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Created by
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Game: SMOG: RISE OF MOLOCH


Publisher: CMON (2018)

Page 1: Rules summary front


Page 2: Rules summary back
Page 3: Player reference front x4
Page 4: Player reference back x4

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
Components for a one-shot adventure: Choose a power level. Open a door: Spend 1 agility point while orthogonally or There is no maximum range for normal ranged
Additional equipment is randomly drawn, then assigned by diagonally adjacent to a door to open it. Remove the door weapons. However a weapon with the short range
the gentlemen players. Gentlemen choose their upgrades from the stage; once removed, doors are never replaced. icon may only target enemies up to 4 squares away.
from among those in the appropriate job deck.
Move through a window: Spend 2 agility points to move If the gentleman has any adjacent enemies, they must
Light Power through a window. choose one of those as the target of the ranged attack, if
Gentlemen: 1x upgrade each; 2x common arsenal; 2x possible. A figure may attack an ally, if for some reason this
SETUP Escape damage: When any figure moves to leave a space is necessary.
artefact; 2x gear.
Players decide which mode they wish to play: campaign mode adjacent to an enemy, it suffers 1 damage (regardless
Nemesis: 4 conspiracy points; 1x power card. of the number of enemies that were adjacent). However, Line of sight (LOS)
or a one-shot adventure.
Medium Power (Recommended)  a figure controlled by an enemy doesn’t suffer escape When making a ranged attack, the attacker must have LOS
Campaign mode: Both the gentlemen and the nemesis keep damage; nor do knocked down or neutralized figures. to the defender. Draw a straight line between the centers of
Gentlemen: 1x upgrade each; 2x extra upgrades to 2
any equipment, upgrades, and powers they gain from one the attacker’s and defender’s squares; if it does not cross any
different gentlemen; 3x common arsenal; 2x expert arsenal; Give 1 equipment: A gentleman may spend 1 agility point
game to the next. Players play the chapters of the campaign impassable edge (closed doors, walls, red lines), the defender
2x artefact; 4x gear. to give 1 piece of their equipment to a gentleman in an
in order, usually starting with the first chapter. is in LOS.
Nemesis: 8 conspiracy points; 2x power cards. adjacent square.
One-shot adventure: Any chapter may be selected, using Cover
the one-shot rules for starting power level. Players may also Heavy Power Recover [GENTLEMEN ONLY]: Spend 1 action during
Gentlemen: 2x upgrade each; 5x common arsenal; 3x When making a ranged attack and checking LOS, if the line
use these rules to start the campaign from a later chapter, activation to remove up to 3 damage and gain 2 ether.
artefact; 4x gear; 2x expert arsenal; 1x royal arsenal. crosses a window or another figure, the defender has cover.
continuing afterwards using the standard campaign rules. When a target has cover, each rolled removes 1 success
Nemesis: 10 conspiracy points; 4x power cards. Revive [GENTLEMEN ONLY]: Spend 1 action to revive a
1. Select chapter neutralized gentleman in an adjacent square (not across an from the attack.
Choose the chapter you are going to play according to the Components for campaign mode: Gentlemen start the first impassable line). Remove all the gentleman’s damage tokens
Allies and minions attacking
instructions above. chapter with 1 upgrade each. The nemesis starts with the 2 and torment cards, and stand their figure up.
When multiple allies/minions attack the same target, they
Basic Power power cards, then chooses 1 extra power card.
2. Game board setup Special: Many gifts, upgrades, and powers require the figure must pool their dice together to perform 1 attack. Take the
Set up the chapter’s stage (room tiles, tokens, figures) as to perform an action to use them. ally/minion’s trigger or punch attribute, and add +2 dice to
GAME ROUND the attack for each ally/minion also attacking the same target.
instructed in the appropriate campaign book.
