If an encounter card with the doomed keyword is revealed during the staging step of the quest phase or in setup, each player must raise his threat level by the specified value.
When an encounter card with the surge keyword is revealed during the staging step of the quest phase or in setup, reveal 1 additional card from the encounter deck. Resolve the surge keyword immediately after resolving any when revealed effects on the card.
The card "Vast and Intricate" reads: " When Revealed: The first player makes a locate test. If this test is failed, raise each player's threat by 7, remove all progress tokens from play, and trigger all "Lost:" effects in play."
When this card is revealed, Eric, the first player, must make a locate test. He can choose to fail the test immediately by not discarding any cards from his hand, but decides to try and beat it. He discards 1 card from his hand and discards the top card of the encounter deck. It did not have a bold " PASS " printed in its text box, and so he did not pass the locate test. He decides to try again, discarding another card from his hand. This time the discarded encounter card does have " PASS " printed in its text box, and so Eric has passed the test. He ignores the "If" statement on "Vast and Intricate" and the card is discarded with no further effect.
While playing this scenario, players are at times instructed to make a "Locate Test". These tests represent the heroes' attempts to maintain a sense of direction in the mines. A locate test is made by a single player, as specified by the card initiating the test. The player making the locate test may choose and discard 1 card from his hand to discard the top card of the encounter deck. Many of the cards in The Long Dark encounter deck have a bold "PASS" printed in the bottom right hand corner of their text box. If the discarded encounter card has "PASS" printed in its text box, then the test succeeds, and no ill effects trigger. If the card does not have "PASS" printed in its text box, then the player has not succeeded, but may attempt the test again, repeating this action until either the test is successful or he no longer wishes (or is able to) discard more cards. If a player runs out of cards or declares that he is not willing to discard any more cards to the test, then the test is considered a failure, and players should follow the rest of the instructions on the card that initiated the test.
This scenario uses the Cave Torch objective card. During setup the first player selects any hero to attach it to, and that hero bears the Cave Torch for the rest of the game. If Cave Torch would leave play, then it is removed from the game. Do not place any "removed from game" cards in the discard pile, as effects that bring cards back from the discard pile no longer interact with these cards.
The next player is the player sitting directly to the left of the player referenced by the card effect. If there are no other players in the game, there is no next player.
Some cards have "Lost:" effects on them. These effects are only triggered by other card effects, and are not tied to any timing structure or phase of the game.
Great Cave-troll has the text, "Immune to ranged damage." "Immune to ranged damage" means that characters participating in an attack via the ranged keyword are not able to deal damage to that enemy. (If a ranged character participates in an attack against Great Cave-troll through another means than the ranged keyword, then it is able to damage it and will count its .)
To play normal mode, just follow the setup instructions on the quest card.
When you play normal mode (or easy mode of course) and if you're new to the game, you can also play the "Basic Game" defined in the core set rules:
Newer players or players who want a more basic experience can play and enjoy the game by not dealing shadow cards during the combat phase. This eliminates an element of surprise that could make the game too challenging for a beginner. Once players are comfortable with this experience, they can then add the shadow effects to make combat less predictable and more exciting.