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A Study in Emerald: CHANGES IN SECOND EDITION

The following elements from first edition have been removed completely:
Known to authorities.
Blocking discs.
Double agents.
Individual named agent chits.
Permanent effects (re-worked into primary game cards).
Coins (cannot buy influence, movement of agents has changed).
3 cities removed: Washington, The Hague, and Zurich (9 vs original 12).

Modifications between editions:


Only one area to place influence (card box and city space are not independent).
City cards: these are shuffled into the available game card space at each location, thus can
appear at random and can only be bid on when it appears. Once claimed, a city card cannot
be taken from you by another player.
Royalty: also mixed into the available game card space at each location, thus can appear at
random and can only be assassinated when they appear. Upon arrival, they are moved down
to the side of the board and the next game card is flipped over.
Sanity: reworked into a dice roll. Everyone starts with three sanity tokens.
Move agents: play one or more move symbols (railway track), to move that number of
agents on the board to any location of your choice (no linkage restrictions).
Assassinations: every assassinate card action is one use only. You must have at least one
agent and the most pieces (agents + influence) in the city where you wish to assassinate.
Depending on the card used, you will score points for this action and keep the agent
assassinated. Score adjusted end game, i.e. only retained if you were a loyalist and who you
assassinated was a restorationist. After a successful assassination, all your influence cubes in
that city are placed in limbo, all influence of other players in that city are returned to their
available stock. It is now possible to carry out multiple assassinations in one action (if you
have enough symbols). However each is resolved independently, agent pieces can be used in
multiple instances, but your bombs will be expended and influence will disappear in cities
where you assassinate (possibly losing majority in the city, thus cannot carry out a second
assassination there).
Zombies: more streamlined, only six can be placed (two per action). No longer a game end
condition, only worth 3 loyalist points (zombie card itself, not the meeples).
Vampires: more streamlined, a one use replace another players agent with one of your own,
OR used as an interrupt to negate an assassination of one of your agents. No immortality.
Worth 3 loyalist points (vampire card itself).
Reveal a loyalist identity: (such as death of last agent or 3 sanity lost), game continues as
normal but you place agents on the board to bring you total to 3.
War and restoration tracks: only the difference between these tracks is added to the score,
for every player. Each player scores the points regardless during the game, only at game
end is the score adjusted, depending on which side is ahead and your respective identity.

Ash Jones (November 2015)


Example: if war track is 8 and restoration is 5, all loyalists retain the 3 points gained; all
restorationists lose these 3 points. However, the ability to move the war and restoration
track downwards through card abilities is no longer present.
End game scoring: at end game, after all scores are adjusted, everyone on the same side as
the player with the lowest score loses 5 victory points (that team is no longer totally
eliminated).

New additions to the second edition:


Claiming card(s): to claim a card you must have the appropriate claim symbol and play that
card for the action. Must be your first action (although free actions are now permitted
beforehand). Also, you can claim multiple cards as your first action, as long as you have
enough cards with the claim symbol. Note agents are no longer tie breaks for claiming a
card, you must have more pieces; agents + influence in the city.
Retrieve influence: this is a separate game symbol, placement and retrieval of influence is
now independent, opposed to original single influence symbol.
Interrupts: can be played during another players turn to block an action against you. You
discard the card and immediately draw a replacement.
Benefits: played to modify an action in some way. Doesnt expend an action.

Ash Jones (November 2015)

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