Board Game Apocalypse

refers to an event, part of a collaboration between Fate/Grand Order and Fate/Requiem, which occurred during the Human Order Revision.
== Setting ==
Erice Utsumi and Voyager found a Holy Grail and through her Command Spells, it granted Erice’s deep-seated wish to be a Servant. In exchange, though, Erice lost both her Command Spells and her contract with Voyager. Her lost Command Spells then became Monde du Jeu, a small recreation of Mosaic City from her world. But because she felt she didn’t deserve the honor of being a Servant, Erice subconsciously changed Monde du Jeu into a board game involving Servants to serve as her trial. As a result, the majority of Monde du Jeu became veiled in a sea of stars, leaving behind five cities connected via a tram system, and the humans became meeple. The tram system is only accessible once the right amount of tokens are collected through a city's corresponding game. A mysterious board game acting as a portal to Monde du Jeu also appeared in Chaldea, transporting the Servants who played it inside.
In the game world of Monde du Jeu, everyone falls into one of two categories: those who are incorporated into the world and those who aren’t. Those belonging to the first have lost their will and are part of the game, such as the meeple and Servants brought in from Chaldea. While the Servants still retain their memories of Chaldea, they also think they are part of Monde du Jeu, which follows the same rules regarding Masters and Servants as Erice’s world. Thus, the Servants and the meeple believe they are Master and Servant bonded for life. Servants can leave their Masters of their own volition, but there is no risk of disappearing since they’re still connected their Master’s inner Grail. They can also become pseudo-players in the world’s games, but they can never truly belong to the second category of those who came to Monde du Jeu. Losing also means turning into a token. Those belonging to the second category are those who still retain their will and serve as the game’s true players. Before Chaldea’s involvement, only Erice belonged to this category.
Still feeling remorse for killing Louis XVII, Erice felt the boy’s mother, Marie Antoinette, should punish her. In response, her Dread Spirits took the form of Black Marie to serve as Erice’s opponent in Monde du Jeu. Some time after manifesting, Black Marie encountered the real Marie from Chaldea and Kijyo Koyo and trapped them in a shrine on the peak of a mountain in the fifth city. Then, disguised as the real Marie, she returned to the first city, Akihabara, and encouraged the Servants to leave their Masters behind and become players. She then listed off the games, with the fifth being called Dragon Search. Erice, who watched from afar, found Marie’s Servant revolution inspiring and connected Dragon Search with Koyo, not knowing she isn’t the one she knew. This encouraged to start the game of Monde du Jeu, unaware Marie's Servant revolution was a ploy by Black Marie to lure her to the shrine to punish her and ultimately plunge her into despair.
Noticing Erice’s behavior changing for the worse, Voyager used the Grail, which disguised itself as a game piece depicting the space probe Voyager, to leave Monde du Jeu in search of someone who could help him save Erice.
== History ==
===A Mysterious Game and a Travelling Young Boy ===
300px|thumb|The tables of Chaldea's cafeteria filled with table top games.
In Chaldea’s cafeteria, Ritsuka and Mash observe nearly all the Servants being immersed in the latest craze: table top games. But something odd has brought Leonardo da Vinci has brought to the cafeteria. Osakabehime assumes she referring to the mysterious new board game.Fate/Grand Order - Board Game Apocalypse, Prologue: A Mysterious Game and a Travelling Young Boy
According to Ganesha, no one knows who the owner is or what the rules are since it didn’t come with a manual and all they know for sure is that comes in five boxes. Tomoe Gozen adds it appears to be a standard board game that had been customized with an assortment of rules. Helena Blavatskyand Thomas Edison both find it strange for a board game to appear spontaneously.
Mash asks Osakabehime and her friends if they’ve already played it, which Osakabehime and Ganesha confirm. Da Vinci is concerned about how engrossing it has proven and decides it’s best to show what she means.
She brings the others to where Wolfgang Amadeus Mozart and Marie Antoinette have been playing the game in a trance without rest. Tomoe, Osakabehime, and Ganesha, having played it before, are entranced as well. Helena also becomes entranced, though she is till aware enough to know something is wrong.
A mysterious boy then appears. Ritsuka tries asking him who is and where he came from, but the boy’s answers aren’t helpful. Nursery Rhyme reveals he came from inside the game, having witnessed it herself. Da Vinci senses he is a Servant.
The boy seemed unaware he came from the game, but he realizes that is why “she” got lost. He doesn’t say who “she” is and instead tells Ritsuka they are qualified.
Nursery Rhyme notices the boy has been holding something this whole time and requests he show it. But the boy says he can’t because you need to be qualified, which is why he can show it to Ritsuka. EMIYA Alter assumes by qualifications, the boy means Master aptitude, which confirms he is a Servant.
Mash presumes the boy is choosing Ritsuka to be his Master, but he doesn’t even seem to know what a Master is. Nursery Rhyme asks why he came to Chaldea then. The boy starts to say he is in the middle of a journey but cuts himself to show a game piece resembling a satellite probe.
Ritsuka and Edison can see it, but not Nursery Rhyme. This obviously upsets her, so she demands to know why Edison can see it, but she can’t. The boy tells her it’s because he is allowed to see it since it was thanks to him he was led to the stars and began his journey.
Edison realizes the boy’s True Name is Voyager, the unmanned space probe whose launch into the outer reaches of the solar system is considered one of humanity’s most heroic feats. Da Vinci calls him a Pseudo-Servant that’s a record of both the past and currently ongoing phenomena. He is essentially the embodiment of the people’s aspirations to reach outer space.
Asked why he came to Chaldea, Voyager presents his game piece to Ritsuka, so Mash presumes he wants them to take it. Edison presumes he wants to play the game but tells him it’s late for that, so he’ll have to wait until tomorrow. EMIYA Alter attempts to interrogate him about it, but Da Vinci puts a stop to that and takes Voyager to her workshop for examination.
Later in the hallway, Ritsuka and Mash discuss Voyager. Mash comments he clearly has a will of his own, but he speaks as if there is a constant time barrier between him and everyone else. She also noticed he kept looking directly at Ritsuka.
Ritsuka thinks that maybe they should’ve accepted the game piece Voyager wanted to give them, but Mash thinks they made the right choice. Though she was indirect about it, Da Vinci did warn them to be careful around Voyager. Much is still unknown about him, after all.
But Mash wonders what it was Voyager was trying to tell them, doubting that all he wanted was to play the game. She also wonders, like Ritsuka, who it was he was so concerned about.
The next morning, Mash bursts into Ritsuka’s room, and tells them the Servants have vanished. They rush to the cafeteria to find it empty except for the board games. Mash figures, given the cafeteria’s current state of disarray, that the Servant disappeared while they were still playing.
