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INTRODUCTION

The year is 1890. The enlightened rule of Queen


Victoria extends over so much of the world that it
can accurately be said that “the sun never sets”
upon it. Through a combination of mechanical
brilliance and magical ritualism, London has
become the center of the world. The headlines of the
broadsheets scream out the latest news from this
global empire—monsters discovered in the jungles
of the Congo, secret cults thwarted in India, infernal
machines emerging from the Outback…

Among certain avant-garde clubs operating in the


Capital, enlightened seers and stalwart gentlemen
of the realm pour over these reports, debating
their importance. The most far-sighted of these
have begun to detect a disturbing pattern, finding
relationships between seemingly unrelated reports
from everywhere on the globe. They believe that
a great enemy of mankind is poised to rise again,
ushering in a new age of chaos and destruction.

Even more disturbing to these loyal servants of the


crown: hidden within the smog-choked streets of
London itself, a sinister cult secretly works in league
with this terrible enemy. Their goal is nothing less
than to overthrow Her Royal Majesty, the total
destruction of the Empire, and… the Rise of Moloch!

The World of SMOG: Rise of Moloch is a game of


intrigue and adventure set in a steampunk version
of Victorian London. Brave adventurers are trying
to prevent a sinister cult’s plot to facilitate the
emergence of the demon-god Moloch, while the
cult’s minions and agents do everything in their
power to protect their secret plans.

To achieve your goals, you must use every means at


your disposal: combat, magic, infernal machines,
and secret plots. Anything is allowed in this twilight
struggle for the future of the Crown and Empire!
CONTENTS
Introduction ......................................... 2 The Game Round ................................. 15
Game Overview ..................................... 4 ○ 1. Order Phase ..............................................15

Components ......................................... 4 ○ 2. Activation Phase ......................................15

Components Overview .......................... 7 • Individual Gentlemen


And Agent Activations ...................................... 15
○ Gentlemen Dashboards ................................ 7
• Minion And Ally Activations ........................... 16
○ Agent And Minion Dashboards ..................... 8
• Nemesis Powers And Chaos Cards ................ 17
○ Ally Cards ..................................................... 8
○ 3. Wrap-Up Phase ........................................ 17
○ Equipment Cards .......................................... 8
○ Continuing The Campaign ........................... 17
• Arsenal - Weapon Cards ................................... 8
Combat Basics ..................................... 18
• Arsenal - Item Cards ..........................................9
○ Types Of Attacks: Melee And Ranged ..........18
• Gear, Artefact, And Moloch
Stone Equipment Cards .....................................9 ○ Measuring Range .........................................18

○ Upgrade And Role Cards ............................... 9 ○ Line Of Sight ................................................18

○ Nemesis Power Cards ..................................10 ○ Cover ............................................................19

○ Chaos Cards .................................................10 ○ Making The Attack ......................................19

○ Torment Cards .............................................10 ○ Ether & Attack ............................................ 20

○ The Game Board ..........................................10 ○ Using Special Skills .....................................21

Set-Up ................................................. 12 ○ Bonus, Actions, & Upkeep Timing ...............21

Starting The Game .............................. 13 ○ The Price Of Power ......................................21

○ Campaign Mode Or One-Shot Adventures? .13 ○ Ether Reserve ............................................. 22

○ 1. Select Chapter ..........................................13 ○ Torments And Neutralization .................... 22

○ 2. Game Board Set-Up ..................................13 The Intermission ................................ 23


○ 3. Nemesis Set-Up ........................................13 ○ Prepare Intermission Board ....................... 23

○ 4. Gentlemen Set-Up ....................................13 ○ Visit Locations ............................................ 23

○ 5. Gather Starting Ether And Equipment ....14 ○ Nemesis Gains Power.................................. 23

○ 6. Gather Remaining Components ...............14 ○ The Nemesis Plots ....................................... 24

• 6.1 Components For A One-Shot Adventure..14 ○ Prepare For Mission ................................... 24

• 6.2 Components For Campaign Mode............14 Rules Summary ................................... 24

3
GAME OVERVIEW
The World of Smog: Rise of Moloch is intended to be As the game progresses, the Nemesis player and
played as a campaign of six interlinking Chapters, the Gentlemen players will take turns activating
each telling a part of the overarching story. Each and moving their figures around the game board,
Chapter can be played individually as a unique attempting to accomplish various goals set by
One-Shot Adventure as well, in case players do not the Chapter. The first side to accomplish these
wish to play a full campaign. One player will take goals will be victorious, and their success will
on the role of the Nemesis: leader of the seditious impact future games in the Campaign (or just
cult dedicated to resurrecting Moloch, while the ensure the day’s victory, in the case of playing a
other players each control one or more Gentlemen: One-Shot Adventure!)
stalwart heroes dedicated to defending the Empire
against any and all threats.

COMPONENTS

1 N E M E S I S B OA R D 1 RU L E B O O K

er
r ve Eth
e eser
2R
c k Gai
n
1
T r a
1 s: 1
OR

nt gain
1 Age 1
1 ype
gain
s:
nT
inio
1M =
2 s:
nt gain
1 Age
2 ins:
5
nt ga
1 Age ga ins:
3 1M
inio
nT
ype

AT ION A N D
1 AC T I V
R M SSION BOARD
I
IN TE

D O N F I R E B OA R D
1 L ON 1 C A M PA I G N B O O K

ND
RLA
HE
SU T
A IL
A B IG 3
2 TO B
WA
LT HE
RC 3 RS O
N 3 IA S
EM E DAMON SMITH
AV E
N
A N SO
N
3 D IS
H
EM M
A SW
3 5 2
0 3
4 2
3 ME D RA 0 6 0
35
KAM GO
MAJOR DREADFUL
AN C
E ER
AN TW DYN
A
E T Tmay co Khen attacki BONUSMO
3 3 3 2 0 5
D IL
SYM
BIOT
N
IC LI nvert
ng w
ith Te
sla G
love
3 10
s,
MON
FUR
IOUS
ST E
R 10 12
CHA
3
STEAM FIST BONU RGE
Gain S
ATTACK BOOST
2
+
when

1
usin
g

4
&

SPA S AG
H ER
4 AG E
NT RE PA
OD B
ROTRT
S
E NT
3 3
5 3 4 3
BL O
AGENT BL O
OD B
ROT
PYROMANIAC LONG LEGS H ER
PA SS S
s IV E
n gain PASSIVE
SHOTGUN (Arsenal - Common), WHISKY (Gear)
ATTACK BOOST
erso
RI FL
E Em m If Em
While T m
Outdoors,
obia erson is
IO TE

