Rulebook
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1.
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
import. 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 the overthrow of 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!
2
COMPONENTS
• 63 Highly Detailed Miniatures
• 5 Heroes Dashboards
• 14 Villains Dashboards
• 220+ Mini-Cards
• 5 Player-Aids
• 12 Scenery Rooms Overlays
• Over 150 Cardboard Tokens
• 1 Activation/Intermission Board
• 1 Nemesis Board
• 1 London Fire Board
• 1 Rulebook
• 1 Campaign Book
• 8 Custom Engraved Dice
GAME OVERVIEW
stalwart heroes dedicated to defending the Empire
against any and all threats.
The World of Smog: Rise of Moloch is intended be
played as a campaign of six interlinking Chapters,
each telling a part of the overarching story. Each
Chapter can be played individually as a unique
“One-Shot Adventure” as well, in case players do
not wish track a full campaign. One player will take
of the role of the Nemesis: leader of the seditious
cult dedicated to resurrecting Moloch, while the
other players each control one or more Gentlemen:
As the game progresses, the Nemesis player and
the Gentlemen players will take turns activating
and moving their models around the game board,
attempting to accomplish various goals set by the
Chapter. The first side to accomplish these goals will
be victorious, and their success will impact future
games in the Campaign (or just insure the day’s
victory in the case of playing a One-Shot Adventure!)
GAME SET-UP
4
GATHER STARTING
ETHER AND ITEMS
GAME BOARD SET-UP
Each Gentlemen and Agent starts with a number
Each Chapter will show how to set up the game
board for that specific Chapter, which involving
overlaying various Room Tiles, Tokens, and Models
across the game board. See each individual Chapter
for specifics on Game Board Set-Up.
of Ether Tokens, represented by
on their
Dashboard. In addition, some Gentlemen may also
begin the game with one or more Equipment Cards,
also listed on their Dashboard. Take these tokens/
cards and place them on their matching Dashboard.
N EMESIS SE T-U P
GATHER REMAINING
COMPONENTS
Players should then decide who will be the Nemesis.
This player will assume control of various Agents
and Minions in service to Moloch, as well as gain
access to a collection of unique Chaos Cards and
Nemesis Powers- special abilities they will utilize to
hamper the efforts of the Gentlemen!
Take the Damage Tokens, remaining Ether Tokens,
and the Torment Deck and place them within reach
of all players. Next, gather the Activation Cards
matching the various Agents, Minions, Gentlemen,
as well as the “Chaos” Nemesis Activation Card, and
give them to their respective controllers. Finally, if
the scenario calls for using any Item Decks (Gear,
Common, Expert, Royal, or Artefact) gather those
decks and place them within reach of the players.
Each Chapter will list what Agent and Minion Cards
to use. Each Agent and most Minion Cards are
double-sided, showing two different profiles for that
Agent/Minion. The Nemesis player should select one
profile to utilize that game and then place all their
cards within reach.
Once this is done Set-Up is complete and the game is
ready to begin.
In addition to their Agents and Minions, the
Nemesis will have access to Chaos Cards- a deck of
powerful and unexpected traps they will unleash on
the Gentlemen. Take the Chaos Card deck and place
it within reach of the Nemesis player. The Nemesis
will draw 2 Chaos Cards at the start of each Chapter.
GEN TLEMEN SE T-U P
Once the Nemesis has gathered their cards, players
should then choose 4 Gentlemen to play that
Chapter and distribute their matching Gentlemen
Dashboards among the remaining players, with
each player controlling at least 1 of the 4 Gentlemen.
4 Gentlemen will always be selected, regardless of the
number of Gentlemen players.
When selecting Gentlemen, only one Gentlemen of
each Job (Arcanist, Dilettante, Knight, Mekamancer,
Monster) may be chosen for each team.
5
using these Attributes, see Pg. XX.
PLAYING THE
GAME
Before we explain playing a Chapter, let’s go over
some of the various Dashboards and Cards you will
utilize throughout the course of the game, as well as
explain the Game Board.
GENTLEMEN
DASHBOARDS
MAJOR DREADFUL
2
3
3
10
3
STEAM FIST
7
5
and
3
Gift: Every Gentleman has a unique special
power. This is known as their Gift.
5.
Special Skills: Each Gentleman may have one
=
5
4
4
or more Special Skills: Charge
, Evasion
. For more
information on Special Skills, see Pg. XX
6.
Ether: Ether is used to fuel special abilities
and powers. This number represents both a
Gentleman’s Starting Ether amount, as well as
the maximum Ether they can store at any time.
Note that some special abilities and Upgrades
may modify this total!
7.
Starting Equipment: Some Gentlemen begin
the game with various Equipment Cards. These,
if any, will be listed here.
8.
