RISE OF MOLOCH
Aid by ChrisE38
FAQ: https://boardgamegeek.com/article/28351595#28351595 or FAQ doc.
- Adjacent: All the 8 orthogonally or diagonally adjacent squares
- The game does not end automatically after the 8th round, scenario rules may specify something different. Objectives checked
at the end of the round.
GENTLEMEN DASHBOARD: p7.
- Ether: the number represents both the Starting Ether amount, as well as the maximum Ether the Gentleman can store at any
time.
- Health boxes: The combined numbers represent the amount of Damage a Gentleman can suffer before he is Neutralized
(temporarily incapacitated):
• When a Gentleman receives an amount of Damage equal to the number in their leftmost Health Box, they gain a Torment
card.
If a Gentleman is cured, then receives again enough damage to cross this threshold, then he gain another Torment card.
• When a Gentleman receives an amount of Damage equal to the sum of both Health Boxes, he is Neutralized.
AGENT & MINIONS CARDS: p8.
- Minions only have 1 Health (indicated on their card); only Minions indicated in the scenario can be spawned.
- Ether for Agents: the Agent starts with it and maximum amount he can get.
EQUIPMENT CARDS: p8-9.
- Only Arsenal cards take up Arsenal Slots! Gear, Artefact, and Moloch Stone Equipment cards do not take up slots and should
be placed around the Dashboard.
- Gear and Artefacts are one-time-use tools that are discarded after use.
- Gears can be used anytime, even outside the turn of their owner
UPGRADE & ROLES CARDS: p9; kept faceup.
TOKENS: p9.
NEMESIS POWER CARDS, CHAOS CARDS, TORMENT CARDS: p9.
- Nemesis Power: to be placed faceup on the Nemesis Board.
- Chaos: remain hidden in the Nemesis’ hand until its use.
- Torment: kept faceup by players
GAME BOARD SPACES: p11
- Red line: impassable; blocks movement for figures and Lines of Sight.
- Rubble: Unless stated otherwise, figures may move freely through them and they do not block Line of Sight.
- Box: specifics are indicated in the scenario; by default it is impassable.
SETUP: p13-14
- 5 types of Gentlemen: Arcanist, Mekamancer, Monster, Dilettante, Knight; 4 Gentlemen only in play, max 1 of any type.
Players take initial possessions (Equipment, Upgrade…); in a campaign, starting equipments are only given at the beginning of
the 1st scenario. Gentlemen start on the green squares.
- Take cards for the Allies
- If at least 2nd scenario in a Campaign, the Nemesis can use earned Conspiracy points to purchase benefits listed on their
Nemesis Board (see p24)
- Agent and most Minion Dashboards are also double-sided: at the start of each Chapter, the Nemesis player will select 1 of the
2 profiles to use for that Agent/ Minion = profile for the whole Chapter.
- Nemesis Agents start with their Ether
- At the beginning of a campaign, the Nemesis starts with 2 Basic Power cards (« Basic » indicated on the cards).
If playing a one-shot scenario, choose the level, then Gentlemen & Nemesis get bonus (if Equipment, randomly drawn; if
Upgrade or Power, chosen).
- Nemesis draws 2 Chaos cards.
THE PRICE OF POWER (p21)
- When the Gentlemen use Ether during the game for any reason, that Ether is handed to the Nemesis player, who is then free to
distribute it among their Nemesis Power cards and Agents!
- If some Ether is granted « into the Reserve », the Nemesis stores the earned Ether into his Reserve and can choose how to use
it at the time he wants to use it.
GAME ROUND (p15):
====== PHASE 1: ORDER PHASE (p15)
- Each Round, the Nemesis player lays facedown all of their Activation cards onto the Activation Track of the Activation Board,
before the Gentlemen place all of theirs, giving the Gentlemen group a moment to discuss strategy and general plans (this can
be done in secrecy from the Nemesis). No gap is allowed, spaces must be filled from left to right.
