Resolving Plots

At the end of the third and sixth days of each week, the players resolve their plots. Starting with the first player and continuing clockwise, each player resolves his plot in turn.

If a player's plot has more good baggage than bad baggage, it resolves positively. The player looks through his plot cards for the card named in the good baggage (orange) section of his card and puts it into play. He then discards the old card, along with all of the baggage on it.

If a player's plot has as much or more bad baggage than good baggage, it resolves negatively. The player looks through his plot cards for the card named in the bad baggage (grey) section of his card and puts it into play. He then discards the old card, along with all of the baggage on it.

Note that if a card has no baggage on it at all when it resolves, this is a tie, and in the case of a tie, the plot resolves negatively.

Example 1: At the end of the third day of the week, Louis's "Krausey Case" start card has three good baggage and two bad baggage on it; therefore, it resolves positively. In the good baggage section of the card, it says the plot continues to "I finally caught a break," so the player finds and puts into play that side of the "Krausey Case" crossroads card, discarding the "Krausey Case" start card along with the five baggage tokens on it.

Example 2: At the end of the sixth day of the week, Louis's "I finally caught a break" crossroads card has no good baggage and no bad baggage. Ties resolve negatively, so the player looks in the bad baggage section of the card, where it says that the plot ends with "I found him too late." Then, the player finds and puts into play that side of one of the plot's two ending cards, discarding the "I finally caught a break" crossroads card.

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