Equipment Slots: When a Gentleman gains
a piece of Equipment, it will be placed in one
of the three Equipment Slots at the bottom
of their Dashboard. A Hero may only have a
maximum of 3 pieces of Equipment at any time. If
they would gain a new piece of equipment and
they already have 3, they will select 1 piece to be
discarded before gaining the new one. Note that
only Equipment Items take up Equipment Slots!
Gear, Artefact, and Moloch Stone Item Cards do
not take up slots, and should be placed around
your Gentlemen Dashboard.
9.
Health Boxes: The combined numbers in
these boxes represent the amount of damage a
Gentleman can suffer before he is Neutralizedtemporarily incapacitated. When a Hero
suffers an amount of damage equal to the
number in their first Health box, they also
gain a Torment Card, which represents a nasty
6
8
SHOTGUN (Arsenal - Common)
4.
, and Counterattack
KNIGH T
1 = +2
Job: Each Gentleman has a Job. This represents
the training and background of the Hero.
A Gentleman’s Job also determines which
Upgrades they will have access to during each
Chapter/Campaign. For more information on
Upgrades, see Pg. XX.
3
ATTACK BOOST
9
1
3.
WHISKY (Gear)
Gentlemen are the models that each non-Nemesis
player will control during the game. Each one is
a dedicated Hero of the Empire with their own
strengths, powers, and abilities. While each
Gentleman is unique, they all share some common
traits:
NOTE: while the Empire has dubbed their
collective Heroes “Gentlemen” there is no
shortage of female legends and heroes
dedicated to the protection of Crown
and Country! This is merely the adopted
term for Heroes as a whole!
1.
Name: The Gentleman’s name
2.
Physical Attributes: Each Gentleman has
three attributes: Agility, Trigger, and Punch,
which represent their aptitude at moving
around, using ranged weapons, and fighting in
melee, respectively. For more information on
6
trivial to Moloch and as a result only ever have
1 Health, meaning they will be immediately
Neutralized if they ever suffer even 1 damage!
wound or hindrance they have suffered. If
a Hero ever gains additional Health (such as
from Upgrades or Items) it is added to their first
Health Box (thus making it harder for them to
be Tormented!)
10.
7.
Portrait: Besides showing you your stalwart
hero, this area is also useful for keeping any
tokens you might gather through the course of
the game.
Unlike Gentlemen Dashboards, Agent and most
Minion Dashboards are also double-sided, each
showing a unique profile for that Agent/Minion. At
the start of each Chapter, the Nemesis player will
select 1 of the two profiles to use for that Agent/
Minion. That will be the profile used for the entirety
of that Chapter.
AGEN T AND MINION
DASHBOARDS
Agent and Minion Dashboards share much of the
same information as Gentlemen Dashboards:
1
A L LY C A R DS
3
TOBIAS
Gifts: Unlike Gentlemen, Agents may have
multiple Gifts they can utilize during the game.
1
3
0
6
4
2
12
4
5
BLOODY SURGERY
1
=
2 3 0
3
BLOOD BROTHERS
7
PASSIVE
BOBBIES
1
1.
Name
2.
Portrait
3.
Physical Attributes
4.
Special Skills
5.
Ether
Allies represent loyal citizens of the Empire who have
pledged their support to the Crown. Unfortunately,
they lack the raw power and skill of the Gentlemen,
and as such will only ever have Physical Attributes
and, in rare cases, a trivial amount of Health. Each
Chapter will explain any Allies and any special rules
they have in greater detail.
ACTION
1
Exchange any amout
of WOUNDS with
EMERSON
EQUIPMENT AND ITEM
CARDS
Equipment and Item Cards represent the various
tools that the Gentlemen will use over the course of
the game.
Each Gentleman can carry up to three Equipment
Cards at a time. If a Gentlemen gains a fourth
equipment, he must discard another one to keep it.
The primary differences between Agents/Minion
and Gentlemen are as follows:
6.
Health Boxes: Backed by the power of Moloch,
Agents tend to have much higher Health than
Gentlemen. Minions, on the other hand, are
They come in various types, each with their own
special rules and abilities:
7
EQUIPMENT - WEAPON CARDS
2
1
REVOLVER
GE AR, ARTEFACT, AND MOLOCH
STONE ITEM CARDS
1
FLYING BOOTS
1
=
Max. 2
X
+
Once per activation,
make 1 free Move
Action.
3
These represent the various weapons that the
Gentlemen will use in their fight against the Agents
of Moloch.
1.
Name: This lists the name of the Weapon.
2.
Attribute Boost: Most Weapons grant an
Attribute Boost. This number is added to the
Physical Attribute of the Gentlemen when the
Weapon is used.
3.
Ether Effect: When an Item is used, the
equipped Gentlemen may spend 1 Ether
to activate its Ether Effect, gaining the
various benefits listed on the card. For more
information on Ether Effects, see Pg. XX
Gear and Artefacts are powerful one-time-use
tools, which are discarded after use. Moloch Stones
Fragments are powerful relics gained over the
course of the campaign. Gear, Artefact, and Moloch
Stone Fragment cards do not take up Equipment
slots on a Gentleman’s Dashboard!