Da Vinci confirms all the Servants who were playing last night are gone. They seem to have made a Spiritron dive to a different phase of existence in a way strangely similar to Rayshift and are now trapped in that mysterious game with no means to contact them. Nursery Rhyme, Edison, and EMIYA Alter were, of course, not transported into the game since they never played it.
Ritsuka and Mash both agree they need to rescue the trapped Servants, but the question is how. Voyager says he can go and asks the others if they want to go with him. Da Vinci reveals Voyager is a Foreigner, a visitor from another world, and according to Nursery Rhyme’s eyewitness testimony, he came from inside the game.
Mash asks Voyager if this means he can take them inside the game. Voyager confirms he can take Ritsuka. Mash finds that similar to a contract and recalls Voyager said Ritsuka was qualified, which she now figures means they’re qualified to go inside the game as one of its players. Voyager still doesn’t know what Mash means by “game”, but that place is complicated, dangerous, and kind of fun. It is also where they’ll find her.
He gives Ritsuka his game piece. Once Ritsuka takes it, they and Voyager both start floating, surrounded by a golden light. Voyager asks Ritsuka if they’re friends, which they affirm. Pleased with their answer, Voyager prepares to transport them into the game when Mash, Nursery Rhyme, and EMIYA Alter demand to come with. Da Vinci decides to stay since someone needs a way to maintain communications. Voyager then everyone except Da Vinci into the game.
===Monopolizing Mosaic City===
300px|thumb|Akihabara
The heroes drop into Akihabara, though it isn’t the one the Chaldeans are familiar with having become a coastal city. Voyager explains the last Holy Grail War took place here and occurred after Chaldea’s time. The war had changed many things, and it is why Akihabara is like it is now. Akihabara is important to Voyager, and he believes it is the same for her as well, so he is sure he’ll find her here. She is his best friend.Fate/Grand Order - Board Game Apocalypse, First Game: Monopolizing Mosaic City
Helena then welcomes the heroes to Akihabara and by extension Monde du Jeu, the world inside the game. She explains there a five cities each with their own game, and Akihabara is one of them.
Mash asks Helena about the Meeple accompanying her and is surprised when she calls them Master. Helena explains they’re her Master in Akihabara with the latter claiming they were destined to be partners. Mash and Voyager both find it very strange the people of Akihabara are Meeple.
Helena’s Akihabara Master asks her who the others are. Helena explains they are the Servants of Chaldea and Ritsuka is their Master. Her Akihabara Master is in utter belief one person could be the Master of multiple Servants and that not everyone in Chaldea’s world has their own Holy Grail and Heroic Spirit after Helena explains.
Moving on, Helena’s Akihabara Master asks Ritsuka what brings them to Akihabara. Ritsuka answers they came to bring the Servants back home. Helena’s Akihabara Master accuses them of wanting to kidnap Helena, but Helena, in a trance, reassures them she wants to stay. Edison worried she intends to stay asks her if she has forgotten about her friends at Chaldea and starts listing them.
Helena cuts him off and reveals to the heroes they became part of Monde du Jeu’s mechanic the moment they entered it, so they cannot leave Akihabara unless they play and win the game. Winning the game will earn them the tokens and once you have enough, you can acquire the qualifications to leave the city. Helena doesn’t say what the penalty for losing is, though.
She then notices the game piece Ritsuka is holding, and gives them a token. Afterward, she starts the first game, Culdpoly, and a board resembling appears. She explains dices rolls determine the number of spaces to move and an event will happen on whichever space your game piece lands. The goal is to claim all of Akihabara. Ritsuka, Mash, and Voyager team up to play the game.
===The Lost "Reaper"===
As the three continue playing, Voyager suddenly stops, having found his lost friend: Erice Utsumi. Erice proclaims she and RItsuka are rivals when she learns the latter is more or less Voyager’s new Master. She then calls herself by her other name, the Grim Reaper, and declares she will destroy this world and the heroes along with it. She believes once she has done that, everything will return to normal, and proceeds to attack the heroes.Fate/Grand Order - Board Game Apocalypse, The Lost "Reaper"
They best her, but she refuses to listen to reason, believing the Chaldeans stole Voyager from her. She declares she’ll end everything and leaves. Edison, Nursery Rhyme, and EMIYA Alter arrive afterward.
Voyager confirms Erice is different from whom she once was. But he still wants to save, which is why he came to Monde du Jeu, and asks Ritsuka if they will save her. Ritsuka affirms they will, much to Voyager’s relief.
Helena then suddenly appears to congratulate Ritsuka on obtaining the required amount of tokens needed to move on to the next city, meaning they’ve won the game. She says they always play again if they want, especially if they need more tokens, but in the meantime, the tram to the next city will soon be departing.
300px|thumb|Tram
Voyager leads the others to the tram Helena mentioned. They go inside and are quickly contacted by Da Vinci.
After catching her up, the heroes discuss what Erice is exactly. Mash thinks, considering her extraordinary combat prowess, it’s possible Erice is a Servant. But since she was acting all on her own in Akihabara, unlike everyone else, it’s also possible she is a mage.
Da Vinci deduces based on everything that Voyager was Erice’s contracted Servant and asks what he knows about her. Voyager says the Erice he knows is human, but he is confused as well.
Edison asks if Erice is a Heroic Spirit, what her legend is then because, unlike Voyager, he cannot venture a guess. Ritsuka finds her outfit and spear were reminiscent of ancient japan. EMIYA Alter agrees, sensing she had divine elements to her. Unfortunately, her flow of magical energy is so complex he cannot tell what gods those elements belong to. She could be a High-Servant or a Pseudo-Servant possessed by very minor gods.
Da Vinci thinks Erice’s spear is Ame-no-Nuboko, but EMIYA Alter refutes that as impossible given Erice wasn’t that powerful. Edison says this is all just speculation, though, so they’ll need to investigate the matter further. Da Vinci ends communication, requesting the others to let know when they learn something.
Nursery Rhyme implores Voyager to say something, as he should know Erice more than anyone. Voyager, however, responds that he doesn’t know her much at all, as she isn’t the Erice he knows. The Erice he knows would never want an end to everything. He agrees with Ritsuka there is something off with Monde du jue as well, so he needs to stop Erice and hopes she is in the next city.
The tram soon comes to the next city, which resembles a western farming village.