L A I N DA SH2 BOA R DS
SY MB
s gain

O DA SH BOA R DS
Damon gains: k
s +1 A illed,
1 X X

5 H ER L
+ + ction

14 V I
.
+
1 PER
HE AL

4
UNIC
ORN C
ROUND SUMMARY
LUB A
1. ORDER PHASE C TIVAT
The Nemesis places their Activation cards ION
ROUND SUMM ARY
I N T OK E N
1 C U RTA
first, followed byacthe Gentlemen.
• Att IO N
• Spec k
PHASE S
1. ORDER2. ACTIVATION ia l PHASE Ag
•Activatio ility Po
places their Reco n cards
The Nemesis
Activate figures • Revi verto
according Move ints:
the card’s position.
first, followed by the Gentlem ve (fen.
ul
1 Spac
e
Open
3. WR tuAP-UP
rn) l
PHASE a Door (1 pt)
2. ACTIVA TION PHASE
Check Chapter special instructions andMove
th
(1 pt)
cardsposition.
g to the card’s Give 1 rough a Win
Activate figurescollect Activation
accordin back to hand. Item (1
pt)
dow (2
ON pts)
3. WR AP-UP PHASE AT TA
CK and
ons
Check Chapter special instructi
=
NEMESIS ACTIVATION TORMENTE
collect Activation cards back to
hand.
R ECO Da mag D
V ER es
Hea l Box: To = Leftmost
3 and ga rment Hea lth
NEMESIS ACTIVATION
• Attack
2. in + NEUTR Ca rd.
• Agility Points Da mag A LIZED
es
· Move 1 Space Neutra = Al l Hea lth
lized. Boxes:
· Open R Ea -Door
ROL L
• Attack • Special
A fter
• Agility Points rolling
· Move 1ESpace 2 AC T,Ire
T: m -r l an DA Z
A G Nnu ber ofONol S y E
· Open a Door dice. If Att ac
• Special k deal
Ether s
• Minions Work Together: SPR E • Chaos Card per Daz Damage: lo
Activation:
AC T I O N S A D Et he e icon se 1
All
AG E N T: 2are
Minions activated by Activate each r no st: deal . For each
oft lotheir
Ta rget 1 Dam
the same Activation +1card,
enem in Powers once. age.
adjace y in an
9 RU 5 BO
BBL E T OK ENS X TOK ENS
any order. Activati on:
• Minions Work Together:
nt• sq ua re. • Card
Chaos
Price
Activate eachOf Power:
of their Gain Ether
All Minions
• Minions Groupby Attack:
are activated used by Gentlemen (add FIRE to
Activatio nK card, in Powers once.
the sameFor the same N target,
O C K each Agent or a PowerIf Attcard).
any order.
additional Minion = +2 Ddice.
O W N Of Power: Gain Ether ack ro
• Price • Gentleman Neutralization
place lled H
If Att ac (add 1
to Fi re its,
k deal used by Gentlem en toke
• Minions Group
• Power Attack:
taCard:
rget is Once s Dam per Bonus: addth2 e taEther
rget’s to n in
same*KNOtarget, each
knoc Agent orea Power card).
age, th squa re
For the activation, CKspend
EDdice.
Ether
ked do to Nemesis reserve. .
al Minion = +2 DO w n.
WN: •FiGentlem zation
additionactivatepo1inPower
t must card. rst actio an Neutrali
be ‘stan Bonus: • On Attack: SH O =RtoT R
d-up’.* nadd 2 Ether

5 PL A Y E R A I D S
• Power Card: Once per AT TA A N G E
Nemesis reserve. CKS
activation, spend Ether to Li m it
ta rget
activate 1 Power card. • On Attack: = up to 4
squa re
s.

T T OK E N S
2 EXI
=
=
5 +
1 + 1
30 F 12 I
NS
1 2 N E M E SI S IR E T OK ENS N T ER
E S T T OK E
BE N
EFITS TOK ENS

OR B A S E S
12 DO
H E R T OK E N S
45 E T
?

4C
ON T NS 75 D
ROL T OK E A M AG E T O K E N S 12 D O OR S

10 SHAMBLING 5 FLAMING 10 KILLER


ZOMBIES ZOMBIES CLOWNS

5 ROYAL
5 DISMEMBERED GUARD
ZOMBIES ZOMBIES
8 DI C E
35 M I N IO N S

4 LAMIAS
13 AGE N T S
6 BOBIES

5 GE N T L E M E N 10 A L I E S
5
TI VAT ION C A R DS 4 0 U PG
R A DE C A R D S
19 AC
E
AV CO
GW GUARDIAN
PY
CA
LIN Un
T
H EA of
til
th
ac y e
11 When
m e n a Gentleman
or Ally in Short
tle nge a c gra tion ext
ou
Up tiva r n art
s t
en Range a op of
and Line d , th
l l G rt R ely y eb
A ho Sight
S iat is . fro of 1 ecom is
Pattacked:
in meMove d H m Up
3 im them.
up
to Ge
2 adjacent
Li become
You
ato
nt not ra s
ne lema her de
g e
al
He o
the targetfof ni
S n
that Attack.ight
.

SWANSON 1
BL BONUS
AC
3
IN
KM BOBBIES YT
NN
0
OR

0 E
2 3 0
NA

4
3 3
7 A L LY C A R D S

M
OL
8 NEM
E S I S P OW E R C A R D S
MO OC
LO •NE H
C ST
MOLOCH STOHBSoT ON
NOUSNE E
• Bo
N•US •

4
S •
6 D O U B L E- S I D E D PY R GRASP
SHADOW OMIA
NM
N IO N
NIAC
U M MO
3
S
B A SE T I LE S Plac
ad ja e 1 Fire t
cen okneunp to 2 t 5
Make the
t tofollowing i jaac:esn
Attack onor1spSapnaw
Angsea
Gentleman dn qu
io ntgoerntM. are
Mirnead n1 A inion
to a Fire. ,
22 2
5 M OL O C H
STON E C A R DS
12 DOUBLE-SIDED
OV ER L AY TILES
THE YO U
ARE ARE
YO U T

97 EQU IPMENT
YOU A R E B
HE
DER REU I
TH
LEA SER
BR U ISER
TION B
BONU
S AC
BONUS
ONU
S C A R DS
GAS PIPE

3 1
E
ING
+ SYR T•
E1 OO S
MAK A B
W ITH NSE
RN
ACTIO eEcM
ovAeN IN. DE FE
ER
L
GENT F SIGrH, T rem
ov LV
INE O VO
LRecover, remove e RE
1 additional
Damage. 1

6 ROL E C A R DS + 1 + 1

AT ION C A R DS
25 L OC
BU
TH CK
B BA PA ING
SA ELITE
Y TRAINER LA H
L
THE ON DI
LE CE A M
ST
A NI the
DILETTANTE &NI TTA
K
C g GH NT
AR rin r,
du pteKNIGHT ONLY
Se
a TO E&
DE ce a t Ar rch NL
AENRAGED HERD LT On xt Ch Agen s Y LAST BREATH F
TH AU e , f en the BE F
SS an vate
TO
FR n o a Ro
OM E A en ti t r 1 It l Ite RS
ER UG I
ha y
T
B H wh ld acGain p t2 Upgrades.em m d al
i t
A D ELO u k
wo ad, s on.
h at and
ec RK
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S
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ins ctiv
ati m. ain eN You may
ni ga im em
on n uactivation, all ent a

24
e immediately
to sa p to is A
g ma med sis
se the d jMinions gain:
3 Th of Ch ke iat make m 1 free
we sa ace nd a 1 ely ay and ing
. us rge fre Attack th s!
5
r p me n= t e e tion No pen
lat t h
il ctiv a Ge ing acti e then suffer p
e. t
un i r a nt yo on 2 Damage. Ha
lem ur
e
th an
N .
AN TIO
YT
IM MINION ACTIVATION T I VA
E AC
E NT
AG

2 0 T OR
3 0 C H AO S C A R D S M E N T CA R DS

6
3. Job: Each Gentleman has a Job. This represents
COMPONENTS the training and background of the Hero.
A Gentleman’s Job also determines which
OVERVIEW Upgrades they will have access to during each
Chapter/Campaign. For more information on
Before explaining the Game Phases or Chapter Set- Upgrades, see pg. 9.
up, we'll go over some of the various Dashboards
and Cards players will use throughout the course 4. Gift: Every Gentleman has a unique special
of the game, as well as explain the basics of the power. This is known as their Gift.
Game Board.
5. Special Skills: Each
ach Gentleman may have
GENTLEMEN 1 or more Special Skills: Charge ,
Counterattack , and Evasion . For
DASHBOARDS
more information on Special Skills, see pg. 21.
1
MAJOR DREADFUL
6. Ether: Ether is used to fuel special abilities
2 and powers. This number represents both a
3 3 3
Gentleman’s Starting Ether amount, as well as
the maximum Ether they can store at any time.
3 KNIGH T

10 STEAM FIST
ATTACK BOOST
4 Note that some special abilities and Upgrades
&
2 1 may modify this total!

5 3 4 7. Starting Equipment: Some Gentlemen might


9 5 6 begin the game with some Equipment cards.
7
SHOTGUN (Arsenal - Common), WHISKY (Gear)

These, if any, will be listed here.


