Playing Twilight Cards

Each player has a light deck and a dark deck devoted exclusively to his detective. Normally, a given detective's twilight cards are only played during his turn, although there are a few exceptions, which are described on the cards themselves.

A player may pay 1 Time in order to play a light card from his hand. In order to do so, he must pay the card's twilight cost (as described below) and meet any conditions listed on the card itself. Afterwards, he performs the actions listed on the card and then discards it faceup to the bottom of his light deck. Note that any additional costs listed on a card (such as spending one or more favors) must be paid in order for the card to take effect.

Example: Raymond's player plays his "I owe you one, Ray" light card. He pays 1 Time, along with the card's twilight cost of 2 dark shifts. The card has no other conditions that need to be met, so he gains one Kate favor and discards the card faceup to the bottom of his light deck.

Other players may also play a given detective's dark cards during that player's turn. It costs a player 0 Time to play a dark card, but the card's twilight cost must still be paid, and any conditions listed on the card must still be met. Afterwards, the player performs the actions listed on the card and then discards it faceup to the bottom of the dark deck from which it was drawn.

Dark cards do not cost Time to play because they are played on another player's turn, and they may only be played in response to the actions of that player (for example, that player starting his turn, that player moving his detective to a major location, etc.).

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Example: During Caprice's turn, she enters a location. Raymond's player then plays her "Report, Caprice" dark card. He pays 0 Time, since this takes place on her turn, then plays the the card's twilight cost of 2 light shifts. Caprice has a warrant on Jinteki, so the card takes effect and she loses 2 Time. Raymond then discards the card faceup to the bottom of Caprice's dark deck.

Important Note: Any time a card contradicts the general rules (such as light cards that say they cost 0 Time to play), the card takes precedence.

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