1. ORDER PHASE Nemesis Powers and Chaos Cards If different types of minions/allies attack the same target, the
3. Nemesis setup The nemesis can play any number of chaos cards per
The gentlemen and the nemesis secretly choose the order in controlling player should choose 1 attacking model to be the
One player will be the nemesis, and gathers the required activation. Each lists when it can be played and its specific
which their figures will activate by placing activation cards primary attacker and use any boosts/abilities of that model;
agent and minion chapter figures and their dashboards. effect. Once used, they are discarded.
facedown onto the round board’s activation track. The top row the other models only contribute additional dice.
If a dashboard is double-sided, select which a side to use.
is used by the gentlemen, and the bottom row is used by the Once per nemesis activation, at any time during it, the
The nemesis always takes the 2 power cards marked Basic nemesis. Slots cannot be skipped. nemesis may spend ether from 1 power to activate its effect. Attacking
Power. Draw 2 cards from the facedown chaos cards at the A power card may have any amount of ether on it at any time. Regardless if it is a melee or ranged attack, or whether it is
start of each chapter (keep these hidden from other players). The nemesis lays down all of their activation cards before
performed by an agent, gentleman, minion, or ally, all attacks
the gentlemen place all of theirs (the gentlemen may discuss When the chaos activation card is revealed, the nemesis may follow these steps in order:
4. Gentlemen setup strategy in secret, if desired). The gentlemen’s leader has final activate each of their powers once (still pay ether costs).
Remaining players choose 4 gentlemen to play and take say on the activation order for gentlemen and their allies. 1. Select weapon [GENTLEMEN ONLY]: Gentlemen may
their dashboards, each player controlling at least 1 of the 4 3. WRAP-UP PHASE select 1 equipped weapon to use.
gentlemen. Four gentlemen are always selected, regardless 2. ACTIVATION PHASE 2. Activate weapon ether effects: If the selected weapon has
of the number of gentlemen players. Check for the removal and spread of fire tokens.
For the first activation, flip the card in slot 1 of the activation an ether effect, the attacker may pay 1 ether to activate it.
Only 1 gentlemen of each job (Arcanist, Dilettante, Knight, Advance the round token 1 space on the round track.
track. This figure(s) takes their activation first. Once they 3. Activate attack boosts/gifts: If the attacker has any gifts/
Mekamancer, Monster) may be chosen. If the chapter has any effect or end condition based
have finished, flip the card in slot 2, with that figure(s) taking powers/upgrades/equipment that grant an attack boost, they
on the number of rounds, check if it has been fulfilled.
The players select 1 gentleman to be the leader, who takes their activation. Continue in this fashion until all cards on the may activate them (by paying the required cost).
the leader role card, and then assigns 1 of the remaining role track have been flipped and all figures have been activated. Then, the nemesis and the leader take all the activation cards
for any figures still remaining on the stage. 4. Attacker rolls dice: The attacker takes dice equal to their
cards to each of the other gentlemen. If an activation card is flipped and that figure is no longer on physical attribute total (green punch icon for melee attacks,
Place any required ally reference cards near the gentlemen the board, the activation is skipped (though the nemesis can The round then ends and the next round’s order phase begins. red trigger icon for ranged attacks), adds any bonus dice from
players. still activate a power, and appropriate abilities still trigger). Play continues until one side’s victory conditions are met. their weapon, gifts, upgrades, etc, then rolls them.
5. Gather starting ether and equipment Gentlemen and agents may perform up to 2 actions, and then
their activation ends. They may repeat the same action twice. COMBAT Hit: When attacking, this generates 1 success.
Each gentleman and agent takes their starting number
of ether tokens (the number above the ether icon on All attacks are either melee (using the green punch attribute) Hit+: When attacking, this generates 1 success.
Minions and allies may only perform 1 action. When their card
their dashboard). Gentlemen who start with any equipment or ranged (using the red trigger attribute). In addition, many weapons and powers trigger
is flipped, all ally/minions on the stage activate.
take these tokens/cards and place them on their dashboard. additional effects when this is rolled.
Upgrades, powers, and/or equipment may also boost an attack.