UPGR ADE CARDS AND
ROLE C AR DS
RIOT CONTROL
+X
2
1
ATTACH TO A
RANGED WEAPON
1
into
These represent the various non-weapon tools and
items that the Gentlemen can utilize.
Name: This lists the name of the Equipment
Item
2.
Effect: Each Equipment Item is unique and
carries various powers and abilities. Some
effects cost Ether to activate, whereas others
are free benefits that are always active. See each
individual Item Card for more information.
4
Over the course of a Campaign (or at the start of a
One-Shot Adventure) Gentlemen will gain access to
various Upgrade Cards and Role Cards. Upgrades are
unique to each Gentleman based on their Job, while
Role Cards are assigned to a Gentleman at the start
of each game. Each of these cards has a designated
slot on the Gentlemen Dashboard.
= convert one
1.
1
ACTION
2
2
3
X: Number of
adjacent enemy
minions
EQUIPMENT - ITEM CARDS
BAYONET
1
While they might serve different functions, they
share the following information:
8
1.
Name: The name of the Role or Upgrade
2.
Ether Cost: This lists the amount of Ether
that Gentlemen must use to activate the card’s
Special Effect. Note that sometimes a card will
have no cost- it will merely have a permanent
boost to the Gentleman!
3.
Special Effect: This lists any special effect
granted by the card.
3.
4.
Timing: This box will list if the card takes an
Action to use, when it triggers, or if it is just a
passive boost.
TOR MENT CARDS
Timing Trigger: This lists when the Chaos
Card can be played.
1
BLURRY VISION
NEMESIS POWER CARDS
2
-1 Attacking Die
IMAGE
PENDING
Torment Cards represent various hindrances and
nasty injuries that may happen to the Gentlemen
if they suffer too much damage, they have the
following information:
These cards represent persistent and reusable
powers the Nemesis will have access to during
the Chapter. Once acquired, this cards should be
placed, face-up, on the Nemesis Board. They all list
the following information:
1.
Name: The name of the Torment Card.
Hindrance: This lists the negative effect
caused by the card.
1.
Ether Cost: The amount of Ether that must be
used to activate the card’s Special Effect.
2.
2.
Special Effect: This lists any special effect
granted by the card.
THE GAME BOARD
CHAOS CARDS
SUPREME VILLAIN
2
1
06A
T4A
T3A
This Agent gains
+1 Action this turn.
SMOG - OV2B
SMOG - OV2A
05A
SMOG - OV2A
AGENT ACTIVATION
SMOG - OV3A
04A
SMOG - OV2B
3
These cards represent hidden threats and powers
the Nemesis 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:
T2A
01B
T1A
The Game Board, also known as The Stage, is
comprised of two main elements: Stage Tiles and
Room Tiles. Each Chapter will show how to set up
the Stage and its various tiles.
SMOG - OV1B
1.
Name: The name of the Chaos Card.
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
particular element is located, and is also used to
determine range when making attacks. Squares are
9
separated by a white (or light brown) outline. 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 game board.
SMOG - OV2A
Indoor Square: Indoor squares are any
squares located inside a building on the
game board.
Door: This notes that a door should be
placed here at the start of the Chapter.
Once the 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 models next to them!
SMOG - OV2A
Hindrance: Marked by a red dot, these
represent areas that may grant Cover as
well as impede movement.
SMOG - OV2A
SMOG - OV2B
Impassable: Marked by a red line,
this represents a side of a square that
completely blocks movement for models.
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 model beginning their activation, or
entering that square, suffers 1 automatic
damage.
SMOG - OV3A
10
LINE OF SIGHT
COMBAT BASICS
When making a Ranged Attack, the attacker must
have Line of Sight to the defender. To see if the
attacker has Line of Sight, draw an imaginary
straight line from the center of the attacker’s square
to the center of the defender’s square, if the line
does not cross through closed doors or walls, the
defender is within Line of Sight.
T YPES OF AT TACKS:
MELEE AND R ANGED
All attacks fall into one of two types: Melee Attacks
and Ranged Attacks. Melee Attacks utilize a model’s
(punch) attribute, while Ranged Attacks utilize
COVER
(trigger). The higher the value, the more adept
When making a Ranged Attack, sometimes
intervening models and obstacles may grant Cover
to the defender, giving them a higher chance to be
missed. If, when checking for Line of Sight, the line
used crosses a Hindrance, a Window, or another
model, the defender has Cover. When attacking a
model with Cover, the defender gains extra defenses
the model is at using that type of attack. In addition,
Upgrades, Powers, or Equipment might aid in
boosting an attack as well.