===Werewolves in the Haunted House===
Inside a mansion, Jeanne d’Arc explains the rules of the second game. Most players are assigned the role of villagers, but a few play werewolves and only fellow werewolves know each other. Every night, the werewolves pick one person to kill while the villages can only meet during the day to choose someone suspicious for executions.Fate/Grand Order - Board Game Apocalypse, Second Game: Werewolves in the Haunted House
The goal of the game is to survive. Villagers need to kill all the werewolves, while the werewolves need to deceive the villagers into thinking they’re not. If the last werewolf is slain, the villagers win, but if the number of surviving villagers and werewolves is equal, the werewolves win.
At Mash’s request, Jeanne deems Ritsuka, Mash, and Voyager as a single player in exception of the rules because Ritsuka is the sole Master amongst everyone. But that also means their team will be executed as a single player. Jeanne then starts the second game: Werewolves in the Haunted House.
She tells everyone to check their cards that indicate their assigned roles without letting anyone else see. Ritsuka, Mash, and Voyager see their role is the Seer. 
Jeanne explains there are a number of specialized roles. The Seer belongs to the villagers’ side and can divine the identity of one other player every night. The Knight, also belonging to the villagers’ side, can protect another player from a werewolf attack once per night. The Fanatic is a traitor to the villagers that secretly help the werewolves to win. They know who the werewolves are, but the werewolves do not know who the Fanatic is. The Lover is a special role assigned to two players, both of whom are aware of the other even if they are opposite sides. They win if both of them survive, but if one dies, the other one must follow suit.
Moving on to how the game is actually played, Jeanne says hanging isn’t required for the first day, so she suggests everyone discuss and gather information to increase their odds of learning the other players’ roles. She then reminds them of the assigned roles and reveals there are two werewolves.
Nursery Rhyme immediately reveals she is a werewolf, not wanting to play the game as one. However, she refuses to spoil the game by revealing who the other one is.
With everyone’s constant chattering and bickering, Mozart is concerned the other werewolf kills them all off before they can even settle on a single suspect. Therefore, to help advance the game and use their time well, he proposes each player give a statement once per day, with a maximum span of 10 minutes each. Players can also ask one question once per day and said question counts as part of their speaking time. After agreeing to Mozart’s proposal by a vote, everyone gives their statements for the day. 
Antonio Salieri accuses Mozart of being the greatest threat to the proceedings. 
Mozart claims he is the Seer, to which Mash accidentally reveals that role belongs to her team. Mozart insists he is the real Seer, though, saying only revealed it to determine if Nursery Rhyme spoke the truth earlier. But to determine which one of them is lying, he proposes to Ritsuka that they both divine Nursery Rhyme’s true identity and compare the results. Ritsuka accepts his challenge. 
Nursery Rhyme, Charlotte Corday, Charles-Henri Sanson, Marie, Phantom of the Opera, Chevalier d'Eon, Gilles de Rais, Edison, Napoleon Bonaparte, and EMIYA Alter give their statements, eventually bringing the first day to an end. The sun instantly sets, which Jeanne confirms is because of the game. She then tells everyone to retire to their rooms and stay there until morning. She will visit those with specialized roles individually.
Ritsuka, Mash, and Voyager suddenly find themselves in their room. Jeanne warps into the room per an in-game short cut, and asks Ritsuka whose identity they will divine. Ritsuka answers Nursery Rhyme, so Jeanne takes them and their teammates to her room via the in-game shortcut.
Observing Nursery Rhyme’s room from the shortcut area, Ritsuka determines she was telling the truth. Voyager asks she will attack someone now, but Jeanne explains werewolves take their turns last and confirms she takes them to their target. She then returns Ritsuka’s team to their team.
===Werewolves in the Haunted House: Second Day===
Second day, at Jeanne’s behest, Mozart and Ritsuka both reveal they reached the same conclusion that Nursery Rhyme was a werewolf. Salieri accuses them of conspiring on their answers.Fate/Grand Order - Board Game Apocalypse, Werewolves in the Haunted House: Second Day
Jeanne then announces last night’s victims: Nursery Rhyme and Charlotte. They’re both turned into tokens because even though the usual rule is there is only one werewolf victim per night they were Lovers, so per the game’s rules, both had to die.
Sanson asks why they turned into tokens. Jeanne reveals that is what happens to all fallen Servants in Monde du Jeu. Voyager reassures they will return to normal once they’re back in their original world. Ritsuka and Mash vow to do all they can to save the Servants.
Marie sees Ritsuka, Mash, and Voyager are playing games in pursuit of a larger goal. Voyager confirms as much, saying they are looking for Erice. Marie finds the name Erice familiar somehow.
Jeanne takes custody of Nursery Rhyme and Charlotte’s tokens and leaves to let the others to continue the rest of the day.
Salieri demands that Ritsuka be hanged immediately, accusing their team of plotting to disrupt their game. Edison defends Ritsuka against Salieri’s accusations. Sanson questions if Ritsuka’s role truly is the Seer, but if true, that means Mozart lied and should be hanged.
Mozart implies Ritsuka had cheated because he gave his answer before Ritsuka did. He challenges Ritsuka to prove they didn’t and proposes they both divine Edison’s identity tonight. Ritsuka again accepts his challenge.
Marie worries Salieri may end up attacking all of them because he is an Avenger and tells him he will hang. Salieri accuses Mozart of turning Marie against him and decides to attack her, not caring that it is against the rules for players to attack each other. Fortunately, Ritsuka and Mash stop him.
After everyone else gives their statements, they vote on who to hang: Ritsuka, Salieri, or Marie. The votes end in favor of Salieri, so he is turned into a token; his role was villager. Jeanne takes custody of his token and declares an end to the second day.
But before they all go to their rooms, Marie asks Sanson if she was just imagining that he accused her of being a werewolf. Sanson insists he never suspected her in the slightest, but his finger pointed at her as if it had a will of its own.
Later, Ritsuka divines that Edison’s role is villager.
===Werewolves in the Haunted House: Third Day ===
Third day, Phantom is found to be missing. Jeanne says it shouldn’t be possible for anyone to disappear from the mansion while a game is under way, yet she can’t find Phantom anywhere. She fears there is another power working to interfere with the game’s rules.Fate/Grand Order - Board Game Apocalypse, Werewolves in the Haunted House: Third Day
Moving on, Jeanne asks Ritsuka and Mozart whose identity they divined last night. They both answer Edison and both divined he is a villager.
Afterward, Jeanne announces Gilles was last night’s victim. Gilles is thus turned into a token; his role was villager. Jeanne takes custody of his token and leaves the others to continue on with the third day.
Everyone gives their statement with Mozart deciding he and Ritsuka will divine EMIYA Alter tonight. They all then vote on who to hang: Sanson or Mozart. The votes end in favor of Sanson, so he is turned into a token; his role was villager. Jeanne takes custody of his token and declares an end to the third day.