8
8. Arsenal Slots: When a Gentleman gains a piece
of Arsenal, it will be placed in 1 of the 3 Arsenal
Slots at the bottom of their Dashboard. Each
Gentlemen are the figures that each non-Nemesis Gentleman may only carry as much Arsenal
player will control during the game. Each one is Equipment as they have Arsenal Slots available.
a dedicated Hero of the Empire with their own If they would gain an extra piece of Equipment,
strengths, powers, and abilities. While each they will select 1 piece to discard before gaining
Gentleman is unique, they all share some common traits: the new 1.

NOTE: While the Empire has dubbed 9. Health Boxes: The combined numbers in
their collective Heroes “Gentlemen,” these boxes represent the amount of Damage
there is no shortage of female legends a Gentleman can suffer before they are
and heroes dedicated to the protection of Neutralized (temporarily incapacitated). When
Crown and Country! This is merely the a Hero receives an amount of Damage equal to
adopted term for Heroes as a whole! the number in their leftmost Health Box, they
gain a Torment card that represents a nasty
1. Name: The Gentleman’s name wound or hindrance they have suffered. When a
Hero receives an amount of Damage equal to the
2. Physical Attributes: Each Gentleman has 3 sum of both Health Boxes, they are Neutralized.
attributes: Agility , Trigger , and Punch ,
which represent their aptitude at moving
10. Portrait: Besides displaying the stalwart
around, using ranged weapons, and fighting in
hero, this area is also useful for keeping any
melee, respectively. For more information on
tokens you might gather through the course of
using these Attributes, see pgs. 15 and 18.
the game.

7
AGEN T AND MINION A L LY C A R DS
DASHBOARDS
Agent and Minion Dashboards share much of the
1
same information as the Gentlemen Dashboards:

1 3
EMERSON
3
BOBBIES
5
2 2 3 0
0

6 10 Allies represent loyal citizens of the Empire


who have pledged their support to the Crown.
4
Unfortunately, they lack the raw power and skill
8 3
of the Gentlemen, and as such will only ever have
5
AGENT

EXTRA POWDER BLOOD BROTHERS


Physical Attributes and, in rare cases, a trivial
7
ATTACK BOOST PASSIVE

amount of Health. Each Chapter will explain any


If Tobias is killed,
2 Emmerson gains
Allies and special rules they have in greater detail.
+1 Action.

EQUIPMENT CARDS
1. Name
Equipment cards represent the various tools that
2. Portrait the Gentlemen will use over the course of the game.

3. Physical Attributes
They come in various types, each with their own
4. Special Skills special rules and abilities:

5. Ether
ARSENAL - WEAPON CARDS
The primary differences between Agents/Minions
and Gentlemen are as follows:
1
HAND AXE

6. Health Boxes: Backed by the power of Moloch, + 1


Agents tend to have much higher Health than 2
Gentlemen. Minions, on the other hand, are
trivial to Moloch and, as a result, only ever TARGET ROLLS
1
3
=
-1 DEFENSE DIE

have 1 Health, meaning they will be immediately


Killed if they ever suffer even 1 Damage!
These represent the various weapons that the
7. Gifts: Unlike Gentlemen, Agents may have Gentlemen will use in their fight against the Agents
multiple Gifts they can use during the game. of Moloch.

8. Type: This tells you if a character is an Agent or


1. Name: This lists the name of the Weapon.
a Minion.

Unlike Gentlemen Dashboards, Agent and most 2. Attribute Boost: Most Weapons grant an
Minion Dashboards are also double-sided, each Attribute Boost. This number is added to the
showing a unique profile for that Agent/Minion. Physical Attribute of the Gentlemen when the
At the start of each Chapter, the Nemesis player Weapon is used.
will select 1 of the 2 profiles to use for that Agent/
Minion. That will be the profile used for the entirety 3. Ether Effect: When a Weapon is used, the
of that Chapter. equipped Gentleman may spend 1 Ether

8
to activate its Ether Effect, gaining the U PGR ADE A N D ROLE C AR DS
various benefits listed on the card. For more
information on Ether Effects, see pg. 20. 1
TAUNT

Note that only Arsenal cards take up Arsenal Slots!


Move up to
Gear, Artefact, and Moloch Stone Equipment cards 3 enemies in
3
Line of Sight
do not take up slots and should be placed around up to 3 squares
toward you.
your Gentlemen Dashboard.

2
ARSENAL- ITEM CAR DS 4
BAYONET

• ATTACK BOOST • Over the course of a Campaign (or at the start of a One-
2
All Melee Attacks
(including other Shot Adventure), Gentlemen will gain access to various
weapons) gain:
Upgrade and Role Cards. Upgrades are unique to each
+1 1 Gentleman based on their Job, while Role cards are
assigned to a Gentleman at the start of each game.

These represent the various non-weapon tools and


While they might serve different functions, they
Equipment that the Gentlemen can use.
share the following information:

1. Name: This lists the name of the Item


1. Name: The name of the Upgrade or Role.
2. Effect: Each Item is unique and carries various
powers and abilities. Some effects cost Ether 2. Ether Cost: This lists the amount of Ether that
to activate, whereas others are free benefits a Gentleman must use to activate the card’s
that are always active. See each individual Item Special Effect. Note that sometimes a card will
card for more information. have no cost. It will merely have a permanent
boost to the Gentleman!
GEAR, ARTEFACT, AND MOLOCH
STONE EQUIPMENT CARDS 3. Special Effect: This lists any Special Effect
granted by the card.

CRYSTAL SKULL
4. Timing: This box will list if the card takes an
• BoNUS • action to use, when it triggers, or if it is just a
Starting Ether:
passive boost.
+2
Discard to recover

DISCARD
all Ether.
CON TROL T OK ENS
Conspiracy Token - Track the Conspiracy
Gear and Artefacts are powerful one-time-use Points gained by the Nemesis player to use
tools that are discarded after use. Moloch Stone during the Intermission (Nemesis Board).
Fragments are powerful relics gained over the
course of the campaign. Gear, Artefact, and Moloch Round Token - Track the number of Rounds
Stone Fragment cards do not take up Arsenal slots on that have been played (Activation Board).
a Gentleman’s Dashboard!
Death Token - Track the number of Gentlemen
Gentlemen can only use Gear and Artefacts they Neutralizations (Nemesis Board).
possess during their activation, unless stated
otherwise on the card. Generic Token - Track specific End Conditions
? for some Chapters (Nemesis Board).

9
NEMESIS POWER CARDS TOR MENT CARDS
1 INSTILL CHAOS 1
SHRUG IT OFF
•BASIC POWER•
3
2
Draw 1 Chaos card.

1 Nothing

2 Happens!

These cards represent persistent and reusable


powers the Nemesis player will have access to
during the Chapter. Once acquired, these cards
should be placed faceup on the Nemesis Board. Torment cards represent various hindrances and
They all list the following information: nasty injuries that may happen to the Gentlemen
if they suffer too much Damage. They have the
1. Name: The name of the Nemesis Power card. following information:

2. Ether Cost: The amount of Ether that must be 1. Name: The name of the Torment card.
used to activate the card’s Special Effect.
2. Special Effect: This lists the effect caused by
3. Special Effect: This lists any Special Effect the card.
granted by the card.
THE GAME BOARD
CHAOS CARDS The Game Board, also known as The Stage, is
comprised of 2 main elements: Base Tiles and
1 Overlay Tiles. Each Chapter will show how to set up
FRENZIED ATTACK
the Stage and its various tiles.