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
cannot be on the other side of an Impassable
edge from the attacker.
○
via the
Cover, each
the attack.
icon on the dice. When a target has
icon rolled removed 1 Success from
Ranged Attacks have the following rules:
○
•
A Gentleman must have a Ranged Weapon
(a Weapon showing the
Ranged Attack.
Icon) to use a
•
Agents do not need to have a Ranged
Weapon in order to make a Ranged Attack
(as they can never have Weapons)
•
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 weapon does have the
Short
Range Icon, it may only target enemies up
to 4 squares away.
Ranged Attack Example 1: Major Dreadful wants to
shoot Tobias. He checks Line of Sight and sees that the
Zombie is in the way, meaning Tobias will have Cover.
MAKING THE AT TACK
NOTE: Sometimes strange situations
happen where a model might need to
attack an ally. Though this is NOT
recommended, it IS allowed (though
there better be a good reason for it!)
Once Line of Sight and Cover has been determined,
the attack can be rolled. Regardless if it is a Melee or
Ranged Attack, or an Agent, Gentlemen, or Minion,
all attacks follow the same steps, in order:
1.
11
Select Weapon [Gentleman Only]: When
Gentlemen attack, they may select 1 equipped
weapon to use (remember, to even make a
Ranged Attack a Gentleman must select an
equipped ranged weapon!).
Once the dice have been rolled, the attacker will
tally the total number of successes rolled.
2.
Activate Weapon Ether Effects: If the selected
weapon has an Ether Effect, the attacker may
now pay 1 Ether to activate it. See below for
explanation of the various Ether Effects.
5.
3.
Activate Attack Boosts/Gifts: If the attacker
has any Gifts/Powers/Upgrades that grant an
Attack Boost, they may activate them now (by
paying the required Ether amount).
4.
Defender Rolls Dice: After the total number of
successes has been determined, the defender
will roll a number of dice equal to their Agility
Physical Attribute. The following faces are
important:
Dodge: Each Dodge result removes 1
success from the attacker’s total.
Cover: If the defender has Cover, each
result subtracts 1 success from the
attacker’s total.
Attacker Rolls Dice: The attacker will now take
dice equal to their Physical Attribute total (
for Melee Attacks,
for Ranged Attacks) and
add any bonus dice from their Weapon, Gifts,
Upgrades, and any other bonuses they might
have and roll them.
All other results on the dice while defending
have no effect. Note: Some special abilities
may modify this, so be sure to check each
special ability carefully!
When attacking, the following die faces are
important to note:
Hit: When attacking, this generates 1
success.
6.
Hit+: When attacking, this generates 1
success. In addition, many weapons and
powers trigger additional effects when a
Hit+ is rolled.
Tally Results: Subtract all the defender’s
Dodge and Cover (if Applicable) results from
the attacker’s successes. For each success that
remains, the defender suffers 1 damage. Place 1
damage
token on them to represent this.
ETHER EFFECTS
Crown [NEMESIS]: When attacking, this
counts as 1 success.
1
Crown [GENTLEMAN ONLY]: When
attacking, this may be used as either 1
success or be spent to gain 2 Ether. You
must choose which effect you will utilize
before the defender rolls dice. Note that in
most cases this is the only way Gentlemen
can replenish Ether!
REVOLVER
+
Max. 2
X
Some weapons have special effects that can be
triggered by spending 1 Ether when you attack with
them. When an Ether is spent, the attack gains all
benefits shown in the Ether Effect box. The various
Ether Effects are as follows:
Dodge, Cover: When attacking, these faces
are all treated as Misses.
1
+
2
+
12
Bonus: Add this number of dice to your
total attack roll.
Re-Roll: After rolling, you may re-roll any
or all of your dice (a die may only ever be
re-rolled once per action).
they will draw 1 Torment Card. Torments
represent various ailments and hindrances to
the Gentleman. They may have an immediate
effect and are then discarded, or stay on the
Gentleman until certain conditions are met.
See each specific Torment card for its full
effect.
Spread: Your attack may target up to 1
additional enemy in a zone adjacent to the
target. Only 1 attack roll is made, but each
target makes a separate defense roll.
Knockdown: If this attack deals at least
1 damage to the target, they are knocked
down. Place the model on its side to
represent this. Before it can take any other
action, the target must spend 1 action to
stand up. While a model is knocked down,
it does not provide Cover or cause Escape
Damage.
○
Some Upgrades and Items may grant a
Gentleman additional Bonus Health Boxes.
Damage is always applied to these bonus
Health Boxes before being applied to their
normal Health Boxes- thus making it harder for
a Gentleman to suffer the effects of Torment
Cards.
○
Gentlemen are too stubborn to permanently
die, pushing onward until they are victorious
(or the Nemesis completes their nefarious
goals). When a Gentleman is Neutralized, place
their model on its side. On that Gentleman’s
next activation, they will Revive, removing all
damage tokens and standing their model up.