That night Jeanne takes Ritsuka’s team to EMIYA Alter’s room via the shortcut, per Ritsuka’s request. To Mash’s surprise, however, EMIYA Alter is still awake. He confesses he is the Knight, which Ritsuka confirms with divination. He tried protecting Sanson last night, but the werewolf attacked Gilles instead. Tonight he will be protecting D’Eon for reasons he will not divulge.
Jeanne returns Ritsuka’s team to their room, but they were attacked Phantom along the way, much to her confusion.
===Werewolves in the Haunted House: Fourth Day===
Fourth Day, EMIYA Alter is found to be gone. Jeanne reveals he disappeared last night and is now in the shortcut space that connects the areas of this game world. D’Eon wonders if he disappeared to the same Phantom. Mash thinks D’Eon may be right, confessing they had a run in with Phantom last night.Fate/Grand Order - Board Game Apocalypse, Werewolves in the Haunted House: Fourth Day 
At Marie’s request, Mash recounts everything that happened last night. Jeanne presumes EMIYA Alter jumped into the shortcut area on his way back from fulfilling his duties as the Knight, though she can’t imagine why he’d do that.
D’Eon asks Ritsuka if EMIYA Alter really said he’d protect them last night, which Ritsuka confirms. Seeing they’re still alive, D’Eon thinks EMIYA Alter made the right choice, but they wonder why he disappeared then.
Mozart posits EMIYA Alter had run away because he knew the werewolf would come after him next. The Knight might to be able to protect others, but he cannot protect himself. Also, since everyone now knows he is the Knight, Mozart asserts EMIYA Alter had no choice but to run and hide. He finds it fortunate for D’Eon that EMIYA Alter protected, calling them the game’s damsel in distress. D’Eon attacks for the perceived insult.
The heroes stop D’Eon for which Mozart gives his thanks. Mash, Edison, Napoleon, and even Marie, however, tell him it was his own fault. Jeanne says she’ll keep an eye on D’Eon, but D’Eon tells her not to bother, unable to bear to keep going after being humiliated.
They ask everyone before they go their separate ways to bring today’s vote to an end, feeling it is the least they can do to atone. They also ask they suspend all future votes until EMIYA Alter and Phantom have returned, believing it is the only way to ensure the werewolf hangs and prevent future casualties. It is their final wish as a knight who failed in their duties. D’Eon then kills themself, turning into a token, to be free of the game. Jeanne reveals D’Eon was a villager and takes custody of their token.
Marie and Edison both think they should honor D’Eon’s final request and put the vote on hold. Napoleon, however, doubts the werewolf will just simply wait. Jeanne admits she isn’t sure about anything in the mansion anymore and doubts making new rules will be of much help at this point.
Napoleon concludes they need to choose someone to hang right now then. He clears Ritsuka’s team and Edison of suspicion since their roles are known, which means he, Mozart, and Marie are the most suspicious. Mozart insists he has nothing to hide and tells Ritsuka to divine his identity. Napoleon yells at Mozart not to change the subject but Mozart tricks him into attacking him.
Ritsuka’s team stops Napoleon, and it is clear to them now what Mozart’s role is. Napoleon demands they put a stop to Mozart before he can kill anyone else. Ritsuka assures him it will be okay because they know EMIYA Alter didn’t run away but left the confines of the game, so to protect everyone without being restricted by the rules.
Mozart calls that ridiculous and asks where the proof is. He also starts to say you can’t change the rules, but Edison reminds him they had already implemented a new rule at the beginning of the game at his suggestion. Mozart is incensed at the suggested rule change, but he refuses to give up and challenges Ritsuka to divine his identity. Ritsuka finds it moot at this point but nonetheless accepts Mozart’s challenge.
That night, Ritsuka’s team wait for Jeanne to visit them but they start to get worried when she doesn’t appear as expected. A warp then suddenly appears from which Phantom emerges and tries to attack Ritsuka. Jeanne appears from the same warp and tries to explain what is happening when she and Phantom are both killed by the werewolf, turning both of them into tokens. It then turns its attention towards Ritsuka’s team, but fortunately EMIYA Alter appears and helps fight it.
The werewolf is defeated and is confirmed to have been Mozart. He thanks Ritsuka for giving him the time of his life when he is suddenly killed by Marie, turning him into a token. Edison and Napoleon came with her to see this crisis through to the end. Napoleon wonders who the Fanatic was, to which Mash assumes it was Phantom and reveals his fate.
After concluding the game, Marie requests to accompany the heroes. Voyager seems wary of her, but Ritsuka nevertheless agrees to let come with. All the tokens Jeanne had been keeping then go into the heroes’ inventory. Afterward a warp opens up which the heroes go through to the next tram.
Da Vinci contacts them the moment they board and ask them what they were doing. Mash tells her they were playing a game. Da Vinci notices Nursery Rhyme is missing, to which Mash reveals she is a token. Ritsuka tells her the truth about the tokens on the way to the next station.
===Sower of the Seeds of Havoc===
The third game ends before it can even begin. Erice appears and reveals she defeated Iskandar, El-Melloi II, Leonidas, Romulus, and Heracles and collected their tokens. Though he is impressed, Edison doubts she defeated all those Servants all on her own and asks about the Master who gave her orders. Erice denies she has a Master and insists she did it all on her own, which perplexes Edison since everyone person in Monde du Jeu’s Akihabara was a Master with their own partnered Servant.Fate/Grand Order - Board Game Apocalypse, Third Game: Sower of the Seeds of Havoc 
Erice realizes the heroes think she is a Servant, but she refutes she is and insists she is just a human and a grim reaper. She was the only one in Akihabara without their own Grail, at least until she met Voyager. She is used to being alone, but she makes it a point to end travesties like these games, which is why she destroyed the third stage to ensure no one could ever play its game again.
Still, she wants to defeat Ritsuka properly, calling them contemptible. She has heard they’re trying to save the world and that they command an army of Servants, whom she assumes Ritsuka treats like toy soldiers, for which she calls them conceited. Mash tries to defend Chaldea, but Erice refuses to trust an organization of mages and considers its mission to be nothing more than an excuse for Ritsuka to collect as many Servants as possible, much to her disgust. 
Ritsuka asks her who she heard that from. Erice answers she heard it from the Servants she turned into tokens, all of whom she believes are just using Ritsuka.
EMIYA Alter asks her what a lone Stray Servant could want. Erice again refutes she is a Servant, but she confesses all she wants is to take back everything she lost. She cannot stand Monde du Jeu’s warped version of reality, which is why she will destroy it.