Gentlemen with starting items only get these items the first Actions Crown [GENTLEMEN ONLY]: When attacking, this
time they are used. Attack: The figure may perform 1 attack action. Range may be used as either 1 success or spent to gain 2
Melee attacks have a range of 1 and may only ever ether. The attacker must choose which effect they
6. Gather remaining components Agility: A number of points equal to the figure’s blue agility target an enemy in an orthogonally or diagonally will use before the defender rolls their dice.
Place the damage tokens, remaining ether tokens, and the attribute may be used to: adjacent square that is not on the other side of an impassable
torment deck within reach of all players. Gather the activation edge from the attacker. You may melee through windows. Crown [NEMESIS]: When attacking, this counts
Move 1 square: Spend 1 agility point to move 1 square
cards matching the various agents, minions, and gentlemen, as 1 success.
orthogonally or diagonally. You may never end a movement
as well as the chaos activation card, and give them to their A gentleman must have a weapon with the ranged
in a square containing another figure, but you may freely Dodge, Cover: When attacking, these are
respective controllers. weapon icon to use a ranged attack. Ranged weapons
move through squares containing non-enemy figures. You both treated as misses.
may target any enemy in LOS.
If the scenario calls for the use of any equipment decks may never enter squares containing enemy figures, nor
(Gear, Common Arsenal, Expert Arsenal, Royal Arsenal, cross impassable lines (red lines), walls, go through closed Agents do not need a ranged weapon to make a ranged Once the dice have been rolled, the attacker tallies the
or Artefact) place those facedown decks within reach. doors, or go off the edge of the stage. attack. total number of successes rolled.
5. Defender rolls dice: After the total number of TORMENTS AND NEUTRALIZATION next activation or if that gentleman is neutralized before their 2. Draw and place 3 random common arsenal cards
successes has been determined, the defender rolls a next activation. faceup on Wilkinson’s General Store.
number of dice equal to their blue agility physical attribute. When a gentleman gains damage tokens equal to the total in
their leftmost health box, they draw 1 torment card. Torments Actions are extra action options for gentlemen. 3. Draw and place 3 random artefact cards faceup on
Dodge: Each dodge result subtracts 1 success from may have an immediate effect and are then discarded, or stay The Shadow Market.
Bonus actions are actions that need to be activated and that
the attacker’s total. on the gentleman until certain conditions are met. may be used only once per character activation. They don’t 4. Draw and place 3 random location cards faceup in the
Cover: If the defender has cover, each cover result If the gentleman heals, and then takes damage to once again use actions. slots in the middle of the board.
subtracts 1 success from the attacker’s total. fill their leftmost health box, they draw another torment card. Attack/defense boosts are effects that may be used to modify 5. Place each job’s upgrade deck in its slot on Club Unicorn.
All other results on the dice have no effect when defending If a gentleman has additional bonus health boxes, damage attacks or defenses. They are permanent as long as the card
remains in play, and some require ether to be used. Starting with the leader and going clockwise, each gentleman
(unless modified by special abilities). is always applied to these bonus health boxes before being must place their figure on one of the empty spaces of the
6. Tally results: Subtract all the defender’s dodge and cover applied to their normal health boxes. intermission board and perform the following:
results (if applicable) from the attacker’s successes. For each
TERRAIN
Whenever a figure gains damage tokens equal to its total Hardy’s Bazaar: Select 1 of the sets of 2 gear cards and gain
success that remains, the defender suffers 1 damage (place health points, it is neutralized. If the figure was an agent, Outdoor Square: Outdoor squares are any squares not
that equipment.
1 damage token on them to represent this). ally, or minion, it is removed from the stage and cannot be located inside a building on the stage.
used again unless a card or power allows it. Wilkinson’s General Store/Shadow Market: Select and acquire
Special Effects Indoor Square: Indoor squares are any squares located 1 piece of equipment available at that location.
When a gentleman is neutralized, place the figure on its inside a building on the stage.