2 Up to 2 Minions may
Move and Attack.
They may re-roll
their Attacks.

ANYTIME

3
These cards represent hidden threats and powers T4A T3A

the Nemesis player can call upon throughout the


game. They remain hidden in the Nemesis’ hand
until its use. Each is unique, but they all list the
following information:

1. Name: The name of the Chaos card.


T2A T1A

2. Special Effect: This lists any Special Effect


granted by the card. Each area of the Stage is divided into individual
Squares, which will be used to designate where a
3. Timing Trigger: This lists when the Chaos particular element is located. They are also used to
card can be played. determine range when making Attacks. Squares are
separated by a white (or light brown) outline.

10
There are a number of important traits that the
various squares and elements of the Stage may have.
They will be explained in detail in later sections as
appropriate, but here is a general description of the
main traits:

Outdoor Square: Outdoor squares are


any squares not located inside a building
on the Stage.

Indoor Square: Indoor squares are


any squares located inside a building
on the Stage.

Door: This icon marks a door spot. Check


the Chapter's map in the Campaign
Book to know where to place the doors
at the start of the Chapter. Once a door
is opened, the token must be removed.
Doors are treated as Impassable until
they are opened.

Window: Windows are used to


determine Line of Sight for Ranged
Attacks, as well as potentially granting
Cover to figures next to them!

Impassable: Marked by a red line,


this represents a side of a square that
completely blocks movement for figures
and Lines of Sight. Walls regularly have
a red line.

NOTE: All external edges of the Stage


are treated as Impassable, unless the
Chapter states otherwise!

Fire: If a square has a Fire token in it,


any figure beginning their activation
or entering that square automatically
suffers 1 Damage.

Rubble: Unless stated othewise on


the Chapter, Rubble tokens represent
destroyed Walls. Figures may move
freely through them and they do not
block Line of Sight.
12
5
BONUS
2
Heal up to 2 HP.
with 1 HP.
immediately
remain alive
in Short Range

6
On or ,
All Gentlemen
roll a die.
be Neutralized,
When you would

3 4 4 5 3 3
HEALING WAVE
STAND
INHUMAN when using 2 + Gain
1 1+ 1 +
BONUS UPKEEP
FURIOUS CHARGE CHANNEL SPIRITS
MON ST ER
Damage.
1 additional
Recover, remove
When you
3 2 3 1 + 1 + 3 2 3
3
BONUS BONUS
DRAGO ABIGAIL SUTHERLAND
BRU ISER BOU NCER
YOU A R E T H E YOU A R E T H E
1
BONUS

SCOU T
COPYCAT

MAKE 1 FREE

YOU A R E T H E
of your next

MOVE ACTION.
Line of Sight.

from another
Gentleman in

BONUS ACTION
Until the start
activation, this
Upgrade becomes
a copy of 1 Upgrade

2
4

0
4
2

BONUS ACTION
SYMBIOTIC LINK

EMMA SWANSON
WITH SYMBIOTE RIFLE
MAKE ONE FREE ATTACK

3
3

4
1
1 +HEAL 1 PER
DAMAGE DEALT

SYMBIOTE RIFLE
1 +

A
T4A
T3A
2
+
1

T2A T1A
MAKE 1
2

LE A DER
YOU A R E T H E
LINE OF SIGHT.
GENTLEMAN IN
ACTION WITH A
+

BONUS ACTION
HIGH TENSION
Suffer 1 damage,

+1
5

2
and gain

3
BONUS
into

B
DYNAMO
4

MEKAMANC ER

WALTHER CAVENDISH
When attacking with Tesla Gloves,

3
3
may convert

?
C
X

1 +
X +X
+

2
TESLA GLOVES
MANY DICE
TO GAIN THAT
PAY 1 OR 2 ETHER

1 +

EMERSON TOBIAS
3 3
5 0
0 5
10 12
3 3
T r a c k e r AGENT AGENT
SPARE PARTS
EXTRA POWDER BLOOD BROTHERS BLOOD BROTHER
PASSIVE S
ATTACK BOOST PASSIVE PASSIVE
2
If Tobias is killed, If Emmerson is
INSTILL CHAOS WHEN TOBIAS killed,
2 Emmerson gains IS Tobias gains +1
DAMAGED, SPAWN Action.
COMMAND MINIONS Gain 2 Reserve Ether 2
1 +1 Action. SHAMBLING ZOMBIES
ADJACENT TO
HIM.
•BASIC POWER•
•BASIC POWER•
Draw 1 Chaos card.
Activate up to 2 Minions. 1 Agent gains: OR
1 1 1
1 1
2 1 Minion Type gains: 1
ZOMB IE
PYROMANIAC SHAM BLING
2
1 Agent gains: =
Place 1 Fire token
in a square 2 (When Defending)
adjacent to an Agent
or Minion,
or spread 1 Fire.
2 3 1 Agent gains: 5
1 Minion Type gains: 1
3 =
MINION
UNDYING
IMMOLATE
DEFENSE BOOST
PASSIVE
is in the
If this Zombie
as a Fire =
same square
it with
Token, replace
1 Flaming Zombie.
3 1
SET-UP
2. G A ME BOAR D SE T-U P
STARTING THE Each Chapter of the game has a different Stage
GAME set-up, which involves placing various Room tiles,
Tokens, and Figures across the game board. All
this information is described on the corresponding
CAMPAIGN MODE OR Chapter page in the Campaign Book.
ONE-SHOT ADV EN TUR ES?
First, the players should agree to which mode 3. N EMESIS SE T-U P
they wish to play: Campaign Mode or a One- The first thing players should decide is who will
Shot Adventure. be the Nemesis. This player will assume control of
various Agents and Minions in service of Moloch, as
○ Campaign Mode: This mode is for groups who well as gain access to a collection of unique Chaos
wish to play the full story of Rise of Moloch cards and Nemesis Powers - special abilities they
from beginning to end. In this mode, both will use to hamper the efforts of the Gentlemen!
the Gentlemen and Nemesis will keep any
Equipment, Upgrades, and Powers they gain Each Chapter will list which Agents and Minions
from one game to the next. In addition, the to use. Each Agent and most Minion cards are
results of each game will impact the games double-sided, showing 2 different profiles for that
that come after, crafting a unique story Agent/Minion. The Nemesis player should select 1
with each and every play-through. When profile to use for that game and then place all their
playing Campaign Mode, players will always Dashboards within reach.
start with Chapter I: An Unhappy Hour, only
moving onto subsequent Chapters once the In addition to their Agents and Minions, the
previous Chapter has been completed. Nemesis will have access to Chaos cards - a deck of
powerful and unexpected traps they will unleash
○ One-Shot Adventure: This mode is for on the Gentlemen.
groups who only wish to enjoy a single game
session. Any Chapter may be selected in this ○ The Nemesis player take the Chaos cards and
mode, using the One-Shot rules for starting places it within their reach.
Equipment, Upgrades, and Powers. In addition, ○ The Nemesis player draws the 2 Chaos cards
if the players wish, they may use the One-Shot marked as 'BASIC POWER' at the start of each Chapter.
Adventure rules to start the Campaign from a
later Chapter, continuing afterwards using the
4. GEN TLEMEN SE T-U P
standard Campaign rules.
Once the Nemesis has gathered their cards, other
Regardless if playing a new Campaign or a One-Shot players should then choose 4 Gentlemen to play that
Adventure, players should complete the following Chapter and distribute their matching Gentlemen
steps, in order: Dashboards among them, each player controlling at
least 1 of the 4 Gentlemen.
1. SELECT CH AP TER Note: 4 Gentlemen will always be
If playing a Campaign, you will always start at selected, regardless of the number of
Chapter I: An Unhappy Hour. If playing a One-Shot Gentlemen players.
Adventure, players should decide as a group which Note: If you have extra characters
Chapter they wish to play. (expansions, add-ons, etc...), when
selecting Gentlemen, only 1 Gentlemen
of each Job (Arcanist, Dilettante,
Knight, Mekamancer, Monster) may be
chosen for each team.