Their activation then immediately ends. In
addition, whenever a Gentleman is Neutralized,
the Nemesis player immediately adds 2 Ether to
their Ether Reserve (see Pg. XX for information
on the Nemesis’ Ether Reserve), as Moloch feeds
on death and despair!
○
While a Gentleman is Neutralized, they cannot
perform any actions and cannot be targeted or
affected by attacks or abilities. Models (both
friendly and enemy) may freely move through
(but not end on) their zone, and do not suffer
Escape Damage.
Daze: If this attack deals at least 1 damage to
the target, they lose 1 Ether per Daze Icon.
If they have no Ether to lose, they instead
suffer 1 additional damage per Daze Icon.
Fire: If this attack rolled any successes
(regardless of Defender’s results), place 1
Fire Token in the target’s square.
TORMENTS AND
NEUTR ALIZ ATION
○
Whenever a model gains damage tokens
equal to its Health Points, it is Neutralized. If
the model was an Agent, Ally, or Minion, it is
removed from the game board and cannot be
used again unless a card or power allows it.
○
When a Gentleman gains damage tokens
equal to the total in their first Health Box,
13
Up (Pg. XX), players should set up the game
board, decide who will be the Nemesis, which
Gentlemen will be used, and complete all other
steps listed under Set-Up.
STARTING THE
GAME
3.
CAMPAIGN MODE AND
ONE-SHOT ADV EN TUR ES
Now that you’ve seen the various Dashboards and
Cards, let’s explain the basics of the game. First, the
players should agree to which mode they wish to
play: Campaign Mode or a One-Shot Adventure.
○
○
Campaign Mode: This mode is for groups who
wish to play the full story of Rise of Moloch
from beginning to end. In this mode both the
Gentlemen and Nemesis will keep any Items,
Upgrades, and Powers they gain from one game
to the next. In addition, the results of each
game will impact the games that come after
it, crafting a unique story with each and every
play-through. When playing Campaign Mode,
players will always start with Chapter I: <THE
NAME GOES HERE>, only moving onto the
later Chapters once the one before it has been
completed.
YOU A R E T H E
LE A DER
2
Make 1 Action
with a Gentleman
in Line of Sight.
2.
Role Cards: The Role assigned to
a Gentleman details their duties
in the group, and can range
from dealing extra damage
to supporting their allies. In
addition, the Role Card will
grant that Gentleman a powerful
special ability they can utilize
during the game. Each special
ability granted by a Role Card
can be used only once during a
Gentleman’s activation.
Once the Leader has assigned a Role to each other
Gentleman, they should then take the Activation
Order Cards belonging to all Gentlemen being used,
as well as any Ally Cards being used in the Chapter
and place them within reach.
One-Shot Adventure: This mode is for groups
who only wish to enjoy a single game session.
Any Chapter may be selected in this mode,
and will list an amount of starting Equipment,
Upgrades, and Powers for both the Nemesis and
the Gentlemen, in order to bring them up to the
basic power level for that Chapter. In addition,
if the players wish, they may use the One-Shot
Adventure rules to start the Campaign from a
later Chapter, continuing afterwards using the
standard Campaign rules.
4.
Regardless if playing a new Campaign or a One-Shot
Adventure, players should complete the following
steps, in order:
1.
Gentlemen Elect Leader: Once the Gentlemen
players have been determined they, as a group,
will elect 1 Gentleman to be the Leader. They
will gain the Leader Role Card and assign it
to that Gentleman. They will then gain the
remaining Role Cards and assign 1 to each other
Gentleman.
Select Chapter: If playing Campaign, you will
always start at Chapter I <NAME GOES HERE>.
If playing a One-Shot Adventure, players should
decide as a group what Chapter they wish to
play.
[One-Shot Adventure Only] Gain Upgrades,
Equipment, and Powers: In a One-Shot
Adventure, the Chapter will list an amount of
starting Equipment, Upgrades, and Powers
to be given to the Gentlemen, as well as the
Nemesis player. Each Gentleman will select a
number of Upgrades listed under the Chapter
and then, as a group, collect the total number
of Equipment Cards listed and distribute
them among the 4 Gentlemen. Meanwhile, the
Nemesis player will select Nemesis Powers,
as well as collect and spend the amount of
Conspiracy Points listed on the Chapter (See Pg.
XX for more on Conspiracy Points)
Once this is done the first Game Round will begin.
Game Set-Up: As highlighted in Game Set-
14
down, the Order Phase ends and the Activation
Phase begins.
THE GAME ROUND
A C T I VA T IO N P H A S E
Rise of Moloch is played over a series of Game
Rounds, with each Round divided into three unique
phases, to be completed in order:
The bulk of the game takes place during the
Activation Phase, in which the Gentlemen, Allies,
Agents, and Minions will take their respective turns
performing various actions. For the first activation
of the round, flip the card in the “1” slot of the
Activation Track. This model (or models, in the case
of Minions and some Allies) will take their turn.