- The Nemesis uses the bottom row, the Gentlemen the top row.
- The Nemesis player also has a special Activation card marked “Chaos”. When this card is revealed, no Agent/Minion figures
activate BUT the Nemesis can activate all his Powers loaded with Ether.
====== PHASE 2: ACTIVATION (p15)
- For the first activation of the round, flip the card in the 1 slot of the Activation Track. This figure (or figures, in the case of
Minions, some Agents, and some Allies) will take their activation first.
- Once they have finished, the card in the 2 slot is flipped, with that figure or figures taking their activation, continuing in this
fashion until all cards on the Activation Track have been flipped and all figures have been activated.
—— Gentleman and Agent activation (p15):
may perform up to 2 actions: Attack, Agility, Recover, Revive, and Special. Possible to repeat the same action twice.
Attack (p15)
Perform 1 Attack action, orthogonally or diagonally. See Combat below.
Agility (p15)
With a # of Agility points = the Agility Physical Attribute value, the character can:
- Move 1 square (1 Agility point): orthogonally or diagonally but never end their movement in a square containing another
figure. They can freely move through squares containing non-enemy figures. Figures may never enter squares containing
enemy figures.
Figures may never cross Impassable lines (red lines), Walls, go through Closed Doors, or go off the edge of the Stage.
- Open a Door (1 Agility point): while adjacent to the Door. Remove the Door from the Stage.
- Move Through a Window (2 Agility points).
- Give 1 Equipment (1 Agility point): to give 1 piece of their Equipment to a Gentleman in an adjacent square.
Whenever any figure moves to leave a space adjacent to an enemy, it suffers 1 Damage (regardless of the number of enemies that
were adjacent); can happen several times in the same move. Knocked down and Neutralized figures don't cause Escape Damage.
A figure being controlled by an enemy doesn't suffer Escape Damage.
Recover [GENTLEMEN ONLY] (p16)
Remove up to 3 Damage and gain 2 Ether.
Revive [GENTLEMEN ONLY] (p16)
A Gentleman may spend 1 action to Revive a Neutralized Gentleman in an adjacent square that's not on the other side of an
Impassable line: the Neutralized Gentleman removes all all Damage tokens & Torment cards and stands up.
Special (p16)
Many Gifts, Upgrades, and Powers require the figure to perform an action to use them (have the Action keyword).
——Minion & Ally activation (p16):
Like Agents and Gentlemen, but:
- Activate all the figures of the group, in any desired order.
- Each Ally/Minion only performs 1 action during its activation.
- When multiple Allies/Minions Attack the same target, they do not roll their dice individually. Instead, they will pool their dice
together to perform 1 powerful Attack. Take the corresponding Attribute listed on the Ally/Minion card for one of them, and
add +2 dice to the Attack for each additional Ally/Minion also attacking the same target.
Mandatory to attack as a group: not possible to split.
Nemesis playing Chaos cards & Powers cards (p17):
- Chaos cards:
• Each Chaos card lists when it can be played, as well as its specific effect.
• Once a Chaos card is used, it is discarded.
• There's no limit to how many Chaos cards the Nemesis can play per activation
- Powers:
• When the Nemesis gains Ether, 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 per Nemesis Activation (ie Agent or Minion), at any time during it, the Nemesis may spend Ether from 1 Power Card
(and only 1 Power!) to activate its effect, consuming the required Ether.
• When the Chaos Activation Card is revealed on the Activation Board, the Nemesis Player can activate each of their Powers
once, assuming the Power has the required amount of Ether on it (that will be consumed)
====== PHASE 3: WRAP-UP (p17)
1. Advance the Round token 1 space on the Round Track. If the Chapter has any Effect or End Condition based on the number
of Rounds played, check if it has been fulfilled.
2. The Nemesis and the Leader take back all Activation cards. Discard any cards that have been eliminated from the Stage.
3. Fire:
- any Fire tokens in an Outdoor Square are removed
- 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.
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.