Some weapons have special effects. If the player spends 1 Club Unicorn: Choose 1 upgrade card from your job deck.
ether before attacking with such a weapon, the attack gains side. On their next activation, they will automatically revive:
Door: The icon marks a door spot; check the map to A gentleman may only have 3 upgrade cards at any time; if
all benefits shown in the ether effect box. remove all damage tokens and stand up. Their activation then
know where to place the doors at the start of the they would gain a fourth, it replaces an existing one.
immediately ends. Whenever a gentleman is neutralized, the
If multiple boosts trigger off of the same result, those effects chapter. Once a door is opened, remove the token.
nemesis immediately adds 2 ether to their ether reserve. Random locations: Each other location card lists the specific
stack if they grant additional effects, but not if the effect Doors are treated as impassable until they are opened.
A neutralized gentleman cannot perform any actions and benefits of visiting that location.
would replace the result. Window: Windows are used to determine LOS for
cannot be targeted or affected by attacks or abilities. Figures Once the gentlemen have finished these steps, the nemesis
Bonus: Add this number of dice to the total ranged attacks, as well as potentially granting cover
(both friendly and enemy) may freely move through (but not chooses 1 additional nemesis power, gaining that power for
attack roll. to figures next to them.
end on) their square and do not suffer escape damage. the remainder of the campaign. If the nemesis already has 6
The death token tracks the number of gentlemen Impassable: The red line represents a side of a square powers, they may exchange any current power for a new one.
Re-roll: After rolling, you may reroll any number of
neutralizations on the nemesis board, if necessary. that completely blocks movement for figures and LOS.
your dice (a die may only ever be rerolled once per
This usually means walls, and the external edges of Conspiracy points
action).
ETHER the stage (unless stated otherwise).
Each location on the intermission board lists a
Spread: The attack may target up to 1 additional number of conspiracy points which the nemesis
When the gentlemen use ether, for any reason, hand that Boxes: The chapter will list their effects; usually they
enemy in a square adjacent to the target (not on the receives when a gentleman visits that location. During
ether to the nemesis, who can then distribute it among their act as impassable squares.
other side of an impassable edge). Only 1 attack roll set-up for the next chapter, the nemesis may use these points
is made, but each target makes a separate defense power cards and agents. Rubble: Rubble tokens represent destroyed walls to purchase the benefits listed on their nemesis board.
roll. Spread additional targets never get cover. (unless stated otherwise). Figures may move freely
Cards, effects, or abilities that tell the Nemesis to gain ‘X
through them and they do not block LOS. These points must be used before the start of the next
Knockdown: If the attack deals at least 1 damage to Reserve Ether’ mean the ether is placed on the ether reserve
chapter: they cannot be saved for later chapters. Purchased
the target, they are knocked down. Place the figure space on the nemesis board. The nemesis can draw from this
Fire benefits only last until the end of the next chapter.
on its side. Before it can take any other action, the reserve to power any nemesis power or agent gift/skill.
target must spend 1 action to stand up. While a Any figure that begins their activation in a square Each benefit may be selected 2 times, except for the Gain 2
figure is knocked down it does not provide cover or EQUIPMENT with a fire token automatically suffers 1 damage. Reserve Ether benefit, which may be selected multiple times.
cause escape damage, and cannot do anything that Any figure that enters a square containing a fire token However, an agent may only be granted a given benefit once.
When a gentleman gains a piece of arsenal, it is placed in 1
would require an action. It may still be targeted. automatically suffers 1 damage. Some agents have more than 1 figure. A benefit must be
of the 3 arsenal slots at the bottom of their dashboard. Each
Daze: If the attack deals at least 1 damage to the gentleman may only carry as much arsenal equipment as they There may only be 1 fire token in a square at any time. During assigned to a specific figure starting the game on the map,
target, they lose 1 ether per daze icon. For each ether have slots available. If you gain an extra piece of equipment, the Wrap-Up phase, remove any fire tokens in an outdoor and only that figure may use it.
