Overview
A Study in Emerald is a deck-building area-influence game set in an alternate 1882 where Lovecraftian Old Ones rule the world. Players are secretly assigned as either Restorationists (seeking to overthrow the Old Ones) or Loyalists (defending them). Through placing influence cubes, claiming cards from cities, moving agents, and performing assassinations, players compete for victory points. The twist: the lowest-scoring player on your team penalizes everyone on that side, so you must deduce others’ allegiances.
Components
- 1 game board (9 cities with card spaces)
- 66 game cards
- 9 city cards, 9 Royalty cards
- 6 Secret Identity cards (Restorationist/Loyalist)
- 5 sets of player pieces (10 agents, 10 influence cubes, 1 VP disc each)
- 10 starting cards per player (50 total)
- 6 zombie pieces
- 1 sanity die
- 15 sanity tokens
- 2 track markers (Restorationist/Loyalist tracks)
Setup
- Place city cards and Royalty cards in matching city spaces on the board.
- Shuffle game cards; deal face-down cards to each city space (3 for 2-3 players, 4 for 4, 5 for 5). Shuffle each city’s stack with its City and Royalty cards. Flip top card face-up. If Royalty, slide to Royalty slot and flip next.
- Deal 1 Secret Identity card to each player (keep secret). Set remainder aside.
- Each player takes matching pieces: 10 agents, 10 influence cubes (5 to Limbo, 5 to available stock), 1 VP disc (on 0).
- Each player takes 10 starting cards, shuffles them, draws 5.
- Each player takes 3 sanity tokens (on Secret Identity card).
- Each player places 2 agents on city spaces (1 at a time, clockwise).
Turn Structure
On your turn: perform 2 actions, then draw up to 5 cards from your personal draw deck. When your deck is empty, shuffle your discard pile. Actions:
Actions
| Action |
Description |
| Place Influence Cubes |
Play cards with influence symbols. Place that many cubes from your stock into ONE city space. |
| Claim One Card |
First action only. Play a claim card. Take 1 card from a city where you have MORE pieces (at least 1 cube) than any single opponent. Your cubes go to Limbo; opponent cubes return to their stock. Card goes to your discard pile. |
| Retrieve Influence Cubes |
Play retrieve card. Take cubes back from Limbo to your available stock. |
| Move Agents |
Play movement cards. Move agents between connected cities. |
| Move Markers |
Play cards to advance the Restorationist or Loyalist track markers. |
| Perform Assassination |
Accumulate enough bomb points to assassinate a Royalty card in a city where you have agents. Remove the Royalty card. |
| Discard Cards |
Discard unwanted cards from hand to your discard pile. |
| Card Action |
Play a card for its text effect (Action, Free Action, Benefit, or One-Use). |
| Pass |
Do nothing with one or both actions. |
Card Types
- Action cards: Count as 1 of your 2 actions.
- Free Action cards: Do not count; play any number per turn.
- Interrupt cards: Played during an opponent’s turn to block an action.
- Benefit cards: Modify another action.
- One-Use cards: Removed from game after use.
Claiming Cards
- Agents gained from cards with agent symbols are placed in the city.
- VP symbols score immediately when claimed.
- Insanity symbols require a sanity die roll (may lose a sanity token).
Assassination
- Requires bomb points (from cards) equal to or exceeding the Royalty card’s defense.
- Must have agents in that city.
- Successful assassination: Restorationist track advances; Royalty card removed.
Scoring / Victory Conditions
Game End Triggers
- A player loses all 3 sanity tokens (goes insane) – game ends immediately.
- The Restorationist or Loyalist track reaches its end.
- Specific card effects may trigger end.
Final Scoring
- Players reveal their Secret Identity cards.
- The player with the lowest VP on each side applies a penalty to all players on that side.
- Restorationists score for: assassinated Royalty, Restorationist track position, certain cards.
- Loyalists score for: eliminating Restorationist agents, Loyalist track position, certain cards.
- Highest VP wins overall.
Special Rules & Edge Cases
- Sanity: Losing all 3 sanity tokens means you go insane and the game ends. This can be devastating to your team.
- Zombies: Created by certain cards; act as agents but with special rules.
- Limbo: Influence cubes used to claim cards go to Limbo (a holding area on the board). They must be retrieved via action before reuse.
- Deduction: Since identities are secret, deducing who is on your side is critical. The weakest player on your team hurts everyone.
- Cards cycle: Your personal deck recycles (draw, play, discard, reshuffle).
- City cards: When claimed, may provide ongoing city control benefits.
- Multiple claims: You can claim from multiple cities in a single Claim action if you play enough claim symbols and dominate each city.
Player Reference
| Pieces per Player |
Count |
| Agents |
10 |
| Influence Cubes |
10 (5 start available, 5 in Limbo) |
| Starting Cards |
10 |
| Sanity Tokens |
3 |
| Hand Size |
5 |
| Actions per Turn |
2 (plus free actions) |
| Win Condition |
Highest VP after team penalties |
| Player Count |
2-5 |
| Secret Identities |
Restorationist or Loyalist |