Unfortunately, Anne Marie finds nothing but a dead end, but emerges back into her Manor room without trouble. I don’t think there is anything else you can do this round, so we move to the Mystery Phase.
Each Mystery Phase follows certain steps:
Start of the Mystery Phase, where particular revealed game card events may occur.
KO’d Heroes revive (and fully heal).
The Villain Heals (D6 Wounds in Cooperative games).
Roll on the Cooperative Mystery Phase Chart
Draw a new Mystery Card.
Pass the First Player Marker.
So, nothing happens for those first three steps, so we roll for step 4 …
Evil has emerged again, as a Barghest Hound appears at the Covered Bridge. It remains there this turn, but at the start of the next Mystery Phase it will move towards the nearest Hero.
A new minion appears - another Barghest Hound! This time though, the current First Player can choose where to place it on the board. So Isabella (@RogerBW) please choose any empty board space for it - I believe that means a road space and not a named space. The Shadow Track though also moves 1 step closer to Darkness!
The First Player marker now also passes to Thomas (@RossM).
Once Roger let’s me know, I’ll redo the board, reroll for movement and we’ll get on with Round 2.
As the new First Player, Thomas (@RossM) to go first, and you also get an Event Card for your roll of 1, which is…
Militia Play Immediately. Place a Militia Marker at any named space on the board (limit one Militia marker per space).
Militia markers add +1 Combat and have 1 Wound which a Hero fighting in that space can use, but they cannot be moved normally.
Tell me where you want to put the Militia and where you want to move too, or if you wish to linger at the Olde Woods - although if you linger the Barghest Hound at the Covered Bridge will get to you on the next Mystery Phase.