Voyager asks her what happened to her, as she was never this angry before. He tries to reminds he will always be her friend, but Erice cuts off him, saying it doesn’t matter what they were before, not as long as they’re both in Monde du Jeu. Voyager says they made a promise, but Erice refuses to let Voyager’s crying face change her mind.
Marie scolds Erice for making Voyager cry. Erice is shocked to see Marie and presumes she is a Servant of Ritsuka’s. Marie confirms as much and asks Erice if she couldn’t be a little nicer to Voyager. Erice believes that would make her no better than Chaldea, though. She also believes if she can get herself and Voyager back to their Akihabara, everything will return to normal, including the promise they made and her missing Command Spells. Voyager was aware she lost her Command Spells.
Erice runs aways, vowing to get everything back, including Voyager. The heroes try going after her, but she summons Heracles from his token to stall them and continues escaping. Heracles immediately starts trying to destroy the tram tracks. The heroes knowing they’ll be trapped if he succeeds move to stop him.
They defeated him, but only after he already destroyed the tracks. He disappears instead of turning back into a token, which Voyager thinks is because his role in the game is over with. Mash suspects Voyager has some sort of connection to Monde du Jeu. Voyager isn’t so sure only he is alone right now, just like Erice. Marie tries to reassure him he is not alone, but Voyager hides from her behind Mash.
With the tracks forward destroyed, Marie suggests going back to Akihabara and take a walk around the city. Mash worries if they did that, they’ll be no telling when they can return to Chaldea. Marie sees no problem with that, so long as they’re having fun. But Voyager vows to save Erice, believing she had her reasons for what she said.
Marie asks how they’re supposed to go after Erice with the tracks gone. Ritsuka says they can walk, but Marie points out it is nothing but starry sky. Edison and Voyager convince her, though, it’s possible to cross it if the latter guides them.
But EMIYA Alter says there is no need to walk and reminds everyone there is a network of shortcuts connecting all of Monde du Jeu. He was able to access back in the second game by going outside the game’s rules and believes they can use it here, especially since Erice already broke the rules when she had the tracks destroyed.
He requests Voyager to serve as the guide, which Voyager agrees to do. Afterward EMIYA Alter opens a warp to the shortcut area. The heroes proceed to enter on through.
After entering, Marie asks Voyager to tell them more about his and Erice’s relationship on the way. Voyager says he and Erice made a promise to watch over the end together. Marie presumes he means the end of Monde du Jeu, but Voyager is unable to elaborate. The heroes continue on their way.
Later, Voyager finds Arash’s token and gives it to Ritsuka, certain they can help him do his job. Mash is glad to see Voyager doesn’t bear a grudge against Chaldea, admitting she was shocked when Erice said Servants are treated like a toy army. Edison finds it hypocritical then that Erice has no issue using Servants for her own ends.
But Voyager reveals Erice actually loves Servants and has always admired them, but now she is alone again. Marie asks Voyager to tell them more about Erice. Voyager agrees, but he doubts he’ll do a good job.
Later, Voyager finds Darius III’s token and gives it to Ritsuka. Mash suspects Ritsuka could summon the Servants from their tokens, like Erice did with Heracles. Edison is certain Erice will use the tokens she has if it comes to a fight, so he recommends collecting as many tokens as they can.
Thanks to Voyager telling them about her, everyone now knows Erice was a member of the Akihabara night watch and it was her job to defeat any Servant that threatened the city’s peace. Edison finds it contradictory for her, though, to admire Servants when it was her job to eliminate them when they get out of control. Voyager says she can’t help it because something akin to Grail Mud possesses her.
After collecting Altera’s token, Marie recounts how Voyager told them Erice was the only one in Akihabara without a Grail or a Servant of her own until she became his Master. But after she came to Monde du Jeu, the important bond they shared disappeared. Voyager wants that back, but EMIYA Alter tells him his job to set her free and they’ll start by forcing to face the reality she is a Servant, which will be Ritsuka’s job.
Later, as they continue following after Erice, Ritsuka is suddenly struck by Penthesilea’s token. Eventually the heroes warp into the tram, which takes them immediately to the next game.
===Orbat Clash===
With the heroes having finally caught up with her, Erice concludes she has no choice but to face them in this game and vows to defeat them.Fate/Grand Order - Board Game Apocalypse, Fourth Game: Orbat Clash 
===Heroes Assemble===
Reasserting she has no choice but to fight the heroes, Erice summons Romulus, Iskandar, and Leonidas from their tokens, while El-Melloi II summons himself from his own token. In response, Altera, Darius III, and Arash summon themselves from their tokens.Fate/Grand Order - Board Game Apocalypse, Heroes Assemble= 
After trading introductions with Ritsuka, Erice tells them she couldn’t care less about them as she only cares about restoring the bonds she made with her real friends back in her world. She promises Voyager she will get him back and to do that, she must defeat Ritsuka. The fourth game officially starts.
===First Round===
Erice explains the game is called Orbat Clash, the theme of which is pitting ancient imperial armies against each other. Hers and Ritsuka’s match will be Macedonia vs Persia. As players, she and Ritsuka will each command an army of Servants. Those Servants take turns to fight for control of nine flags with one battle per flag. Whichever side claims five flags or three flags in a row is the winner. Successfully claiming a flag also earns you a token, with nine in total, but tokens cannot be claimed until the game is over.Fate/Grand Order - Board Game Apocalypse, First Round 
Starting the first round, Erice summons Achilles from his token. Penethesilea summons herself from her token in response to him. She defeats him, turning him back into a token, and disappears now that her role in the game is done.
===Second Round===
Erice tells Voyager he is her Servant and hers alone, refusing to let Chaldea turn him into a tool. She admits Chaldea’s war to protect humanity is far more noble than typical conflicts between mages, but she still accuses them of desecrating the Heroic Spirits they employ. She questions what kind of future can a world have if it needs to rely on the ghosts of the past to achieve it.Fate/Grand Order - Board Game Apocalypse, Second Round 
EMIYA Alter calls her out for hypocrisy as she is doing the same thing she is accusing Chaldea of doing. Erice says she has no choice if she wants to end Monde du Jeu once and for all.
Ritsuka tells Erice that the Heroic Spirits are going to accompany them to the future. Erice calls a liar and demands they let the Heroic Spirits rest in peace and stop tarnishing their memory. Ritsuka tells her they know how she feels, but Erice refuses to believe they understand how she feels.
Both Voyager and Edison call her a child. EMIYA Alter, given how she dislikes the idea of the dead walking the Earth, compares her to a god of the underworld who seeks to uphold natural law. Erice welcomes the comparison, declaring she is going to end everything so she can take back her destiny.