- Fire started in the same square as a character does not do its damage immediately, but when the character is activated
- Fire can spread through Doors and break them (remove from the Stage).
- Fire can spread through Windows but cannot spread through Walls or Red Lines.
4. Check for scenario’s objectives.
COMBAT (p18-21)
- All Attacks fall into 1 of 2 types: Melee Attacks and Ranged Attacks. Melee Attacks utilize a figure’s Punch attribute, while
Ranged Attacks use the Trigger attribute. In addition, Upgrades, Powers, and/or Equipment might aid in boosting an Attack as
well.
- Range:
• Melee Attacks: have a range of 1 and, thus, may only ever target an enemy in an adjacent square (including and through a
window). In addition, the target cannot be on the other side of an Impassable edge from the attacker.
• Ranged Attacks:
- A Gentleman must have a Ranged Weapon (a Weapon showing the Icon) to use a Ranged Attack.
- Agents, Minions, and Allies do not need to have a Ranged Weapon in order to make a Ranged Attack (as they usually
don't have Weapons).
- If the weapon has the Short Range Icon (flèche horizontale au-dessus de l’icône de tir , ou seule), it may only target
enemies up to 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 one of those as the target of the Ranged Attack, if
possible
- Line of Sight: draw a 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 any Impassable edge (closed doors, walls, red lines), the defender is within Line of Sight.
Works through open doors and windows.
- Cover: if, when checking for Line of Sight, the line used crosses a Window or another figure, the defender has Cover.
When attacking a figure with Cover, the defender gains extra defenses via the dice Cover icon : each icon rolled
removes 1 Success from the Attack.
• To see if crossing a figure, either the LoS is going through the square where the other figure is, or just touches an
angle.
Making an attack (p19-21)
Once Line of Sight and Cover has been determined, the Attack can be rolled.
1. Select Weapon [Gentlemen Only]: When Gentlemen Attack, they may select 1 equipped weapon to use.
2. Activate Weapon Ether Effects: If the selected weapon has an Ether Effect, the attacker may now pay 1 Ether to activate
it. Each effect can only be activated once.
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 any required cost); each activates once.
4. Attacker Rolls Dice: The attacker now takes dice equal to their Physical Attribute total (for Melee Attacks, and for Ranged
Attacks), add any bonus dice from their Weapon, Gifts, Upgrades, and any other bonuses they might have, and roll
them.
Attacker dice:
Hit: 1 success
Hit+: generates 1 success. In addition, many weapons and powers trigger additional effects when a Hit+ is rolled.
If several results like this: if the effect grants additional damage, they sum up; if the effect replaces the result (for ex
does 2x damage), it is applied only once.
Crown [GENTLEMEN ONLY]: to be used as either 1 success or be spent to gain 2 Ether. The attacker must choose
which effect they will use before the defender rolls their dice.
Crown [ALLIES, NEMESIS AGENTS & MINIONS]: 1 success
Miss
Miss
5. Defender Rolls Dice: the defender takes a number of dice equal to their Agility Physical Attribute , add any bonus dice from
their Weapon, Gifts, Upgrades, and any other bonuses they might have, and roll them.
Defender dice:
Dodge: subtract 1 success from the attacker’s total.
Cover: If the defender has Cover, each Cover result will subtracts 1 success from the
attacker’s total
, , : no effect (except if special ability).
6. Tally Results: Subtract all the defender’s Dodge and Cover results (if applicable) from the attacker’s successes. For each
success that remains, the defender suffers 1 Damage. Place 1 Damage token (cross) on them to represent this.
Ether & Attack effects (p20)
Some weapons have Special Effects that can be triggered by spending the indicated amount of Ether before players Attack with
them. When 1 Ether is spent, the upcoming Attack gains all benefits shown in the Ether Effect box.
- +1 , +2 : add given number of dice to given characteristic (Melee, Range)
- See player aid for others.