they must lose and don’t have, they suffer 1 damage. select 1 piece to discard before gaining the new one. square. Fire tokens inside a building begin to spread: the
nemesis places 1 additional fire token in a square adjacent Prepare for the next mission
Fire: If the attack rolls any successes (regardless of Gear, artefact, and Moloch stone fragment cards do not take
defender’s results), place 1 fire token in the target’s to an existing fire token for each fire token in that building. Players may change characters before a new chapter.
up arsenal slots on a gentleman’s dashboard. Gentlemen
square. Whenever a job is used for the first time in the campaign,
can only use gear and artefacts they possess during their The nemesis must place these adjacent to fires that were there the figure with that job gets 1 upgrade. Keep track of the
activation, unless stated otherwise on the card. at the start of the phase; they may not string new fire tokens
Special Skills upgrades of the job not being used in the current chapter,
together during the same phase. Fire can spread through since it can be used in future chapters.
Charge: You may spend 1 ether to make a charge BONUS, ACTIONS, AND UPKEEP doors and break them (remove from the stage), and through
special action. Target a figure in LOS that you can windows; but it cannot spread through walls or red lines. Remove all damage tokens and any torment cards and
Role cards, upgrade cards, gifts, and powers can be
reach using agility points, then move adjacent to that replenish each gentleman’s ether to max.
activated/used at different times during a round:
figure and make a free melee attack against them. You may SPAWNING MINIONS All equipment the gentlemen have acquired thus far in the
not charge a figure that you began your activation adjacent to. Bonus effects are always active for the gentleman to use.
The nemesis may only spawn minion types listed for that campaign is collectively known as the gentlemen’s armory.
Evasion: When you are attacked, but before the Upkeep effects have a ether cost. To activate them, the chapter. The number of these is only limited by the number Before the next chapter, the gentlemen may distribute any
defense roll, you may spend 1 ether to roll +3 gentleman must put that many ether tokens on top of the of those particular models in the game. equipment they have collected among themselves.
additional defense dice. This may only be done once effect. While the ether is there, the effect is active. At the
Assign a leader, then the remaining roles (1 each).
per attack and does not require an action. start of the gentleman’s activation, give all ether allocated on THE INTERMISSION
upkeep effects to the nemesis. The effect can be activated The intermission then ends and the next chapter begins.
Counterattack: When you are attacked, and after
again by once more placing the ether cost on the effect. At the end of a chapter, prepare the intermission board:
that attack is complete, you may spend 1 ether to Continue playing the chapters and intermissions, one after
immediately make 1 attack (that must target the When gentlemen spend ether on upkeep abilities, the 1. Draw and place 2 random gear cards faceup on each of the the other, in order, until you reach the final chapter. Whoever
attacker). Counterattacks may not trigger counterattacks. nemesis only gains that ether at the start of that gentleman’s 3 slots on Hardy’s Bazaar. wins the final chapter is the winner of the campaign.
Advance the round token 1 space. Advance the round token 1 space.
1. ORDER 1. ORDER
Retrieve the activation cards for any Retrieve the activation cards for any
The nemesis places their activation The nemesis places their activation
figures still remaining on the stage. figures still remaining on the stage.
cards first, followed by the gentlemen. cards first, followed by the gentlemen.

2. ACTIVATION C OMBAT 2. ACTIVATION C OMBAT


Melee attacks are range 1. Melee attacks are range 1.
Flip cards in order, activating figures. Flip cards in order, activating figures.
May melee through windows. May melee through windows.
Gentlemen & agents: 2 actions (you Gentlemen & agents: 2 actions (you
may repeat the same action twice). A gentleman must have a may repeat the same action twice). A gentleman must have a
ranged weapon to use a ranged ranged weapon to use a ranged
Minions & allies: 1 action. attack and must choose an adjacent Minions & allies: 1 action. attack and must choose an adjacent
Actions target if there is one. May target any Actions target if there is one. May target any
enemy in LOS, no maximum range. enemy in LOS, no maximum range.
