Story. With Counseling, the girls can regain fragments of their memories, seek out their true identities, and fulfill their objectives.

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2 Story In the near future, select young women around the world have begun manifesting strange abilities. At first, people applauded these amazing talents and called them blossoms, speaking of the emergence of their Powers as blooming. However, as more young women bloomed, problems arose. They couldn t always control their Powers, and more and more people saw them as dangerous, as an X-factor that could disrupt the fragile balance of the world. To address those concerns, a private institution called the World Ascension Society Sophia formed, with the aim of protecting the world from those who had bloomed. The Society aggressively released propaganda, portraying the blooming as the Terrifying Girl Disorder, and began hunting those girls down. The ones they did not kill, they used for experiments. This game takes place after an incident where an agent from the Society came to a school with several young women who had bloomed. In the struggle that ensued, one girl s Power wiped the memories of everyone present. You, as the player, have no idea of who you are, or what your purpose is. With Counseling, the girls can regain fragments of their memories, seek out their true identities, and fulfill their objectives.

Components 76 Memory Cards These cards represent the girls fleeting memories. Each card has a number, which we call the card s Rank. Each Rank represents a specific character. The seven characters/ranks are Chigaya (1), Nigera (2), Tsutsuji (3), Enju (4), Nadeshiko (5), Ichigo (6), and Nemu (7). Each Rank has a power, or special ability, that activates when you play cards of that Rank. Each card has its Rank in the upper left, with two numbers separated by a slash / below that. The quantity of a given card in the deck should be equal to the number to the left of the slash if you are playing with 3 players, or the number to the right of the slash if you are playing with 4 players. 4 Shard Cards These represent where the girls get their memory back, and are used as markers for what cards you add to your hand each round. 3

4 Components - Continued 4 Reference Sheets These list the VP bonus that each character gets at the end of the game and their special Powers. There is one color to match each Shard Card. This is to keep track of which Shard Card belongs to which player. 1 Direction Token Each round, the starting player gets this token, and during the Regain Memories step they put it with the side up that indicates which direction they choose, clockwise or counterclockwise.

Preparing to Play 5 Each Player The Circle 1. Draw Deck 2. Discards 3. Recollection Area (Each player has one) 1. Each player gets a Shard Card. The Shard Cards have different colors, and you should remember which color is yours. 2. If you have 4 players, use all of the Memory Cards to create your draw deck. When playing with 3 players, remove 3 cards each from Chigaya and Nigeru, and 2 cards each from the other suits. Put the cards you removed back in the box. 3. Shuffle the deck and deal 4 cards to each player, or 5 to each player if you re playing with 3 players. 4. Decide which player goes first in a suitable fashion.

6 How to Play The game consists of 5 rounds, after which each player s true identity is determined, and the player who has the most VP based on the rules for her true identity wins. Each round consists of three steps: Circle Setup, Counseling, and Regaining Memories. 1. Circle Setup Draw 3 cards per player in the game, and lay them out face-up so that they form a circle, as shown below. We ll call this set of cards the Circle. 2. Counseling The Counseling step is done in turn order, beginning with the starting player. Each player s turn consists of two things: Shard Placement and Recollection (which is to say, playing cards). When a player has finished her turn, the next player clockwise from them takes a turn. This continues until all players have had one turn.

How to Play - Continued 7 A. Shard Placement First, put your Shard card on any card in the Circle. Then switch the locations of any two cards in the Circle that are without Shards. When placing your Shard, you are not allowed to put it on the same card as another player s Shard, or on a card adjacent to another player s Shard. Don t forget to switch the locations of two cards in the Circle. You cannot choose cards that have Shards on them, but you can choose cards next to one or more Shards. You cannot place your shard on another player s shard or on a card adjacent to another player s shard.

