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Rulebook RiseOfMoloch PDF
Rulebook RiseOfMoloch PDF
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
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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
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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
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
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up
to Ge
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Li become
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the targetfof ni
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6 D O U B L E- S I D E D PY R GRASP
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22 2
5 M OL O C H
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97 EQU IPMENT
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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!
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
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
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
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.
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!
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
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:
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.
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
?
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.
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).
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.
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:
X
T4A
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
19
Crown [NEMESIS]: When attacking, this ETHER & AT TACK
counts as 1 success. EFFECTS
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 &
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.
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!
3
WEREWOLF BLOOD
+1
activation, gain:
3
Until end of
UPGRADE
+
CLU B U N IC O RN
3
REVOLVER
+
1+
DISCARD
3
activation, gain:
Nemesis to place k
OW 1 ARTEFACT
JADE MASK
l Item dec
Until end of
+
W MARK ET
TAKE 1 ARSENAL
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
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)
24