Attack Attack
Agents do not need a ranged weapon. Agents do not need a ranged weapon.
Agility: Spend Agility points to: Agility: Spend Agility points to:
Move 1 square (1 pt) A short range weapon has Move 1 square (1 pt) A short range weapon has
Open a door (1 pt) a range of up to 4 squares. Open a door (1 pt) a range of up to 4 squares.
Move through a window (2 pts) Multiple allies/minions attacking the Move through a window (2 pts) Multiple allies/minions attacking the
Give 1 equipment (1 pt) same target must attack as a group. Give 1 equipment (1 pt) same target must attack as a group.
+2 dice per additional ally/minion. +2 dice per additional ally/minion.
Note escape damage when leaving a Note escape damage when leaving a
space adjacent to an enemy. Attacking space adjacent to an enemy. Attacking
1. Select 1 equipped weapon 1. Select 1 equipped weapon
Recover [GENTLEMEN ONLY]: Heal Recover [GENTLEMEN ONLY]: Heal
[GENTLEMEN ONLY] [GENTLEMEN ONLY]
up to 3 damage and gain 2 ether. up to 3 damage and gain 2 ether.
2. Activate weapon ether effects 2. Activate weapon ether effects
Revive [GENTLEMEN ONLY]: Revive Revive [GENTLEMEN ONLY]: Revive
a neutralized gentleman in an 3. Activate attack boosts/gifts a neutralized gentleman in an 3. Activate attack boosts/gifts
adjacent square. adjacent square.
4. Attacker rolls dice: Roll dice equal 4. Attacker rolls dice: Roll dice equal
Special: Gifts, upgrades, and powers. to appropriate physical attribute plus Special: Gifts, upgrades, and powers. to appropriate physical attribute plus
any bonuses. any bonuses.
The nemesis can play any number The nemesis can play any number
of chaos cards per activation. Hit: 1 success. of chaos cards per activation. Hit: 1 success.

Once per nemesis activation, the Once per nemesis activation, the
Hit+: 1 success (possible Hit+: 1 success (possible
nemesis may spend ether from 1 nemesis may spend ether from 1
additional effects). additional effects).
power to activate its effect. power to activate its effect.
Crown [GENTLEMEN ONLY]: Crown [GENTLEMEN ONLY]:
When the chaos activation card is When the chaos activation card is
1 success or gain 2 ether. 1 success or gain 2 ether.
revealed, the nemesis may activate revealed, the nemesis may activate
each of their powers once Crown [NEMESIS]: each of their powers once Crown [NEMESIS]:
1 success. 1 success.
3. WRAP-UP 3. WRAP-UP
Dodge, Cover: Dodge, Cover:
Removal and spread of fire tokens. Misses. Removal and spread of fire tokens. Misses.

Advance the round token 1 space. Advance the round token 1 space.
1. ORDER 1. ORDER
Retrieve the activation cards for any Retrieve the activation cards for any
The nemesis places their activation The nemesis places their activation
figures still remaining on the stage. figures still remaining on the stage.
cards first, followed by the gentlemen. cards first, followed by the gentlemen.

2. ACTIVATION C OMBAT 2. ACTIVATION C OMBAT


Melee attacks are range 1. Melee attacks are range 1.
Flip cards in order, activating figures. Flip cards in order, activating figures.
May melee through windows. May melee through windows.
Gentlemen & agents: 2 actions (you Gentlemen & agents: 2 actions (you
may repeat the same action twice). A gentleman must have a may repeat the same action twice). A gentleman must have a
ranged weapon to use a ranged ranged weapon to use a ranged
Minions & allies: 1 action. attack and must choose an adjacent Minions & allies: 1 action. attack and must choose an adjacent
Actions target if there is one. May target any Actions target if there is one. May target any
enemy in LOS, no maximum range. enemy in LOS, no maximum range.
Attack Attack
Agents do not need a ranged weapon. Agents do not need a ranged weapon.