She then summons Atalanta and Jason from their tokens. Ritsuka summons Charlotte from her token in response. She defeats them, turning back into tokens, and disappears now that her role in the game is done.
===Third Round===
Erice summons Caligula and Gaius Julius Caesar to fight alongside Romulus. Altera fights them herself. She defeats them, turning them back into tokens, and disappears now that her role in the game is done.Fate/Grand Order - Board Game Apocalypse, Third Round 
===Result: Sweeping Victory===
With three battles won in a row, the heroes have achieved victory in the game and are rewarded with the tokens of the Servants they had defeated.
er.Fate/Grand Order - Board Game Apocalypse, Result: Sweeping Victory 
Voyager requests Erice for the two of them to go home together now that everything is over. Erice, however, says they can’t go home until their job is done. One more game remains.
The tram to the next game soon arrives. Ritsuka asks Erice to come with them, which befuddles her since they’re enemies. Mash tells her they’re only enemies as part of the game, so they’re not truly. Erice understands that but she still gets upset and runs onto the tram with Voyager running after her.
===Togakushi Souryuden===
====(1/8)====
On the tram, the heroes have already caught up Da Vinci on Erice’s situation. She guesses it is Erice’s past that dominates her heart, but Voyager corrects that it is her past. Erice wants to return to her world, which the heroes caught a glimpse of in Monde du Jeu’s Akihabara.Fate/Grand Order - Board Game Apocalypse, Fifth Game: Togakushi Souryuden (1/8)
Marie says if it anyone here is trapped by their past, it is her. She sometimes still sees the face of her precious child she lost in her dreams; Erice shivers when she hears Marie mention her son. Da Vinci correctly presumes Marie means Louis XVII, who she recalls was supposed to be France’s next ruler but died miserably at the age of ten. She suspects if he was recorded in the Throne of Heroes, he’d probably be an Avenger if he were summoned. Marie sees the topic is making Erice uncomfortable, so she suggests they stop and assumes along with Mash that she too lost someone precious.
The heroes soon arrive at their next destination: a desolate mountain haunted by ghosts. Erice reassures the ghosts are harmless though and explains those brought into Monde du Jeu into one of two categories: those who are incorporated into this world and those who aren’t. She and Ritsuka are the latter and so retain their wills and can choose to play. She thinks Voyager is the reason for that.
Meanwhile, the ghosts can do nothing unless the rules say so. Breaking those rules has been Erice’s reason for fighting, all so she can destroy Monde du Jeu and take back what she lost. She was planning to accomplish that on her own, but now she thinks competing with the Chaldeans isn’t a bad way to go about it, either.
At Ritsuka’s request, Erice then explains the fifth game is a race to the shrine on the mountain top, with movement determined by dice rolls. The fifth game soon starts.
Voyager rolls a 7, so the heroes moved approximately 700 meters. Ritsuka realizes one square on the board is about 100 meters.
Musashibou Benkei confronts the heroes, and from him they learn they need to defeat a guardian at whatever square they land on and failing to defeat them means losing a turn. They defeat him and learn guardians do not turn into tokens.
Erice rolls an 8, putting her a hundred meters ahead of the heroes. She is confronted by the square’s guardian, a Shadow Servant, and wonders aloud if they were drawn to her evil spirits. She then defeats it with a single kick.
Marie wonders if there is a hidden treasure up in the shrine. Erice tells Marie she should already know what is there, but Marie doesn’t know what she is talking about. Erice accuses Chaldea of stealing Marie’s will, memories, drive, and pride. She insists she isn’t like that, possessing her own will and a power, wicked though it may be, to see it realized and vows to get everything she lost back. She is also certain another dear friend of hers waits for her at the shrine.
====(2/8)====
Continuing the game, the heroes move up 1000 meters and defeat Fuuma Kotarou. Erice moves up 800 meters and defeats another Shadow Servant. She admits she was once like them, completely adhering to the rules. She felt being a Grim Reaper gave her life purpose, at least until she met Voyager.Fate/Grand Order - Board Game Apocalypse, Fifth Game: Togakushi Souryuden (2/8) 
====(3/8)====
She reminds Voyager he wasn’t her first friend. Voyager remembers when they first met Erice had a really big friend. Erice says she always looked up to them, describing them as kind, dependable, and full of integrity. Now she has to save them.Fate/Grand Order - Board Game Apocalypse, Fifth Game: Togakushi Souryuden (3/8) 
Continuing the game, the heroes move up 500 meters and defeat Suzuka Gozen. Erice moves 600 meters ahead of them and defeats two Shadow Servants.
====(4/8)====
The heroes move 100 meters ahead of Erice and defeat Sakata Kintoki. Erice moves 300 meters ahead of them.Fate/Grand Order - Board Game Apocalypse, Fifth Game: Togakushi Souryuden (4/8) 
====(5/8)====
The heroes move up 1000 and defeat Ushiwakamaru, but she asks Marie what her role in Monde du Jeu is. Erice moves 100 meters behind the heroes.Fate/Grand Order - Board Game Apocalypse, Fifth Game: Togakushi Souryuden (5/8)
Marie answers Ushiwakamaru’s question by saying she is the queen as she was in life and it is job to rule over her people and receive their respect and admiration. Ushiwakamaru asks her if she can do that while watching from the sidelines. Marie says that is up for the people to decide whether to praise her or blame her.
Erice tells Marie she has nothing but praise for her and confesses shortly after coming to Monde du Jeu she saw her from a distance declaring herself a player in Akihabara. Marie reveals she was the one who invited every Servant who was at the werewolf mansion, having left their Akihabara Masters to challenge Monde du Jeu of their volition. That was when they all became players.
Mash and Edison express concern about the Servants going rogue since they would lose their connection to their Master’s Grail and disappear. Marie, however, reveals their Akihabara Masters know of their decision and support it, so they’re connected and will not disappear. She proclaims she is free to do what she like so long as the people sing her praises and support her decisions.
Ushiwakamaru calls Marie a fool who is treating Monde du Jeu as nothing more than her personal playground. Erice tells she thinks she is more out of line than Marie is, but she knows she is only playing the part the game has forced upon her, much to her dismay. 
Denying she thought about killing her, Ushiwakamaru asks Erice who she is then and what she fights for. Erice says right now she is Ritsuka’s enemy. But Ritsuka adds she is also their respected opponent, much to her embarrassment.