• Reroll: a die may only ever be re-rolled once per action
• Spread: 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, but each target makes a separate defense roll. Spread additional targets never get Cover
• Knockdown: While a figure is knocked down, it does not provide Cover or cause Escape Damage.
It can be attacked, will defend normally and can use the Evasion skill (if possessed) BUT NOT anything requiring an action or
counterattack.
Special Skills (p21)
Charge: This figure may spend 1 Ether to make a Charge Special action (counts as 1 Action). Target a figure in Line of
Sight that the charging figure may reach using Agility points (not necessarily in straight line), then move adjacent to that figure and
make a free Melee Attack against them. The Player may not Charge a figure that they began their activation adjacent to.
Evasion: When this figure is attacked, but before the defense roll, it may spend 1 Ether to roll +3 additional Defense dice.
This may only be done once per attack.
Counterattack: When this figure is attacked, and after that Attack is complete, this figure may spend 1 Ether to
immediately make 1 Attack. That Attack action must target the attacker. Counterattacks may not trigger Counterattacks on
the target!
Keywords: Bonus, Actions & Upkeep timing (p21)
Role cards, Upgrade cards, Gifts, and Powers can be activated/used at different times during a round. The 5 different Classes will
describe when their powers activate:
- Bonus: always active
- Upkeep: have a cost in Ether. In 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 effect is active.
At the start of the Gentleman's next activation, give all Ether allocated on Upkeep effects to the Nemesis player.
The effect can be activated again by once more placing the Ether cost on top of the effect. When Gentlemen spend Ether on
Upkeep abilities, the Nemesis will only gain that Ether at the start of that Gentleman’s next activation or if that Gentleman is
Neutralized before their next activation.
- Action: Actions give extra options for the Gentleman to spend their action points on
- Bonus Action: actions that need to be activated and that may be used only once per character activation. They don't spend
actions.
- Attack/Defense Boost: effects that may be used to modify attacks or defenses. They are permanent, as long as the card
remains in play, and some require Ether to be used.
ETHER RESERVE (p22)
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 on the Ether Reserve located on the Nemesis Board that the Nemesis can draw from to power
any Nemesis Power or Agent Gift/Skill they wish.
FIRE (p22)
- There may only be 1 Fire token per square at any time.
- Any figure that begins their activation in a square with a Fire token automatically suffers 1 Damage.
- Any figure that enters a square containing a Fire token also automatically suffers 1 Damage.
- At Wrap-up, remove tokens on Outdoor squares, and add new one (spread) inside buildings.
CHARACTER TAKING DAMAGE (p22)
- When a Gentleman gains Damage tokens equal to the total in their leftmost Health Box, they draw 1 Torment card. If the
Gentleman heals, and then takes Damage to once again fill their leftmost Health Box, they draw 1 extra Torment card.
- Some Upgrades and Equipments 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. Filling those bonus Health boxes does not result in
gaining a Torment Card.
- Whenever a figure gains Damage tokens equal to its total Health Points, it is Neutralized.
• If the figure was an Agent, Ally, or Minion, it is removed from the Stage and cannot be used again unless a card or power
allows it.
• When a Gentleman is Neutralized, place their figure on its side. If the Gentleman starts their next activation Neutralized, they
will automatically remove all Damage tokens & Torment cards, and standing their figure up. Their activation then
immediately ends.
In addition, whenever a Gentleman is Neutralized, the Nemesis player immediately adds 2 Ether to their Ether Reserve
- While a Gentleman is Neutralized, they cannot 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
Escape Damage.
After victory and if playing a Campaign:
- Check the Campaign section of the Chapter. It will list a bonus to be gained by the winning side during the next Chapter, as
well as a list of outcomes and benefits for both sides, depending on the outcome of the Chapter.
Note that Gentlemen keep all Equipment they may have acquired during the previous Chapters!
- Now, perform The Intermission (see below)
INTERMISSION: p23-24.
- The Nemesis chooses 1 additional Nemesis Power (max 6 total) AND gain Conspiracy Points depending on where the
Gentlemen go (see p214).