A Touch of Evil: The Supernatural Game - Part Two - A Lot of Stuff Happens

Daniel (@dungeondive) returns with part two — and discovers he set up wrong: every available town elder should be deployed, not a random six. The fix gives him nine elders (one already lost). What follows is a rapid argument for why A Touch of Evil repays patience: a single round of three hero turns has, by his count, generated “an entire novel’s worth of plot,” and he’s only documenting the moments that genuinely earned a video.

The damage list: a Full Moon mystery card permanently buffs all minions and werewolves by +1 combat. On Maria’s first turn the advanced co-op chart triggers a surprise showdown at a random lair card — the Church — where Reverend Harding is immediately revealed as the Grand Inquisitor and defects to the Ghost Captain. The Captain rolls 7d6 (he gains +2 fight dice against any hero with under three cursed gold), KOs Argot, and teleports out. Argot wakes possessed by Madness and attacks Henrik. Meanwhile an Order’s Influence card lands on Dr. Manning, weaponising the doctor’s office; back-to-back, an Autopsy event sets up six investigation tokens contingent on a dead elder in that same room — randomly drawn, thematically welded.

Daniel also pre-positions militia in the icy waters as a future-tense ambush for the Ghost Ship. The game leans into “super talisman” — low player agency, high narrative agency — and he argues that’s the trade he keeps coming back for.


When randomness reliably produces a coherent story, is the game writing it, or are you?