13
Gentlemen Elect Leader: The Players, as a group, 6.1 COMPONENTS FOR A
will elect 1 Gentleman to be the Leader. The Leader
ONE-SHOT ADVENTURE
Role card will be assigned to that Gentleman. The
Leader will then collect the remaining Role cards When playing a One-Shot Adventure, the Gentlemen
and assign 1 to each other Gentleman. will start with a preset amount of Equipment, and
the Nemesis player will receive Conspiracy Points to
Role Cards: The Role spend on benefits listed on their Nemesis Board (pg.
assigned to a Gentleman 24). They should agree and choose 1 of the following
details their duties in power levels for the game:
the group and can range
YOU A R E T H E
from dealing extra LIGHT POWER
LE A DER
BONUS ACTION
Damage to supporting Gentlemen start with: 1x Upgrade each; 2x Common
2 their allies. In addition, Arsenal; 2x Artefact; 2x Gear.
the Role card grants that Nemesis starts with: 4 Conspiracy Points; 1x Nemesis
MAKE 1
ACTION WITH A
GENTLEMAN IN
Gentleman a powerful Power card.
LINE OF SIGHT.
special ability they can
use during the game. MEDIUM POW ER [R ECOMMEN DED]
Gentlemen start with: 1x Upgrade each; 2x extra
Once the Leader has assigned a Role to each other
Upgrades to 2 different gentlemen; 3x Common
Gentleman, they should verify the rules for adding
Arsenal; 2x Expert Arsenal; 2x Artefact; 4x Gear.
any Ally Reference cards being used in the Chapter
Nemesis starts with: 8 Conspiracy Points; 2x Nemesis
and place them within reach.
Power cards.

5. GATHER STARTING HEAV Y POWER


ETHER AND EQUIPMENT
Gentlemen start with: 2x Upgrade each; 5x Common
Each Gentlemen and Agent starts with a number of Arsenal; 3x Artefact; 4x Gear; 2x Expert Arsenal; 1x
Ether tokens, represented by the number above the Royal Arsenal.
Ether icon ( ) on their Dashboard. In addition, Nemesis starts with: 10 Conspiracy Points; 4x
some Gentlemen may also begin the game with Nemesis Power cards.
1 or more Equipment cards, also listed on their
Dashboard. Take these tokens/cards and place them
6.2 COMPONENTS FOR
on their matching Dashboard.
CAMPAIGN MODE
6. GATHER REMAINING When playing the full campaign,
the Gentlemen start Chapter 1
COMPONENTS
with 1 Upgrade card each. The
Take the Damage tokens, remaining Ether tokens, Nemesis player starts with
and the Torment Deck, and place them within 2 Basic Nemesis Power
reach of all players. Next, gather the Activation cards, and also chooses 1
cards matching the various Agents, Minions, and Nemesis Power card
Gentlemen, as well as the Chaos Nemesis Activation from the others.
card, and give them to their respective controllers.
Finally, if the scenario calls for the use of any Once this is done,
Equipment Decks (Gear, Common Arsenal, Expert Set-Up is complete
Arsenal, Royal Arsenal, or Artefact) gather those and the game is
decks and place them within reach of the players. ready to begin.

14
Once all Activation cards have been placed
THE GAME ROUND facedown, the Order Phase ends and the Activation
Phase begins.
Rise of Moloch is played over a series of Game Rounds,
with each Round divided into 3 unique phases, that 2 . A C T I VA T I O N P H A S E
are completed in order:
The bulk of the game takes place during the
Activation Phase, in which the Gentlemen, Allies,
1. OR DER PH ASE Agents, and Minions perform various actions
In this phase, the Gentlemen and the Nemesis during their respective activations. For the first
secretly choose the order in which the figures under activation of the round, flip the card in the 1 slot of
their control will activate by placing their matching the Activation Track. This figure (or figures, in the
Activation cards onto the Activation Track of the case of Minions, some Agents, and some Allies) will
Round Board. take their activation first. Once they have finished,
the card in the 2 slot is flipped, with that figure or
Chaos Activation: The Nemesis player also has a figures taking their activation, continuing in this
special Activation card marked “Chaos”. When this fashion until all cards on the Activation Track have
card is revealed, no Agent/Minion figures activate, been flipped and all figures have been activated.
but other Sinister effects might take place! See
Nemesis Powers and Chaos Cards, pg. 17, INDIVIDUAL GENTLEMEN
A N D AGE N T AC T I VA T IO N S
Gentlemen and Agents follow most of the same rules
during their activation: They may perform up to 2
?

actions, and then their activation ends. The actions


an Agent/Gentleman may perform are: Attack,
Agility, Recover, Revive, and Special. An Agent/
Gentleman may repeat the same action twice if they
C AV E N DI SH
so wish (taking 2 Attack or 2 Agility actions in the
same activation, for example).

○ Attack: The figure may perform 1 Attack


action. See the Combat Basics sections (pg. 18)
for how to complete an Attack.
The top row of the Activation Board is used by the
Gentlemen, while the bottom row is used by the ○ Agility: The primary purpose of the Agility
Nemesis. Each Round, the Nemesis player lays down action is to move a figure a number of squares
all of their Activation cards before the Gentlemen up to their Agility Physical Attribute ( ).
place all of theirs, giving the Gentlemen group a Those points can be used for a range of options:
moment to discuss strategy and general plans (this
can be done in secrecy from the Nemesis). • Move 1 square: By spending 1 Agility point,
the figure can move 1 square. Figures
During the Order Phase, the Leader will have final are free to go orthogonally or diagonally
say on the Activation Order for the Gentlemen and when moving but may never end their
Allies (if any). They should, however, consult with movement in a square containing another
their team to properly strategize! The Nemesis, figure. They can, however, freely move
being the supreme commander of Moloch’s forces, through squares containing non-enemy
simply chooses the order in which they wish to figures. Figures may never enter squares
activate their Agents and Minions, placing their containing enemy figures. Figures may
cards facedown on the track.

15
never cross Impassable lines (red lines), ○ Special: Many Gifts, Upgrades, and Powers
Walls, go through Closed Doors, or go off require the figure to perform an action to use
the edge of the Stage. them. The exact effects of this special action
will be listed under that ability.
• Open a Door: To open a Door, a figure must
spend 1 Agility point while adjacent to the MINION AND A L LY AC T I VA T IO N S
Door. When this is done, remove the Door
Minions and Allies function much in the same
from the Stage. Once removed, Doors are
way as Agents and Gentlemen, with the following
never replaced.
exceptions:
• Move Through a Window: A figure must
○ When the Ally/Minion Activation card is flipped,
spend 2 Agility points to move through
all Ally/Minions on the Stage will activate.
a Window.

○ Each Ally/Minion only performs 1 action during


• Escape Damage: Enemies aren’t just
its activation.
going to stand around while you escape!
Whenever any figure moves to leave a space
○ When multiple Allies/Minions wish to Attack
adjacent to an enemy, it suffers 1 Damage
the same target, they do not roll their dice
(regardless of the number of enemies
individually. Instead, they will pool their dice
that were adjacent). An exception to this
together to perform 1 powerful Attack. Take
rule is that if a figure is being controlled
the Attribute listed on the Ally/Minion card
by an enemy, they don't suffer Escape
( or ) and add +2 dice to the Attack
Damage. Knocked down and Neutralized
for each Ally/Minion also attacking the same
figures also don't cause Escape Damage.
target.
Example: If an Agent leaves a square
adjacent to a Gentleman, they suffer 1
Damage. If the square they move into is also
adjacent to another Gentleman, they would
suffer another Damage when they moved 3
out of that square, even if it was during the
same Move action. 0
• Give 1 Equipment: A Gentleman may spend 1 3
Agility point to give 1 piece of their Equipment
to a Gentleman in an adjacent square.
1
○ Recover [GENTLEMEN ONLY]: Gentlemen
may spend 1 action during their activation to
Recover themselves. When they do this, they
remove up to 3 Damage and gain 2 Ether.