Agility: Spend Agility points to: Agility: Spend Agility points to:
Move 1 square (1 pt) A short range weapon has Move 1 square (1 pt) A short range weapon has
Open a door (1 pt) a range of up to 4 squares. Open a door (1 pt) a range of up to 4 squares.
Move through a window (2 pts) Multiple allies/minions attacking the Move through a window (2 pts) Multiple allies/minions attacking the
Give 1 equipment (1 pt) same target must attack as a group. Give 1 equipment (1 pt) same target must attack as a group.
+2 dice per additional ally/minion. +2 dice per additional ally/minion.
Note escape damage when leaving a Note escape damage when leaving a
space adjacent to an enemy. Attacking space adjacent to an enemy. Attacking
1. Select 1 equipped weapon 1. Select 1 equipped weapon
Recover [GENTLEMEN ONLY]: Heal Recover [GENTLEMEN ONLY]: Heal
[GENTLEMEN ONLY] [GENTLEMEN ONLY]
up to 3 damage and gain 2 ether. up to 3 damage and gain 2 ether.
2. Activate weapon ether effects 2. Activate weapon ether effects
Revive [GENTLEMEN ONLY]: Revive Revive [GENTLEMEN ONLY]: Revive
a neutralized gentleman in an 3. Activate attack boosts/gifts a neutralized gentleman in an 3. Activate attack boosts/gifts
adjacent square. adjacent square.
4. Attacker rolls dice: Roll dice equal 4. Attacker rolls dice: Roll dice equal
Special: Gifts, upgrades, and powers. to appropriate physical attribute plus Special: Gifts, upgrades, and powers. to appropriate physical attribute plus
any bonuses. any bonuses.
The nemesis can play any number The nemesis can play any number
of chaos cards per activation. Hit: 1 success. of chaos cards per activation. Hit: 1 success.

Once per nemesis activation, the Once per nemesis activation, the
Hit+: 1 success (possible Hit+: 1 success (possible
nemesis may spend ether from 1 nemesis may spend ether from 1
additional effects). additional effects).
power to activate its effect. power to activate its effect.
Crown [GENTLEMEN ONLY]: Crown [GENTLEMEN ONLY]:
When the chaos activation card is When the chaos activation card is
1 success or gain 2 ether. 1 success or gain 2 ether.
revealed, the nemesis may activate revealed, the nemesis may activate
each of their powers once Crown [NEMESIS]: each of their powers once Crown [NEMESIS]:
1 success. 1 success.
3. WRAP-UP 3. WRAP-UP
Dodge, Cover: Dodge, Cover:
Removal and spread of fire tokens. Misses. Removal and spread of fire tokens. Misses.
5. Defender rolls dice: Roll dice equal SPECIAL SKILLS 5. Defender rolls dice: Roll dice equal SPECIAL SKILLS
to blue agility physical attribute. to blue agility physical attribute.
Spend 1 ether to: Spend 1 ether to:
Dodge: Subtracts 1 success Dodge: Subtracts 1 success
Charge: Target a figure in Charge: Target a figure in
from attacker’s total. from attacker’s total.
LOS you can reach using LOS you can reach using
Cover: If defender has cover agility points, move adjacent, Cover: If defender has cover agility points, move adjacent,
(LOS crossed a window or and make a free melee attack against (LOS crossed a window or and make a free melee attack against
figure), subtracts 1 success them. You may not charge a figure figure), subtracts 1 success them. You may not charge a figure
from the attacker’s total. you began adjacent to. from the attacker’s total. you began adjacent to.
Evasion: Before the defense Evasion: Before the defense
All other results on the dice have no All other results on the dice have no
roll, roll +3 defense dice. roll, roll +3 defense dice.
effect when defending. effect when defending.
Does not require an action. Does not require an action.
6. Tally results: Subtract defender’s 6. Tally results: Subtract defender’s
Counterattack: After Counterattack: After
results from the attacker’s successes. results from the attacker’s successes.
attack on you is complete, attack on you is complete,
For each success that remains, make 1 counterattack. For each success that remains, make 1 counterattack.
the defender suffers 1 damage. the defender suffers 1 damage.
