
Black Sonata: Strange Shadows
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You punch holes in cards, overlap them, look for clues. After twenty minutes you have three hypotheses and one certainty: this time you need a more difficult module.
WHAT IT IS ABOUT
Seven ways to make the impossible even harder
Black Sonata: Strange Shadows is the modular expansion for John Kean's solo masterpiece, published by Side Room Games in 2025. It includes seven independent modules that can be combined with each other and with the previous expansion Fair Youth.
At the table you'll find new Dark Ladies to deduce without suits (only symbols in order), stealth cards that reveal direction and colors, the ferryman who protects the ports, blazonry cards with heraldic crests, and an asymmetrical 2-player cat-and-mouse mode. Each module changes the rules of engagement: more difficult, deeper, more varied.
What they say abroad
Strange Shadows does not make Black Sonata easier. It makes it infinite.
— FroGames
"Each expansion module offers a fresh puzzle within the core deduction framework."
Each expansion module offers a new puzzle within the main deductive structure.
— Side Room Games
Black Sonata: Strange Shadows
Black Sonata was born as a deductive solo game, and Strange Shadows expands its formula. It also includes Cat and Mouse, an asymmetrical 2-player mode where one player plays the Dark Lady and the other the historian. The solo experience remains the heart of the system.
The modules in the box
Seven expansions, infinite combinations
The Darkest Ladies
Dark Ladies without suits: you must deduce the symbols in the exact order. More cards to punch, more pattern recognition, more difficult.
Indirections
Stealth cards in your deck: some show the direction the Dark Lady came from, others the color of her location. New clues, lateral deductions.
Blazonry
The Dark Lady hides behind a heraldic crest. First, you must decipher the blazon symbols using special fog cards, then you can find her.
Cat and Mouse
Asymmetrical 2-player mode: one is the Dark Lady moving on the board, the other the historian trying to flush her out. Deductive hide-and-seek.
Recommended sleeves 79 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 44 × 69 mm | 50 |
| 63.5 × 88 mm | 29 |
| Total cards | 79 |
🎲How to playThe rules in four steps▼
How to play
The flow of each turn
A turn of Strange Shadows follows the basic game structure, but the modules add phases and decisions.
You move to a location (or use the ferryman to jump between ports). You search for the Dark Lady by punching out the corresponding card. If certain modules are active, you apply their special rules.
You mark what you've discovered on the map: symbols, directions, colors. If you use Indirections, you read the stealth cards. If you use Blazonry, you work on the coat of arms.
She draws her movement card, applying the rules of the active module (Ferryman changes paths, Tarry can stop her). She moves following her hidden pattern.
You check if you have enough clues to attempt the final solution. Or if the fog deck has run out and you've lost. Harder modules require more evidence to win.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Choose the modules
Open the box, read the seven modules, decide which ones to combine. Darkest Ladies for a pure challenge? Blazonry to add a layer? Ferryman to change movement rules? Each choice changes the game.
First clues, new rules
The first moves immediately reveal that this is not a basic game: stealth cards give you directions instead of confirmations, the ferryman blocks ports, fog cards have effects you've never seen before.
The mind map
You have three hypotheses for the Dark Lady, two possible routes for the ferryman, and a blazon card to decipher. The map of London fills with notes and arrows. Each turn eliminates a possibility.
The costly mistake
You make a wrong deduction, losing two turns to reposition. The Dark Lady moves again. You look at the fog deck: you can use a Tarry card to stop her, but you'll pay later. You decide to risk it.
Solution or timeout
You punch out the last card, overlay the layers, read the result. If it matches: you win. If the deck ran out first: the Dark Lady vanished. You look at the remaining modules and think: next time I'll try Blazonry + Ferryman.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three things to consider
Requires the base game
Strange Shadows is an expansion. You cannot play without the base Black Sonata game. The modules integrate with the original system and modify it, they do not replace it.
Steep difficulty curve
Some modules (Darkest Ladies, Blazonry) raise the bar significantly. If the base game already seems tough, these will make you sweat. It's better to master them one at a time before combining them.
Available as print & play
The expansion originated as a PnP on BGG before the physical edition. You need to print, cut, and sleeve. If you don't like crafting, wait for ready-made versions.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
Each module can slightly change the victory or defeat conditions. In general:
Victory
- Correctly deduce all the Dark Lady's symbols (or her coat of arms, if playing Blazonry) before the deck runs out
- In Cat and Mouse mode (2 players), the historian wins if they manage to reveal the Dark Lady
- Some modules provide extra fog cards to extend the game and increase possibilities
Defeat
- The fog deck runs out before you have enough clues to solve it
- You make too many wrong deductions and waste turns without recovering
- In Cat and Mouse mode, the Dark Lady wins if she manages to evade the historian until the deck runs out
Strange Shadows is for those who already loved Black Sonata and want more depth, more challenge, more variety. An expansion that doesn't just add content: it adds system.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Black Sonata: Strange Shadows
Can I play Strange Shadows without the base game?
No. Strange Shadows is a modular expansion that requires the base Black Sonata game to function. The modules modify and enrich the original system, they do not replace it.
Which modules are the most difficult?
The Darkest Ladies (deduction without suits) and Blazonry (heraldic coat of arms) are the most complex. Indirections and Ferryman add tactical variations without raising the difficulty too much. Tarry cards is the lightest module.
Can I combine multiple modules together?
Yes, the modules are designed to work in combination. You can use them individually or together, even with Fair Youth (the other expansion). Each combination changes the puzzle and the difficulty.
What mechanics does Black Sonata: Strange Shadows use?
Hidden movement, deduction, pattern recognition and card manipulation (punching and overlaying). Cat and Mouse adds asymmetry in 2-player mode.
Is it available in Italian?
No. This edition is in English. The text on the cards is minimal (symbols and icons), but the module rules require a good understanding of written English.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Black Sonata: Strange Shadows is the modular expansion for the solo deduction game designed by John Kean and published by Side Room Games. It includes seven combinable modules that modify the base system: Dark Ladies without suits to deduce in order, stealth cards with directional clues, heraldic coats of arms, the ferryman who protects ports, tarry cards, additional fog cards, and Cat and Mouse, an asymmetric mode for 2 players. Each module increases complexity and replayability. It works alone or in combination with Fair Youth. For 1-2 players, games lasting 20 to 40 minutes, recommended age 12+. Weight 2.7/5. Available on FroGames.it.
Frequently Asked Questions
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