Example 1: At the start of a Minion activation, Drogo


○ Revive [GENTLEMEN ONLY]: Gentlemen
is surrounded by 3 Clowns (quite the unlucky place
may spend 1 action to Revive a Neutralized
to be)! They all decide to perform an Attack action on
Gentleman in an adjacent square that's not on
Drogo. Checking the Clown’s Dashboard, we see they
the other side of an Impassable line. Remove all
have a of 3. Since there are 3 of them attacking,
their Damage tokens and Torment cards, and
there will be 7 total dice rolled: 3 for the initial Clown
place their figure standing up. This is useful
attacking, and +2 dice for each of the other Clowns
for preventing a Gentleman from having to
attacking.
skip their entire activation Reviving.

16
NEMESIS POWERS AND ○ During Intermissions, the Nemesis player
will use Consipiracy Points to activate special
CHAOS CARDS
abilities (listed on the right side of the board).

3.W R AP-UP PH ASE


T r a c k e r Once all Activation cards have been revealed, the
Activation Phase ends and the Wrap-Up Phase
1
begins. Advance the Round token 1 space on the
INSTILL CHAOS COMMAND
MINIONS Gain 2 Reserve Ether
•BASIC POWER• •BASIC POWER•

1
Round Track. If the Chapter has any Effect or End
Draw 1 Chaos card. Activate up
to 2 Minions. 1 Agent gains: 1 OR 1
1 1
2 1 Minion Type gains: 1
Condition based on the number of Rounds played,
2 =
check if it has been fulfilled.
1 Agent gains:
(When Defending)

3 1 Agent gains: 5
1 Minion Type gains:
3 =
After this is done, the Nemesis and the Leader
should take all the Activation cards for any figures
still remaining on the Stage (since Agents can be
permanently eliminated).
While the Gentlemen have various Artefacts and
Equipment at their disposal, the Nemesis has access to Once this is done, the round ends and the next
powerful abilities granted to them by Moloch. These round’s Order Phase begins. Play will continue until
take the form of Nemesis Powers and Chaos cards. 1 side’s victory conditions have been met.

○ Chaos Cards: The Nemesis begins each


Chapter with 2 Chaos cards, and they may CONTINUING THE
purchase additional Chaos cards through CAMPAIGN
specific Nemesis Powers. Each Chaos card
lists when it can be played, as well as its If playing a One-Shot Adventure, once 1 side’s
specific effect. Chaos cards should be kept victory conditions are met, the game is over. If
hidden from the other players. Once a Chaos playing a Chapter as part of a Campaign, however,
card is used, it is discarded. There's no limit there are some additional steps to take!
in how many Chaos cards the Nemesis can
play per activation. First, check the Campaign section of the Chapter.
It will list a bonus to be gained by the winning
○ Nemesis Powers: The Nemesis will have access side during the next Chapter, as well as a list of
to various Nemesis Power cards, including the 2 outcomes and benefits for both sides, depending on
Basic Powers received during the Set-up. When the outcome of the Chapter.
the Nemesis gains Ether (usually from The Price
of Power special rule, pg. 21), instead of giving Note that Gentlemen keep all Equipment they may
that Ether to an Agent, they may place 1 or more of have acquired during the previous Chapters!
that Ether on a Nemesis Power. A Nemesis Power
may have any amount of Ether on it at any time. Now, before the next Chapter begins, the players
will take part in a special phase known as The
○ Once per Nemesis Activation, at any time
Intermission (pg. 23), where Gentlemen can train
during it, the Nemesis may spend Ether from
to access more Upgrades, gather intel, and gain
1 Power Card (and only 1 Power!) to activate its
new and exotic Equipment to aid them in their
effect. Each effect is unique, so be sure to check
fight. Unfortunately, while the Gentlemen take this
the specific power.
time to prepare, the Nemesis only grows stronger,
○ When the Chaos Activation Card is revealed, gaining more power as the Gentlemen delay stopping
the Nemesis Player is free to activate each of Moloch’s plans!
their Powers once.

17
LINE OF SIGHT
COMBAT BASICS When making a Ranged Attack, the attacker must
have Line of Sight to the defender. To see if the
T YPES OF AT TACKS: attacker has Line of Sight, draw a straight line from
MELEE AND R ANGED the center of the attacker’s square to the center
All Attacks fall into 1 of 2 types: Melee Attacks and of the defender’s square. If the line does not cross
Ranged Attacks.. Melee Attacks utilize a figure’s through any Impassable edge (closed doors, walls,
Punch attribute , while Ranged Attacks use the red lines), the defender is within Line of Sight.
Trigger attribute . The higher the value, the
more adept the figure is at using that type of Attack.

T4A
In addition, Upgrades, Powers, and/or Equipment
might aid in boosting an Attack as well.
1
ME ASUR ING R ANGE
○ Melee Attacks have a range of 1 and, thus, may
only ever target an enemy in an adjacent square
(including diagonally). In addition, the target 2
3
cannot be on the other side of an Impassable
edge from the attacker.

X
X
X
○ Ranged Attacks have the following rules:

• A Gentleman must have a Ranged Weapon 4


(a Weapon showing the Icon) to use a
Ranged Attack.

X
T4A

• Agents do not need to have a Ranged


Weapon in order to make a Ranged Attack 5
(as they usually don't have Weapons).

• If the weapon does have the Short Range 7


Icon , it may only target enemies up to 6
4 squares away.

• If the weapon does not have the Short Range


Icon , it may target any enemy in Line
of Sight. There is no maximum range.

• If the Gentleman has any adjacent enemies,


they must choose 1 of those as the target of
the Ranged Attack, if possible. Ranged Attack Example 1: This Bobby wants to make
Ranged Attack against a Killer Clown. He has Line of
NOTE: Sometimes strange situations Sight to the ones on green lines and does not have line
happen where a figure might need to of sight with the ones with red lines. He does not have
Attack an ally. Though this is NOT Line of Sight with 1, 2, 3, or 6 because there is a wall
recommended, it IS allowed (though in the line between their centers. However, the Bobby
there better be a good reason for it!) does have Line of Sight to 4, 5, and 7 because there are
no walls in the line between their centers.

18
COVER MAKING THE AT TACK
When making a Ranged Attack, sometimes
Once Line of Sight and Cover has been determined,
intervening figures and obstacles may grant Cover
the Attack can be rolled. Regardless if it is a Melee
to the defender, giving them a higher chance to
or Ranged Attack, ot wheter it isperformed by an
be missed. If, when checking for Line of Sight, the
Agent, Gentleman, or Minion, all Attacks follow the
line used crosses a Window or another figure, the
same steps, in order:
defender has Cover. When attacking a figure with
Cover, the defender gains extra defenses via the dice
1. Select Weapon [Gentlemen Only]: When
Cover icon ( ). When a target has Cover, each
Gentlemen Attack, they may select 1 equipped
icon rolled removes 1 Success from the Attack. weapon to use (remember, to even make a
Ranged Attack, a Gentleman must select an
equipped ranged weapon!).
T4A

2. Activate Weapon Ether Effects: If the selected


weapon has an Ether Effect, the attacker may
now pay 1 Ether to activate it. See next page for
1 2 explanation of the various Ether Effects.

3. Activate Attack Boosts/Gifts: If the attacker


has any Gifts/Powers/Upgrades/Equipment
that grant an Attack Boost, they may activate
them now (by paying the required cost).

