to make up for the missing Character(s).
Ally Cards:
Moving to a Location with a face-up Ally allows
you to bring that Ally along for the rest of the
Chapter. Collect the Ally card and place it
beside your Character sheet like an Item card.
An Ally adds its Icons to yours for as long as the
Ally is with you. Note that flipping a Trauma
does not negate your Ally’s icons.
An Ally may be sacrificed (depleted) for the
effect described on the Ally card.
In a 2-Player game, each Character may have a
maximum of three Allies at any given time.
In a 3-Player game, each Character may have a
maximum of two Allies at any given time.
Face-up Allies left on the board at the end of a
Chapter produce no dread. But remember that
unrevealed Location cards produces two Dread,
regardless of type.
Add one Confidence card to the deck for each
Ally in a player’s possession at the end of a
Chapter. All Allies are then discarded.
Gameplay
15
15
London Dread has three levels of difficulty:
Normal, Hard, and Dread.
Take our advice and begin at Normal. If you can
win all four stories on that difficulty, move on to
the next.
Each level of difficulty has a different time limit for the Planning Phase.
Normal: 12 minutes
Hard: 10 Minutes
Dread: 8 Minutes
Endgame:
In a 2 player game, each player begins the
Endgame with 2 Action Dice instead of the
normal 1 Action Die. Additionally, each
player may face up to 6 challenges. After the
first 3 simply discard the competed Endgame
Challenge cards continue facing the next three
until both players have either opted to withdraw
or have been defeated. In this way, they may still
earn up to 16 Action Dice between the two of
them for the Final Showdown.
In a 3 player game, each player begins the
Endgame with 2 Action Dice instead of the
normal 1 Action Die. They players face a
maximum of 3 endgame Challenges as normal.
In this way, they may still earn up to 15 Action
Dice Between them for the Final Showdown.
Alternative 2 and
3-Player Variant
Some players prefer the game without Allies.
To play without Allies:
In the 3-player version, two players will each
control one Character, while one of you will
control two. In the 2nd Chapter, swap so that
another player controls the 4th Character.
Finally, the player who hasn’t yet will control the
extra Character during the Endgame.
If you are two players, you control two
Characters each for the entire game.
Scaling The Difficulty of London
Dread
Additionally, you may use the following tweaks to
slightly adjust the difficulty without adjusting the
timer.
Impeccable Investigations:
Increased Difficulty: Collect no reward for more
successes than required at Plot cards.
Investigation Deck:
Increased Difficulty: Begin with 0 Confidence
cards in the Investigation deck.
Decreased Difficulty: Begin with 5 Confidence
cards in the Investigation deck.
Virtue Tokens:
Increased Difficulty: Players do not begin the
game with a Virtue token.
Decreased Difficulty: Players begin the game
with two Virtue tokens each.
Items:
Increased Difficulty: Each Character begins the
game with no Random items.
Decreased Difficulty: Each Character begins the
game with 2 Random items.
(This adjustment yields the most drastic results
and is only recommended if you are finding the
game much too easy, or much too difficult!)
“If you ever win all 4 Stories back to back on the Dread difficulty, please let us know.
Happy gaming!” -Snorre and Asger
Credits
Game Design: Asger Johansen
Development: Joshua Lobkowicz
Art: Snorre Krogh
Graphics Design: Snorre Krogh
Rulebook Layout: Nick Banjai
Editing: Joshua Lobkowicz, Owen Reissmann, Joseph Rose, Dawn Lobkowicz
Playtesters: Joseph Reissmann, Owen Reissmann, Pedro Mendoza, Brad Brooks, Gabe Avinas, Josh Black, Jens Raduschewski, Shane
Myerscough, and countless others at meetups, game cafes, conventions, and more.
Special Thanks:
Søren“The Print Wizard” Schandorph, Jeppe Gordon Knudsen, Mikkel Gemzøe, Shari Stidam, Kim Nielsen, Raul Montenegro, Astrid
Mie Refstrup, Erik Aulkær Andersen, Andrew Jeffers, Simon David de Tusch-Lec, Anders Antoft, and all the great people on BGG. This
would not have been possible without you.
www.greyfoxgames.com
www.plotmakergames.com
London Dread © Plotmaker Games 2016
6

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