A Study in Emerald is a game for two to five players based on the award-winning short story of the same name by Neil Gaiman. In this stylistic mash-up of Sherlock Holmes and H.P. Lovecraft, the worst has already happened and the world is now ruled by the Old Ones. However, a secret war is being fought to free mankind from their servitude. The game A Study in Emerald fleshes out this core idea by including historical figures from the late nineteenth century, most being persons involved in the anarchist movement of the time.
Deck-building forms the core of the game. You use influence cubes to bid for the right to draft cards and take control of cities. Each player has a secret identity, either a Restorationist fighting against the creatures or a Loyalist attempting to defend the status quo. Which side you are on determines what you score points for. An additional twist is that the performance of other players on the same side as you can stop you from winning if they are doing particularly badly, so you really want to know who is on which side. More specifically, when the game ends – and this can result from multiple causes, such as a marker on the War or Revolution track hitting 15 or the assassination of a Restorationist player agent – then the sides compare their scores; which side has the lowest score automatically loses, then the player with the highest score on the remaining team wins the game.
The game takes around ninety minutes to play and is more complex than most, so more suitable for the experienced gamer.
Here is a french file to show the different ways of scoring depending on your status (unknown, known, or in-between).
I started with James Clarke's file (https://www.boardgamegeek.com/filepage/98035/victory-points-and-timing), thanks a lot to him for this very useful idea. I translated it, and completed it some more to fill my needs.
A Study in Emerald--Secret Missions variant, Version 1.0
What are Secret Missions?
They are special missions printed on cards that are selected at the beginning of the game after picking loyalty cards. Each mission requires the player to complete certain tasks to fulfill the mission, e.g., control certain cards, agents, cities, vampires, zombies, etc., and various combinations based on historical and thematic considerations. And they are not all equal. Some missions are much more difficult, but with higher rewards.
Secret Missions are intended to give players a small degree of control over final scoring without altering the game mechanics. In most cases the final results probably won't change much, if any, but the potential is there!
Those who successfully complete...
This tuckbox is a simple one I created using Tyson Manwarren's tuckbox generator at tuckbox.gameupdates.com I foundthe art online but I took the pic of the back of the box and incorporated that into the design because I wasn't crazy about the card backs in the game (they didn't "fit" the look I wanted).
I made two boxes and fit 45 cards in each one. Cards are sleeved with FFG green sleeves. I didn't make one for the agent cards because I have each agent's deck along with their pieces in separate bags, which helps minimize setup time.
If enough people want one I will redo the sizes to fit non-sleeved cards.