8 How to Play - Continued B. Recollection Next, you try to sort out your memories. Take any number of cards from your hand, as long as they are all of the same Rank, and play them in front of you. You cannot pass; you have to play at least 1 card each round. Resolve the Power from the Rank you played once, regardless of how many of that card you played. Once you finish applying the Power, place the card(s) in front of you, in your Recollection Area. Remember that because you move a card to your Recollection Area after you play it, the card s Power cannot affect the cards you played that turn. However, you are not allowed to play a Rank that is already in your Recollection Area. Also, if you only have one playable Rank in your hand, you must play that. However, if you have no legal cards to play in your hand according to the above rules, show your entire hand to the other players. Then choose one card to play, and play it as usual, including applying its Power.

How to Play - Continued 9 3. Regain Memories The starting player chooses either the clockwise or counterclockwise direction. All players then get the card they put their Shard on, plus all the cards in the indicated direction until they reach another player s Shard. The starting player picked the clockwise direction. Players will gain cards as shown in this diagram. Your hand cannot exceed 8 cards. If you end up with a hand of more than 8 cards, you must discard down to 8.

10 How to Play - Continued 4. End of Round The player who played the most cards during Counseling will be the starting player for the next round. Most cards here means cards played normally, and does not include extra cards that a player played or moved into a Recollection Area using a Power. Play the cards in rows like in the diagram below, and turn cards you play using Powers sideways to make it easier to keep track. In case of a tie, the player who played the highest Rank wins the tie. If there is still a tie, determine the first player randomly from those who tied. As in the diagram to the left, play each round s cards in a row below the previous round s cards to make it easier to follow. Also, if you re able to play an extra card using a Power, such as Tsutsuji s, turn it sideways to make it easier to spot, as in the 3rd Round row in the diagram. If this was the fifth round, proceed to Ending the Game. If not, begin a new round from Step 1 (Circle Setup).

Ending the Game Once you complete the fifth round, it s time to end the game and determine a winner. Remember to keep your hand, as the contents of players hands can become important for scoring. True Identities Before scoring, each player must determine her true identity. All players turn any face-down cards in their Recollection Areas face up, then rearranges their cards so that all cards of the same Rank are together. For each Rank in the game, the player who has the most cards of that Rank in her Recollection Area is that character. 11 In the case of a tie for most cards of a given Rank in the players Recollection Areas, the player with the most of that Rank left in her hand wins the tie. If that s also a tie, all of the tied players are in fact that character. However, each player can only be one character: If one 3 (Tsutsuji) and 6 (Ichigo Hebi) are tied for most cards, but since 6 is a higher Rank it becomes that players true identity The player clearly has the most of 1 (Chigaya) so that player s true identity.

12 Ending the Game - Continued player is several characters, the character that she has the most of in her Recollection Area (if a tie, the highest Rank breaks the tie) is her true identity, and the rest were false memories. If a player has no identity, she is Higan, Nadeshiko s hidden identity. Any number of players can turn out to be Higan. Higan s Rank is 0. Scoring Once you ve determined each player s true identity, they calculate their Victory Points as follows: Start with VP according to the character s Base VP for how many of that card are in her Recollection Area. +1 VP per card of the player s true identity left in her hand. Add the character s VP Bonus as listed on the reference sheet. Since Higan has no Rank, she doesn t get the usual VP from cards in the player s Recollection Area or hand, but she does gain 3 VP per card in her hand that is not any player s true identity. The player with most VP wins. In case of a tie, the player with highest Ranked true identity wins the tie.

The Characters 13 This section describes each of the characters in the game in detail. Each has a brief biography, their Power (the card s special ability), Base VP (the VP award for various quantities of that card in the player s Recollection Area), and VP Bonus (the special bonus VP bonus that you get if that turns out to be your true identity). Chigaya Mujinamo (12/15 Cards) She has the Power to see the evil worms that burrow into people s souls. Her goal is to help people overcome their weaknesses, and to preach her belief in world love. Power: Luxuria Pick one card from any player s Recollection Area and move it to any other player s Recollection Area. 1 Card 2 Card 3 Card 4 Card 5+ Card 0 1 7 11 13 VP Bonus +1 VP for each Chigaya card in any player s Recollection Area.