X 4. Attacker Rolls Dice: The attacker now takes


dice equal to their Physical Attribute total (for
5 Melee Attacks , and for Ranged Attacks )
and add any bonus dice from their Weapon,
T4A
Gifts, Upgrades, and any other bonuses they
might have and roll them.
4
When attacking, the following die faces are
important to note:

Hit: When attacking, this icon generates


1 success.

5 Hit+: When attacking, this generates 1


success. In addition, many weapons and
powers trigger additional effects when a
Hit+ is rolled.

Ranged Attack Example 2: The Bobby now wants to


Crown [GENTLEMEN ONLY]: When
kill the Killer Clown he has most chance of killing,
attacking, a Crown may be used as either
knowing that he nees to know which one does not
1 success or be spent to gain 2 Ether. The
have Cover. The clown 2 has Cover because there is
attacker must choose which effect they will
a window between their centers, even though it is in
use before the defender rolls their dice.
line of sight. The clown 5 has Cover because there is
*Note that in most cases using the Crown is
a model between their centers.
the only way Gentlemen can replenish Ether!

19
Crown [NEMESIS]: When attacking, this ETHER & AT TACK
counts as 1 success. EFFECTS

Dodge, Cover: When attacking, these faces =


TARGET ROLLS
-1 DEFENSE DIE
are all treated as Misses.

Some weapons have Special Effects that can be


triggered by spending 1 Ether before players Attack
Once the dice have been rolled, the attacker will
with them. When an Ether is spent, the upcoming
tally the total number of successes rolled.
Attack gains all benefits shown in the Ether Effect
box. The various Ether Effects are as follows:
5. Defender Rolls Dice: After the total number of
successes has been determined, the defender
rolls a number of dice equal to their A Agility 1
+
Bonus: Add this number of dice to the total
Physical Attribute ( ). The following faces
+2
Attack roll.
are important:

Dodge: Each Dodge result removes 1


success from the attacker’s total.
Re-Roll: After rolling, the player may re-
roll any number of their dice (a die may
Cover: If the defender has Cover, each
only ever be re-rolled once per action).
Cover result subtracts 1 success from the
attacker’s total.
Spread: The Attack may target up to 1
additional enemy in a square adjacent to
the target (that's not on the other side of an
Impassable edge). Only 1 Attack roll is made,
All other results on the dice have no
but each target makes a separate defense roll.
effect when defending. Note: Some special
Spread additional targets never get Cover.
abilities may modify this, so be sure to
check each special ability carefully!
Knockdown: If this Attack deals at
least 1 Damage to the target, they are
knocked down. Place the figure on its
side to represent this. Before it can take
6. Tally Results: Subtract all
any other action, the target must spend
the defender’s Dodge and Cover
1 action to stand up. While a figure is
results (if applicable) from the
knocked down, it does not provide Cover
attacker’s successes. For each
or cause Escape Damage.
success that remains, the
defender suffers 1 Damage.
Daze: If this Attack deals at least 1 Damage
Place 1 Damage token
to the target, they lose 1 Ether per Daze
on them to represent this.
icon. For each Ether they must lose and
don't have, they suffer 1 Damage.

Fire: If this Attack rolls any successes


(regardless of Defender’s results), place 1
Fire token in the target’s square (pg. 22).
BONUS, ACTIONS, &
KN I G H T
UPKEEP TIMING
STEAM FIST
ATTACK BOOST Role cards, Upgrade cards, Gifts, and Powers can be
activated/used at different times during a round.
& + 2 The 5 different Classes will describe when their
powers activate:
TH E G AU

2
NT LE T
+
Bonus - Bonus effects are always active for the
Gentleman to use.

TA RGET RO
LLS Upkeep - Upkeep effects have a cost in Ether. In
1
-1 DEFENS
E DI E &

order to activate those effects, the Gentleman


needs to put that many Ether tokens on top
of the effect. While the Ether is there, the
And the effect is active. At the start of the Gentleman's
target rolls -2 activation, give all Ether allocated on Upkeep
defense dice. effects to the Nemesis player. The effect can be
activated again by once more placing the Ether
cost on top of the effect.
Ether Effects Example: Major has decided that he is
When Gentlemen spend Ether on Upkeep
going to boost his Melee Attack so he can surely
abilities, the Nemesis will only gain that Ether
kill his target. He would usually have 5 dice to Attack
(from the Price of Power rule) at the start of
(3 from his base punch +2 from the Gauntlet). He
that Gentleman’s next activation or if that
spends 1 Ether to use his Gift: get 2 bonus dice and
Gentleman is Neutralized before their next
results will count as two . He spends another 1
activation.
Ether to use the Gauntlet: the Attack gains Knockdown
and will remove 1 defense die from the target.
Action - Actions give extra options for the
Gentleman to spend their action points on.
USING SPECI AL SK ILLS
Charge: This figure may spend 1 Ether to Bonus Action - Bonus actions are actions that
make a Charge Special action. Target a need to be activated and that may be used
figure in Line of Sight that the charging only once per character activation. They don't
figure may reach using Agility points, then spend actions.
move adjacent to that figure and make a
free Melee Attack against them. The Player Attack/Defense Boost - Boosts are effects that
may not Charge a figure that they began may be used to modify attacks or defenses. They
their activation adjacent to. are permanent, as long as the card remains in
play, and some require Ether to be used.
Evasion: When this figure is attacked,
but before the defense roll, it may spend THE PR ICE OF POWER
1 Ether to roll +3 additional Defense dice.
Using Ether allows the Gentlemen to gain
This may only be done once per attack.
tremendous power. However, power comes at a price!
When the Gentlemen use Ether, for any reason, that
Counterattack: When this figure is
Ether is handed to the Nemesis player, who is then
attacked, and after that Attack is complete,
free to distribute it among their Nemesis Power
this figure may spend 1 Ether to immediately
cards and Agents! It is worth noting that, in many
make 1 Attack. That Attack action must
cases, this is the only way the Nemesis can gain
target the attacker. Counterattacks may not
Ether, but such is the price the Gentlemen must pay!
trigger Counterattacks on the target!

21
ETHER R ESERVE TORMENTS AND
NEUTR ALIZ ATION
Some cards, effects, or abilities will tell the Nemesis
○ When a Gentleman gains Damage tokens
to gain “X Reserve Ether”. This Ether is not placed
equal to the total in their leftmost Health
on a specific Agent or Nemesis Power, but is instead
Box, they draw 1 Torment card. Torments
held on the Ether Reserve located on the Nemesis
represent various ailments and hindrances to
Board that the Nemesis can draw from to power any
the Gentleman. They may have an immediate
Nemesis Power or Agent Gift/Skill they wish.
effect and are then discarded, or stay on the
Gentleman until certain conditions are met.
See each specific Torment card for its full
One of the most common elements of chaos effect. If the Gentleman heals, and then takes
used by the Nemesis is Fire, represented Damage to once again fill their leftmost Health
on the Stage by Fire tokens. Any figure Box, they draw another Torment card.
that begins their activation in a square
with a Fire token automatically suffers 1 ○ Some Upgrades and Equipment may grant a
Damage. Any figure that enters a square Gentleman additional Bonus Health Boxes.
containing a Fire token also automatically Damage is always applied to these bonus Health
suffers 1 Damage. There may only be 1 Fire Boxes before being applied to their normal
token in a square at any time. Health Boxes, thus making it harder for a
Gentleman to suffer the effects of Torment
During the Wrap-Up Phase, any Fire cards.
tokens in an Outdoor Square are removed
(perpetual rain does that), while Fire tokens ○ Whenever a figure gains Damage tokens equal
inside a building will begin to spread: the to its total Health Points, it is Neutralized. If
Nemesis will place 1 additional Fire token the figure was an Agent, Ally, or Minion, it is
in a square adjacent to an existing Fire removed from the Stage and cannot be used
token for each Fire Token in that building. again unless a card or power allows it.
If, therefore, during the first Wrap-Up
Phase, 1 Fire token was inside a building, ○ Gentlemen are too stubborn to permanently
the Nemesis player will place 1 additional die, pushing onward until they are victorious
token. During the next Wrap-Up Phase, (or the Nemesis completes their nefarious
they will place 2 more (for a total of 4 now), goals). When a Gentleman is Neutralized, place
since there were now 2 tokens there at the their figure on its side. On that Gentleman’s
start of the phase. Note that the Nemesis next activation, they will automatically Revive,
must place these tokens adjacent to Fires removing all Damage tokens and standing their
that were there at the start of the Phase. figure up. Their activation then immediately
They may not string new Fire tokens ends. In addition, whenever a Gentleman is
together during the same phase. Neutralized, the Nemesis player immediately
adds 2 Ether to their Ether Reserve, as Moloch
Fire can spread through Doors and break feeds on death and despair!
them (remove from the Stage). Fire can
spread through Windows but cannot ○ While a Gentleman is Neutralized, they cannot
spread thorugh Walls or Red Lines. perform any actions and cannot be targeted or
affected by Attacks or abilities. Figures (both
friendly and enemy) may freely move through
(but not end on) their square and do not suffer
FIRE!!! Escape Damage.

