STHE SHADOWGAMBIT FOR THE CITY · DESKATUR

A SOLO CRIME-FIGHTING CARD & DICE ADVENTURE

THE SHADOW

GAMBIT FOR THE CITY

When the streets belong to criminals, one man becomes their greatest fear. Investigate as Lamont Cranston. Strike as The Shadow. Unmask the mastermind before midnight.

♠ INVESTIGATE ◆ ♥ FIGHT CRIME ◆ ♦ UNCOVER THE TRUTH

WHO KNOWS WHAT EVIL
LURKS IN THE HEARTS OF MEN?THE SHADOW KNOWS.
Lamont Cranston01 · INVESTIGATE
Cards and dice02 · CARDS & DICE
Margo Lane03 · ALLIES & ABILITIES
Criminals04 · FIVE CASES
✦ THE SHADOW KNOWS ✦WHO KNOWS WHAT EVIL LURKS IN THE HEARTS OF MEN?✦ CRIME DOES NOT PAY ✦
01 / THE NIGHT'S BUSINESS

THE CITY IS WAITING.

Every card has a consequence. Every decision brings the truth closer—or the city to ruin.

CASE FILE 001

The Blackout Conspiracy

A citywide blackout conceals a deadly criminal operation.

SHADOW HEALTH
18 / 18
CITY THREAT
0 / 12
CLUES0 / 3
FOCUS3 / 6
UPGRADESNONE
CURRENT ENCOUNTER

The Case Begins

INVESTIGATION
THE CITY AFTER DARK

The streets are quiet. Too quiet. A new mystery awaits.

The city needs a protector. Investigate the streets and discover who is behind the crimes.
⚄⚂
THE DICE OF FATEInitiative and combat are resolved with 2d6.
YOUR NEXT MOVE

Investigate as Lamont Cranston to uncover the criminal network.

THE INVESTIGATION

THE TRUTH HAS
A PRICE.

Gather three clues to expose the mastermind. Each case raises the stakes. Upgrade your talents between victories and bring justice to the streets.

01

INVESTIGATE

Use Lamont Cranston's connections to discover clues, restore focus, and prepare for danger.

02

CONFRONT

Switch to The Shadow, roll initiative, and use numbered cards against the city's criminals.

03

VANISH

Cloud men's minds, read their intentions, or strike with extraordinary agility.

04

UNMASK

Defeat the mastermind, claim a permanent upgrade, and begin the next case.

02 / THE RULEBOOK

KNOW YOUR ENEMY.

Everything you need to survive the night.

THE OBJECTIVE

Complete five criminal cases. For each case, collect three clues as Lamont Cranston, then defeat its mastermind as The Shadow. If your health reaches zero or city threat reaches twelve, the campaign is lost.

THE DECK

Number cards 2–10 are your combat hand. Jacks, Queens, and Kings are criminals; Aces are mastermind-level threats. Suits: ♠ stealth, ♥ healing, ♣ power, ♦ investigation. Each enemy is drawn from a shuffled 52-card deck.

INVESTIGATION

As Lamont, investigate to roll 2d6. On 7+, gain a clue; on 10+, gain a clue and focus. On a miss, city threat rises. Every investigation can also expose a criminal. Recover to regain health or focus at the cost of rising threat.

COMBAT

As The Shadow, roll initiative against the criminal. Select a numbered card from your hand, then roll 2d6. Attack total = dice + card value + upgrades. Enemy defense is 9–13 depending on rank. Missing allows a counterattack. Winning initiative grants +2 to the first attack.

SHADOW POWERS

Spend focus to cloud men's minds (avoid a counterattack), read thoughts (gain an attack bonus), or unleash a relentless strike (deal extra damage). Powers are available during combat. Abilities improve after each case.

CAMPAIGN

Defeat the case mastermind after collecting three clues. You earn a permanent upgrade and advance to the next case. Save your progress locally, or export a save file for later. Audio can be turned off at any time.