Once they have finished, the card in the “2” slot
will be flipped, with that model or models taking
their turn, continuing in this fashion until all cards
on the Activation Track have been flipped and all
models have been activated.
ORDER PHASE
In this phase, the Gentlemen and the Nemesis will
secretly choose the order in which the models under
their control will activate by placing their matching
Activation Cards onto the Activation Track of the
Round Board.
Chaos Activation: The Nemesis player also has a
special activation card marked “Chaos”. When this
card is revealed, no Agent/Minion models activate,
but other sister effects might take place! See
“Nemesis Powers and Chaos Cards, Pg. XX”
WR AP-UP PHASE
After all models have been activated, players should
check the Chapter Rules to see if anything special
happens during the Wrap-Up Phase. The Leader and
Nemesis should then collect all Activation Cards.
Once this is done, a new round will begin.
INDIV IDUAL
A C T I VA T I O N S
Gentlemen and Agent Activations
C AV E N DI SH
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, Move,
Trade, Recover, Special. An Agent/Gentleman may
repeat the same action twice if they so wish (taking
2 Attack or 2 Move actions in the same activation,
for example) with the exception of Recover, which
may only be taken once per activation. Remember
though, that if a Gentleman began their activation
Neutralized, all they will do that activation is Revive,
removing all damage and Torment Cards!
The top row of the Activation Board will be used by
the Gentlemen, while the bottom row is used by the
Nemesis. Each Round, the Nemesis player will lay
down their Activation Cards before the Gentlemen
place theirs, giving the group a moment to discuss
strategy and general plans.
During the Order Phase, the Leader will have final
say on the Activation Order for the Gentlemen and
Allies (if any). They should, however, consult with
their team to properly strategize! The Nemesis,
being the supreme commander of Moloch’s forces,
simply chooses the order in which they wish to
activate their Agents and Minions, placing their
cards face-down on the track.
Once all activation cards have been placed face-
○
Attack: The model may perform 1 attack. See
the Combat Basics sections (Pg. XX) for how to
complete an attack.
○
Move: The model may move a number of squares
up to their Agility Physical Attribute.
•
15
Models are free to go orthogonally or
1 space of movement while adjacent to the
Door. When this is done, remove the door
from the Stage. Once removed, Doors are
never replaced.
One of the most used elements of
chaos utilized by the Nemesis is Fire,
represented on the game board by Fire
Tokens. Any model that begins their
activation in a square with a Fire Token
suffers 1 automatic damage. Any model
that enters a square containing a Fire
Token also suffers automatic 1 damage.
There may only be 1 Fire Token in a square
at any time.
During the Wrap-Up Phase, any Fire
Tokens in an Outdoor Square are removed
(perpetual rain does that), while Fire
Tokens inside a building will begin to
spread: The Nemesis will place 1 additional
Fire Token in a square adjacent to an
existing Fire Token for each Fire Token in
that building. Meaning if, during the first
Wrap-Up Phase, 1 Fire Token was inside a
building, the Nemesis player will place 1
additional token. During the next WrapUp Phase, he will place 2 more (for a total
of 4 now), since there were now 2 Tokens
there at the start of the phase. Note that
the Nemesis must place these Tokens
adjacent to Fires that were there at the
start of the Phase- They may not string
new Fire Tokens together during the same
phase.]
•
•
Windows: A model must spend 2 spaces of
movement to move through a Window.
•
Hindrances: Entering a square with a
Hindrance (Red Dot) requires 2 spaces of
movement.
•
Escape Damage: Enemies aren’t just going
to stand around while you escape! If you
ever move while adjacent to an enemy, you
suffer 1 damage (regardless of the number
of enemies that were adjacent). This will
happen each time you move while adjacent
to an enemy (Example: If you leave a square
adjacent to an enemy you will suffer 1
damage. If the square you moved into is
also adjacent to an enemy, you would suffer
another damage if you moved out of that
one, even if it was the same Move action).
○
Trade [GENTLEMEN ONLY]: While adjacent to
another Gentleman, a Gentleman may spend 1
space of movement to Trade, giving 1 of their
Items to that Gentleman.
○
Recover [GENTLMEN ONLY]: Gentlemen may
spend 1 action during their turn to Recover
themselves or an adjacent Gentleman. When
they do this the target will remove up to 3
damage and gain 2 Ether. If a Recover action is
performed on a Neutralized Gentleman, that
Gentleman instead immediately Revives (they
do not gain Ether!).
○
Special: Many Gifts, Upgrades, and Powers
require the model to perform an Action to
utilize. The exact effects of this special action
will be listed under that ability.