====(6/8)====
Continuing the game, the heroes move up 600 meters and defeat Tawara Touta. Erice moves up 600 meters, catching up with the heroes.Fate/Grand Order - Board Game Apocalypse, Fifth Game: Togakushi Souryuden (6/8) 
====(7/8)====
Voyager calls out Eric for claiming what she is doing is for everyone when it’s really for herself, saying she only kills because she wants a purpose. Erice admits Voyager is right, calling herself selfish, self-absorbed, and egoistical, and questions what else she can be with her cursed body.Fate/Grand Order - Board Game Apocalypse, Fifth Game: Togakushi Souryuden (7/8)
She wonders who her opponent this time will be: another shadow or Touta. Touta says he isn’t as Voyager has decided he will be her opponent to prove he needs her. Eric accepts Voyager as her opponent and fights him.
She loses and gets mad at Voyager, thinking he now belongs to Chaldea. But Ritsuka shows her the game piece Voyager gave them. Voyager informs Erice he had invited Ritsuka to Monde du Jeu because he wanted to help her. The others came at his request as well. Erice realizes she was acting on a misunderstanding this whole time.
Mash tells Erice Voyager or anyone has never been Chaldea’s property. All of them live their lives how they want to. She wishes to live that way alongside Ritsuka and believes it is the same for Erice. But Erice feels she has been playing a role instead of living her life, having been born with a curse instead of a Grail and using said curse to make a living.
She explains the evil spirits she uses in battle are the malicious souls of the dead who constantly try to consume her. She wanted to make a name for herself, so she learned to tame them, summon them, and utilize them as weapons. Eventually, she gave them the name Erlkonig and from there on she used them in her job as a grim reaper, believing it was the only thing she could do.
Marie, EMIYA Alter, and Edison suggest to Ritsuka that they go their separate ways, much to the Master of Chaldea’s confusion. Edison points to the now hostile ghosts behind them. EMIYA Alter guesses the rules changed after Ritsuka and Erice’s battle, so now the ghosts are players. Edison is only certain that direct conflict between somehow changed the very rules of Monde du Jeu.
There are monsters on the path up ahead as well. Edison and EMIYA Alter stay behind to hold them off while the others go on ahead. Erice accompanies them at Ritsuka’s behest. Voyager rolls a 10, moving the heroes a kilometer ahead to the shrine’s main gate.
====(8/8)====
At the shrine, Erice admits she thought her friend would be here because one of the games Marie mentioned while declaring her intent to become a player was called Dragon Search, the game they just plated. She is certain the dragon trapped in the shrine that players are meant to free is her friend Koyo.Fate/Grand Order - Board Game Apocalypse, Fifth Game: Togakushi Souryuden (8/8)
She removes the seal on the shrine and out comes a woman she doesn’t recognize. She demands the woman tell her where Koyo as she was supposed to be in the shrine. Ritsuka and Mash both notice the woman seems to have a tail, but it’s so dark Erice can barely make it out, though it seems familiar to her. Voyager, however, can tell from the woman’s Spirit Origin that she is indeed Koyo.
The heroes’ eyes soon adjust to the darkness, allowing them to see Koyo more clearly. Erice is confused as she doesn’t look like the Koyo she knows. Koyo doesn’t recognize Erice and Voyager. Voyager says that is because they haven’t met yet and will do so in the future.
Koyo accuses Voyager and Erice of trying to trick her, but Erice assures her they would never do that to one of their best friends. She tells her about Karin, her future friend and Master. Koyo looks forward to seeing Karin and tells Erice not to betray her. Erice promises she won’t.
But Marie calls Erice a liar and accuses her of betrayal: the murder of her son. Erice admits she did, having killed Louis’ Master and thus left Louis unable to maintain his Spirit Origin. The guilt has been eating at her ever since and she wanted to apologize to Marie, but she was too scared to say anything. Marie considers it too late, calling Erice nothing more than a murderer.
Ritsuka demands Marie stop. Marie agrees but points out they’ll have a hard time stopping Koyo now that she fully given into her rage after hearing Erice admit she killed a child and transformed into a dinosaur. The heroes are left with no other choice but to fight Koyo.
Another Marie demands the fight to stop and reveals the Marie with the heroes as the one who trapped her and Koyo in the shrine. Marie reveals herself to be quite callous, refusing to help better the lives of the people out of disgust that the humans turned meeple aren’t even ashamed of their loss of individuality. It was for that reason she abandoned her Master, but he still worship him so she is taking advantage of him to maintain her Spirit Origin.
Erice realizes Marie’s so-called Servant revolution was all a ploy to lure her to the shrine and punish her for her transgressions. Marie confirms as much delighted to see Erice’s torment. But Ritsuka and Mash point out it shouldn’t be possible for Marie to know the circumstances of her son’s death in Erice’s world as Servants (barring a few notable exceptions) do not retain their memories from a materialization when they return to the Throne. They, the other Marie, and Voyager therefore deduce “Marie” is from Erice’s world and saw what had transpired herself.
In response, “Marie” turns into a matured version of the real Marie donning a black dress called Black Marie and reveals she is the Erlkonig, taking Marie’s form using Erice’s regrets. Her goal is to plunge Erice into despair, saying it’s what Erice wants and deserves.
The heroes defeat Black Marie in battle, leaving her disappointed she couldn’t sully Erice. But she refuses to givee up and challenges the heroes to another game. She boards a tram leading to the night sky, planning to sully all of Monde du Jeu itself. The heroes board another tram and follow after her like she wants.
===Battle of Shinjuku===
Erice is no longer sure if she wants to return to her world. She now wonders what Monde du Jeu really is and why she is here. Black Marie said she was going to sully her, so she wonders if this is the Erlkonig’s way of getting revenge on her for her treatment of them, especially now she is a Servant. Mash doubts Black Marie wants to kill Erice for amusement and suspects the Erlkonig needs her since she is its original host.Fate/Grand Order - Board Game Apocalypse, Final Game: Battle of Shinjuku
Marie determines Black Marie was the one who trapped the Chaldean Servants in Monde du Jeu. She also invites Erice to join Chaldea once everything is over. Ritsuka tells Erice they’ll support whatever she decides. Mash thinks to herself that it’s wonderful, but they need to first free Erice from Monde du Jeu.
She then asks if anyone knows where the tram is taking them, considering they have cleared all five games. Ritsuka thinks it’s possible there is another, even more hidden secret. Mash agrees, but that brings into question who the true mastermind is. Even if it was Black Marie, either her Servant revolution or the heroes’ actions caused the game to change, so the plan couldn’t have gone perfectly from the start. It is therefore impossible to predict where the tram will ultimately end up.