14 The Characters - Continued Nigera has a Power of extreme empathy, which lets her experience the thoughts and feelings of others as her own. Her goal is to follow her thirst for knowledge, to turn everything into information and share it. When she tried to intervene in the fight between Ichigo and Higan, her Powers went out of control, temporarily wiping the memories of everyone in the area. Power: Gula Nigera Ontade (10/13 Cards) Take 2 randomly-selected cards from another player s hand and add them to your hand. Then give that player 2 cards from your hand to add to theirs. 1 Card 2 Card 3 Card 4 Card 5+ Card 12 8 2 8 12 VP Bonus +2 VP per Rank you have left in your hand.

The Characters - Continued 15 Tsutsuji Akashide (10/12 Cards) Tsutsuji has the Power to change shape at will. When she bloomed, she also developed a powerful bloodthirst. She has become a violent serial killer, and finds killing an ecstatic thrill. Power: Avaritia You can play an additional card of another Rank from your hand into your Recollection Area, even if it is of a Rank that you ve already played. 1 Card 2 Card 3 Card 4 Card 5+ Card 18 12 8 4 1 VP Bonus +1 VP for each card in your Recollection Area of Rank 3 or higher. Enju Misohagi (10/12 Cards) Enju is an undercover agent from the Sophia Society. She looks for potential blossoms and watches them. Since she learned about Higan, she betrayed the Sophia Society in an attempt to take Higan for herself.

16 The Characters - Continued Power: Pigritia Seu Acedia Take a card from your Recollection Area and add it to any player s hand. 1 Card 2 Card 3 Card 4 Card 5+ Card 8 10 14 10 8 VP Bonus Take 3 VP from each other player who has an Enju card in their hand. Nadeshiko Utsugi (8/10 Cards) Nadeshiko is a friend of Nemu, and she has the ability to take and use others Powers. She is the possessed body of Higan, and her goal is to protect the blossoms and keep them isolated from the world until they are ready to awaken. Power: Invidia Discard one card from your hand (out of the game) and apply its Power. 1 Card 2 Card 3 Card 4 Card 5+ Card 8 8 10 12 14 VP Bonus +2 VP per Rank you have in your hand that no other players have in their hands.

The Characters - Continued 17 Ichigo Hebi (6/8 Cards) Ichigo has an artificial Power, created by the Sophia Society. Her goal is to hunt down every last one of the blossoms, as they are a threat to the stability of society. Power: Ira Name a Rank. Each player must discard one card of that Rank from their Recollection Area. 1 Card 2 Card 3 Card 4 Card 5+ Card 8 10 12 14 16 VP Bonus +1 VP for each Ichigo Hebi card that the other players have in their Recollection Areas. Nemu Inumaki (4/6 Cards) She was the first victim, and Ichigo Hebi already killed her. Her Power is called Dreaming, and she now only exists in the dreams of the dead.

18 The Characters - Continued Power: Superbia Next round, you may play your cards face-down. Do not apply the cards Power, but follow the normal rules for playing cards otherwise. 1 Card 2 Card 3 Card 4 Card 5+ Card 0 0 0 0 0 VP Bonus If you are alone in having less cards in hand than everyone else, you win the game. Higan This is Nadeshiko s hidden identity. You become Higan if you do not get any other true identity. Since there are no Higan cards, you do not get any Base VP if she is your identity. Conditions You did not get a true identity. VP Bonus +3 VP for each card in your hand that does not match any other player s true identity.

Credits Original Japanese Version Game Design: kuro Manual Editing: Package and Character Illustrations: kawa Logo and Package Design: TARO Special Thanks: TROY- HORSE Pecopon 2015 by Manifest Destiny English Version Executive Producer: Eric Price Producer: Toni Solberg Graphic Designers: Cherise Wilson, Elaine Schimek Editing: Ewen Cluney, Rich Gain, Robert DeRouin 19