FIRE!!!
diagonally when moving, but may never
end their move in a zone containing
another model. They can, however, freely
move through zones containing non-enemy
models. Models may never enter squares
containing enemy models.
•
THE PRICE OF POWER
Models may never cross Impassable lines
(aka red lines), Walls, through Closed
Doors, or off the edge of the Stage.
Using Ether allows the Gentlemen to gain
tremendous power- But power comes at a price!
When the Gentlemen use Ether, for any reason, that
Doors: To open a door, a model must spend
16
Ether is handed to the Nemesis player, who is then
free to distribute it among their Nemesis Power
Cards and Agents! It is worth noting that, in many
cases, this is the only way the Nemesis can gain
Ether, but such is the price the Gentlemen must pay!
of Power rule) at the start of that Gentleman’s next
activation, or when that Gentleman is Neutralized
before their next activation.
ETHER RESERVE
Sometimes an ability will only effect a model in
“Short Range”. Abilities that state this have a
maximum distance of 4 squares.
SHORT RANGE
Some cards, effects, or abilities will tell the Nemesis
to gain “X Reserve Ether”. This Ether is not placed
on a specific Agent or Nemesis Power, but is instead
held in a special pool that the Nemesis can draw
from to power any Nemesis Power or Agent Gift/
Skill as they wish.
M I N IO N A N D A L LY
A C T I VA T I O N S
Minions and Allies function much in the same
way as Agents and Gentlemen, with the following
exceptions:
USING SPECIAL SKILLS
Now that you have a better understanding of the
basics, let’s explain what the special skills on Agent
and Gentleman Dashboards do:
Charge: This model may spend 1 Ether to make a
Charge Special Action. Move a number of squares up
to your Agility attribute, and then make 1 free Melee
Attack Action. You may not Charge a model that you
began your activation adjacent to.
Evasion: When this model is attacked, it may spend
1 Ether to roll +3 additional Defense Dice. This may
only be done once per attack.
Counterattack: When this model is attacked, after
that attack is complete, this model may spend 1
Ether to immediately make 1 attack action. That
attack action must target the attacker. Reaction
attacks may not trigger Reaction on the target!
○
When the Ally/Minion Activation Card is
flipped, All Ally/Minions on the board will
activate.
○
Each Ally/Minion only performs 1 action during
its activation.
○
When multiple Allies/Minions wish to
attack the same target, they do not roll dice
individually. Instead, they will pool dice
together to perform one powerful attack. Take
the Attribute listed on the Ally/Minion Card
([PUNCH] or [TRIGGER]) and add +2 dice to the
attack for each Ally/Minion also attacking the
same target.
Example 1: At the start of Minion activation, Drogo
is surrounded by 3 Clowns (quite the unlucky
place to be)! They all decide to perform an Attack
Action on Drogo. Checking the Clown’s Dashboard,
we see they have a [PUNCH] of 3. Since there are 3
attacking, there will be 7 total dice rolled. 3 for the
initial Clown attacking, and +2 dice for each of the
other Clowns attacking.
UPKEEP ABILITIES
Some Gifts, Powers, and Upgrades list “Upkeep”
below their Ether cost. This represents an effect
that remains active as long as the user continues
to pay Ether. When an Upkeep ability is activated,
place 1 Ether token on it. That ability remains active
until the beginning of that model’s next activation,
or until it is Neutralized.
When Gentlemen spend Ether on Upkeep abilities,
the Nemesis will only gain that Ether (from the Price
17
Nemesis Powers and Chaos Cards
Once this is done, the round ends and the next
round’s Order Phase begins. Play will continue until
one side’s victory conditions have been met.
While the Gentlemen have various Artefacts and
Equipment at their disposal, the Nemesis has access
to powerful abilities granted to him by Moloch.
These take the form of Nemesis Powers and Chaos
Cards.
○
CONTINUING THE
CAMPAIGN
If playing a One-Shot Adventure, once one side’s
victory conditions are met, the game is now over. If
playing a Chapter as part of a Campaign, however,
there are some additional steps to take!
Chaos Cards: The Nemesis begins each Chapter
with 2 Chaos Cards. They may also purchase
additional Chaos Cards by spending Ether on
specific Nemesis Powers. Each Chaos Card lists
when it can be played, as well as its specific
effect. Only the Nemesis knows what Chaos
Cards they have- they should be kept hidden
from the other players. Once a Chaos Card is
used it is discarded.
○
Nemesis Powers: Depending on the Chapter,
the Nemesis will have access to various Powers.
When the Nemesis gains Ether (usually from
The Price of Power special rule) instead of
giving that Ether to an Agent, they may place
1 or more of that Ether on a Nemesis Power. A
Nemesis Power may have any amount of Ether
on it at any time.
○
Once, anytime during a Nemesis Activation,
the Nemesis may spend Ether from 1 Power
(and only 1 Power!) to activate its effect. Each
effect is unique, so be sure to check the specific
power.