Da Vinci contacts the heroes, asking them to fulfill an emergency request for help. She tells them to look outside, and they see the five games were all part of a much larger board. It is a city, which Erice recognizes as Shinjuku, her birthplace. Da Vinci tells Erice the people living there need her to rescue them, explaining a mud-like substance summoned by someone is eroding the city. Ritsuka determines Black Marie is responsible.
Arriving in Shinjuku, Ritsuka deduces Monde du Jeu was created from Erice’s heart and questions why the game invited Chaldea in the first place. After confirming Erice lost her Command Spells when she became a Servant, they ask her what showed up at the same time. Erice realizes Ritsuka is saying her lost Command Spells became Monde du Jeu.
Mash deduces that since Command Spells in Erice’s world are terminals connecting them to one’s personal Holy Grail, it is possible the Grail granted Erice’s unconscious desires through her Command Spells, manifesting as Monde du Jeu. Erice thinks Monde du Jeu is the manifestation of a secret from her past, a desire to destroy and hurt herself to prove she was alive. But Ritsuka and Mash refute that, believing Monde du Jeu manifested as a board game because Erice secretly wanted to atone for her sins.
Erice apologizes to Marie for being unable to bring herself to tell her about Louis. Marie tells her there is nothing to apologize for as the Louis that Erice knew was already a Heroic Spirit, so life and death no longer mattered to him. She understands she killed him out of self-defense not because she truly wanted to. If she hadn’t, Louis would have killed her instead.
Marie understands she is to blame for the form Erice’s Dread Spirits took in this world. She of course never wanted things to turn out like they did but sometimes things turn out a certain way no matter how much one wishes otherwise. It's all part of the ties Servants inevitably form. But Marie believes as long as humanity's hope and potential can transcend good and evil, then Servants will always be able to prove their worth no matter how sullied they become. That is what it means to be a Heroic Spirit, to manifest as a Servant.
Erice wants to believe someone like her becoming a Servant won’t be an insult to all Heroic Spirits, but she feels she is cursed with her own power, calling it the power of death itself. It terrifies her especially when it is the cause of this incident in the first-----
Koyo cuts her off, warning the others to be careful with her dinosaur growls. Mash reports she is detecting several magical energy signals. Creatures likely spawned from Black Marie herself attack the heroes.
The heroes slay the creatures and deduce losing Monde du Jeu means losing Erice as the two are inextricably linked. Erice tells the others to go back to Chaldea, believing they’ll be ejected from the game if they return the space probe game piece to Voyager. She will go on ahead on her own, seeing this incident as her problem to solve. Ritsuka, however, refuses to let Erice remedy the situation by herself and also because they want to rescue all the other Servants, which includes Erice.
Erice wonders if she is a Servant then who it was who summoned her. She also questions what right someone like her has to be in Chaldea among the Heroic Spirits there, believing she could never fit in. Ritsuka understands how Erice feels, which is why they can’t leave her all on her own.
After slaying some more creatures, the heroes conclude the former will keep coming unless they stop Black Marie. They head out to search for the Servants and soon learn the Servants throughout Shinjuku have been working together to fight the creatures. Erice is amazed they were doing that without Ritsuka having to command them to. She still worries she won’t fit in, but Voyager encourages her that she can. She then fights the creatures utilizing her full power.
Black Marie’s location is eventually reported by Illyasviel von Einzbern, who screams for help. The heroes save Illya from the creatures attacking her, but Black Marie had already left. Illya points in the general direction Black Marie went. The heroes head in that direction when Tomoe Gozen reports her teams have located Black Marie.
Confronting Black Marie, Erice accepts that the Erlkonig are one and the same, saying they aren’t people but incomparably loathsome things. Black Marie is pleased Erice had finally figured that out and tries to entice her to let her consume her. Erice refuses, declaring she will change herself and her intention to join Chaldea.
Seeing Black Marie's anger in face of Erice’s defiance, RItsuka and Mash realize the werewolf killed Gilles and D’Eon because they prioritized their roles in the game over their roles as knights loyal to Marie. It was the same for Sanson, though Mash wonders if that happened to Mozart as well.
Black Marie states traitors deserve death, confessing she is the real werewolf. But no game excuses ignoring royal authority; Gilles and D’Eon did just that when they abandoned their knightly duties. Mozart meanwhile correctly assessed the situation and remained loyal, which is why he had the good sense to choose death. Black Marie finds it hardly praiseworthy, though, for a peon to die for their queen like they’re expected to. She believes it is her right as royalty much to Marie’s disgust.
She insists Erice belongs to her as they are one and the same. Erice, however, again refuses to Black Marie, having decided to live her life on her own terms. Black Marie, transforming into a giant ghost, says she wasn’t asking as she refuses to let Erice get away. Erice again makes her resolve clear and asks Voyager to lend her his strength now more than ever. Ritsuka and Mash join in and the final battle commences.
Black Marie is fatally wounded. Ritsuka also had Erice’s Spirit Origin data pour into their mind during the battle. Black Marie then disappears, telling Erice to never forget they are the same. Erice accepts that, but she’ll still live her life how she chooses. Ritsuka returns the space probe game piece to Voyager. Everyone then hears Tomoe declaring the operation a success.
===Traveler of the Starry Seas, the Girl of the Reed Bed===
The stars fade from view as each game is returned to its respective box. All the Servants are temporarily tokenized to fit into the boxes as well. EMIYA Alter, and Nursery Rhyme’s tokens soon join the group and are safely tucked away. Then, forming a ring around him, Voyager returns everyone to Chaldea.Fate/Grand Order - Board Game Apocalypse, Epilogue: Traveler of the Starry Seas, the Girl of the Reed Bed
There the space probe game piece turns into a Grail. Voyager reveals it was what brought him and Erice together, and now that the game is over, it has returned to its original form. He wants Ritsuka to have it because after all Erice already had her wish granted.
Erice admits that deep down she always wanted to be a Servant, but she felt she didn’t deserve the honor. She thinks that is why she subconsciously chose a board game involving Servants to be her trail. She also believes Black Marie appeared as the villain because she thought she was the right person to punish her, which is why she had to stand up to her herself.
With Erice now a Servant of Chaldea, Voyager and Koyo leave together on a journey; Erice hopes they’ll see each other again. The Servants are all then released from their tokens, so Erice thinks it’s a good time to introduce herself. Ritsuka welcomes her to Chaldea.
==Participants==
Servants
Non-Servants
Designation	Identity 	Affiliation
Evil Spirit	Black Marie	
==Development==
Instead of Fate/Requiem's writer Meteo Hoshizora, the event was written by Myougaya Jinroku, with the original plot concept by Meteo and supervision by Kinoko Nasu.
==References==
Category:Grand Orders