22
V ISIT LOC ATIONS
THE Once the Intermission Board has been set up,
INTERMISSION the Gentlemen will take turns visiting Locations
to gather equipment and aid. Starting with the
Leader and going clockwise, each Gentleman player
PR EPAR E IN TER MISSION places their figure on 1 of the empty spaces of the
BOARD Intermission Board and performs the following:
The Intermission Board represents the various ○ Hardy’s Bazaar: Select 1 of the sets of 2 Gear
locations around London that the Gentlemen can visit cards and gain that Equipment.
to gain aid in their fight. Be warned, however! As the
Gentlemen spend their time stocking up, the Nemesis ○ Wilkinson’s General Store/Shadow Market:
plots and plans, growing in power! Prepare the Select and acquire 1 piece of Equipment
Intermission Board by following these steps, in order: available at that location.

○ Club Unicorn: Select 1 Upgrade card from your


1. Draw and place 2 random Gear cards faceup on respective Job. A Gentleman may only have 3
each of the 3 slots on Hardy’s Bazaar. Upgrade cards at any time; if they would gain a
fourth Upgrade, it instead replaces an existing one.

2. Draw and place 3 random Common Arsenal ○ Random Locations: Each other Location card
cards faceup on Wilkinson’s General Store revealed will list the specific benefits of visiting
that Location.

3. Draw and place 3 random Artifact cards faceup Gentlemen must visit a Location during
on The Shadow Market. Intermission. They cannot choose to simply sit out!

NEMESIS GAINS POWER


4. Draw and place 3 random Location cards
faceup in the slots in the middle of the Once the Gentlemen have finished their
Intermission Board. Intermission Steps, the Nemesis will select and
choose 1 additional Nemesis Power, gaining that
power for the remainder of the Campaign. If the
5. Place each Job’s Upgrade Deck in its slot on Nemesis already has 6 Powers, they may exchange
Club Unicorn. any current power for a new one.

3
WEREWOLF BLOOD
+1

activation, gain:

3
Until end of

UPGRADE
+

CLU B U N IC O RN
3
REVOLVER

+
1+

DISCARD

THE SABBATH SPRITUALIST GH AM


SEANCE BUCKINACE
PAL
ARCANIST ONLY ARCANIST ONLY &
ANTE
DILETT
Once during the T ONLY
=
Once during the
KNIGH
next Chapter, next Chapter, force al
the Roy
+

3
activation, gain:

when an Agent Search


1

Nemesis to place k
OW 1 ARTEFACT

JADE MASK

l Item dec
Until end of

+
W MARK ET
TAKE 1 ARSENAL

1 Activation Card Arsena


W I L K I N ON A R S.

would activate,
and gain
instead, skip that of your choice at for 1 Item .
activation. the front of line. that Item

=
3
BULLWHIP

=
+

1 4
1

2
S

SH A D O

BORR

= 1
DISCARD

+
1
+

+ 1 + 1
5
Immediately move
FLYING BOOTS

ignoring Escape
up to 5 squares,

5
Damage.
• ACTION •
KNUCKLES

’s Baz a ar
H a r dy
1 ADJACENT

DISCARD
2

GEAR STACK
TAKE 1

1
STEEL TOP HAT FIRST AID LOTION ARSON COCKTAIL

Make this free Attack:

When you would take


Damage, prevent up to 3.
Heal up to 3 Damage. 3
This Attack spreads to all
adjacent squares.
DISCARD DISCARD DISCARD

23
THE NEMESIS PLOTS ○ Purchased benefits only last until the end of
the next Chapter.
e r
’s Baz a ar
H a r dy
GEAR STACK 1 PR EPAR E FOR MISSION
TAKE 1
Gain 2 Reserve Ether

1 1 1 Agent gains: 1 OR 1
Once the Gentlemen have each visited a Location,
2 1 Minion Type gains: 1
they will prepare for the next Chapter.
2 1 Agent gains: =
(When Defending)

3 1 Agent gains: 5 ○ Players may change characters before a new


Chapter. Whenever a job is used for the first
1 Minion Type gains:
3 =

T r a c k e r time on the Campaign, they get 1 Upgrade.


Players need to keep track of the Upgrades of
Each Location on the Intermission Board lists the Job not being used in the current Chapter,
a number of Conspiracy Points. Each time a since it can be used in future Chapters.
Gentleman visits this Location, the Nemesis
receives the number of Conspiracy Points listed at ○ Remove all Damage tokens and Torment cards
that location. During Set-Up for the next Chapter, (if any) from themselves and replenish each
the Nemesis may use these points to purchase Gentleman's Ether to max.
various benefits listed on their Nemesis Board.
○ All Equipment the Gentlemen have acquired
○ These points must be used before the start of thus far in the campaign is collectively
the next Chapter. They cannot be saved for known as the Gentlemen’s Armory. Before the
later Chapters! next Chapter, the Gentlemen may take and
○ Each benefit may be selected 2 times, expect distribute any Equipment they have collected
for the "Gain 2 Reserve Ether: benefit, which among themselves.
may be selected multiple times. However, an
Agent may only be granted a given benefit once. ○ Assign a Leader, then the other roles.
(Example: You couldn’t give an Agent +1
multiple times, but you could give them both +1 Once this is done, the Intermission Phase ends and the
AND +1 ). next Chapter begins. Continue playing the Chapters
and Intermissions, one after the other, in order, until
○ Some Agents have more than 1 Figure. The you reach the Final Chapter. It’s then time for the
benefits must be assigned to a specific figure Gentlemen to face the Nemesis once and for all!
starting the game on the Map, and only that 1
may use it. Whoever wins the Final Chapter can be considered
the winner of the Campaign Mode.

G A ME ROU N D SUMM ARY


1. ORDER PHASE: The Gentlemen and the Nemesis • The Nemesis player may play as many Chaos
will secretly choose their figures' activation cards as they wish per activation, but they
order by placing their Activation cards on the can only pay and activate 1 Nemesis Power
Activation Board. card.
• When the Chaos Activation card is
2. ACTIVATION PHASE: Following the order,
revealed, the Nemesis may activate each of
players reveal their Activation cards:
their powers once.
• A Gentleman may perform up to 2 actions
(Attack / Agility / Recover / Revive / Special); 3. WRAP UP PHASE: Players check for end-game
• A Nemesis Agent may perform up to 2 conditions. If the game is not over, they all collect
actions (Attack / Agility / Special); their respective Activation cards for Figures
• All Nemesis Minions are activated at the same remaining on the Stage.
time and may perform only 1 action each;

24

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