○
During the Chaos Activation, the Nemesis
Player is free to activate each of their Powers
once.
First, check the Victory Conditions for the Chapter.
They will list a bonus to be gained by the winning
side during the next Chapter.
Note that Gentlemen keep all Items they may have
acquired during the previous Chapters!
Now, before the next Chapter begins, the players
will take part in a special phase known as The
Intermission, where Gentlemen can train to access
more Upgrades, gather intel, and gain new and exotic
equipment to aid them in their fight. Unfortunately,
while the Gentlemen take this time to prepare,
the Nemesis will only grow stronger, gaining more
power as the Gentlemen delay stopping Moloch’s
plans!
WR AP-UP PHASE
Once all Activation Cards have been revealed, the
Activation Phase ends and the Wrap-Up Phase
begins. First, players should check to see if the
Chapter lists any special instructions for the WrapUp Phase, including the end of the game.
After this is done, the Nemesis and the Leader
should take all the Activation Cards for any models
still remaining on the Stage (since Agents can be
permanently eliminated).
18
a new Upgrade, it instead replaces an existing
one.
THE
INTERMISSION
○
PR EPAR E IN TER MISSION
BOARD
Gentlemen must visit a Location during
Intermission- they cannot choose to simply sit out!
The Intermission Board represents the various
locations around London that the Gentlemen can
visit to gain aid in their fight. Be warned, however,
as the Gentlemen spend their time stocking up, the
Nemesis plots and plans- growing in power! Prepare
the Intermission Board by following these steps, in
order:
1.
Draw and place 2 random Gear Cards face-up
on each of the three slots on Hardy’s Bazaar.
2.
Draw and place 3 random Common Arsenal
Cards face-up on Wilkinson’s General Store
3.
Draw 3 random Artefact Cards and place them
face-up on The Shadow Market.
4.
Draw 3 random Location Cards and place
them face-up in the spaces in the middle of the
Intermission Board.
5.
NEMESIS GAINS POWER
Once the Gentlemen have finished their
Intermission Steps, the Nemesis will select and
choose 1 additional Nemesis Power, gaining that
power for the remainder of the Campaign. If the
Nemesis already has 6 Powers, they may exchange
any current power for a new one.
THE NEMESIS PLOTS
T r a c k e r
1
Place each Job’s Upgrade Deck on its slot on
Club Unicorn.
○
Wilkinson’s General Store/Shadow Market:
Select and acquire 1 of the items available at
that location.
○
Club Unicorn: Select 1 Upgrade Card from your
respective Job. A Gentleman may only have 3
Upgrade Cards at any time. If they would gain
1
2
1 Minion Type gains:
2
1 Agent gains:
=
3
1 Agent gains:
1
OR
1
1
(When Defending)
5
1 Minion Type gains:
=
SCE NARIO BONUS
For each Ether spent on a new power,
each Villain loses 1 life point.
Once the Intermission Board has been set up the
Gentlemen will take turns visiting Locations to
gather equipment and aid. Starting with the Leader
and going clockwise, each Gentleman player places
their model on one of the empty spaces of the
Intermission Board and performing the following:
Hardy’s Bazaar: Select 1 of the sets of 2 Gear
Cards and gain those items.
Gain 2 Reserve Ether
1 Agent gains:
3
V ISIT LOC ATIONS
○
Random Locations: Each other Location Card
will list the specific benefits of visiting that
Location.
Each Location on the Intermission Board lists a
number of Conspiracy Points. Each time a Gentleman
visits this Location, the Nemesis receives the number
of Conspiracy Points listed at that location. During
Set-Up for the next Chapter, the Nemesis may utilize
these points to purchase various benefits listed on
their Nemesis board.
19
○
These points must be used before the start of
the next Chapter- they cannot be saved for later
Chapters!
○
Each benefit may be selected multiple times,
but an Agent may only be granted the same
benefit once (Example: You couldn’t give an
Agent +1 [PUNCH] multiple times, but you could
give them both +1 [PUNCH] AND +1 [TRIGGER].
○
Benefits only last until the end of the next
Chapter.
PR EPAR E FOR MISSION
Once the Gentlemen have each visited a Location
they will prepare for the next Chapter.
○
Remove all damage tokens and Torment Cards
(if any) from them and replenish their Ether to
max.
○
All Items the Gentleman have acquired thus far
in the campaign are collectively known as the
Gentleman’s Armory. Before the next Chapter,
the Gentlemen may take and distribute any
Equipment and Items they have collected
among themselves.
○
Assign a Leader.
Once this is done, the Intermission Phase ends
and the next Chapter begins. Continue playing the
Chapters and Intermissions one after the other, in
order, until you reach the Final Chapter. It’s then
time for the Gentlemen to face the Nemesis once and
for all!
20
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