DAMAGE DAMAGE
Special Effects Special Effects
When damage equals leftmost health When damage equals leftmost health
Bonus dice box, draw 1 torment card. When Bonus dice box, draw 1 torment card. When
damage equals total health points, damage equals total health points,
Re-roll: After rolling, reroll become neutralized. Re-roll: After rolling, reroll become neutralized.
any number of dice (a die A neutralized gentleman is placed on any number of dice (a die A neutralized gentleman is placed on
may only ever be rerolled its side. On their next activation, they may only ever be rerolled its side. On their next activation, they
once per action) will automatically revive: remove all once per action) will automatically revive: remove all
Spread: Target +1 enemy in damage tokens and stand up. Their Spread: Target +1 enemy in damage tokens and stand up. Their
an adjacent square. Each activation then immediately ends. an adjacent square. Each activation then immediately ends.
target makes a defense roll. When a gentleman is neutralized, the target makes a defense roll. When a gentleman is neutralized, the
Additional targets never get nemesis immediately adds 2 ether to Additional targets never get nemesis immediately adds 2 ether to
cover. their ether reserve. cover. their ether reserve.
Knockdown: If attack deals Knockdown: If attack deals
damage, target is knocked Fire damage, target is knocked Fire
down. The target’s first Start activation in a square with a fire down. The target’s first Start activation in a square with a fire
action must be to stand up. token = suffer 1 damage. action must be to stand up. token = suffer 1 damage.
Daze: If attack deals Enter a square containing a fire token Daze: If attack deals Enter a square containing a fire token
damage, target loses 1 ether = suffer 1 damage. damage, target loses 1 ether = suffer 1 damage.
per daze icon. For each ether per daze icon. For each ether
Wrap-Up phase: remove fire tokens Wrap-Up phase: remove fire tokens
not lost, deal 1 damage. not lost, deal 1 damage.
in outdoor squares. Those inside a in outdoor squares. Those inside a
Fire: If attack rolls any building spread: the nemesis places Fire: If attack rolls any building spread: the nemesis places
successes, place 1 fire token 1 additional fire token adjacent to an successes, place 1 fire token 1 additional fire token adjacent to an
in the target’s square. existing one for each fire token. in the target’s square. existing one for each fire token.

5. Defender rolls dice: Roll dice equal SPECIAL SKILLS 5. Defender rolls dice: Roll dice equal SPECIAL SKILLS
to blue agility physical attribute. to blue agility physical attribute.
Spend 1 ether to: Spend 1 ether to:
Dodge: Subtracts 1 success Dodge: Subtracts 1 success
Charge: Target a figure in Charge: Target a figure in
from attacker’s total. from attacker’s total.
LOS you can reach using LOS you can reach using
Cover: If defender has cover agility points, move adjacent, Cover: If defender has cover agility points, move adjacent,
(LOS crossed a window or and make a free melee attack against (LOS crossed a window or and make a free melee attack against
figure), subtracts 1 success them. You may not charge a figure figure), subtracts 1 success them. You may not charge a figure
from the attacker’s total. you began adjacent to. from the attacker’s total. you began adjacent to.
Evasion: Before the defense Evasion: Before the defense
All other results on the dice have no All other results on the dice have no
roll, roll +3 defense dice. roll, roll +3 defense dice.
effect when defending. effect when defending.
Does not require an action. Does not require an action.
6. Tally results: Subtract defender’s 6. Tally results: Subtract defender’s
Counterattack: After Counterattack: After
results from the attacker’s successes. results from the attacker’s successes.
attack on you is complete, attack on you is complete,
For each success that remains, make 1 counterattack. For each success that remains, make 1 counterattack.
the defender suffers 1 damage. the defender suffers 1 damage.
DAMAGE DAMAGE
Special Effects Special Effects
When damage equals leftmost health When damage equals leftmost health
Bonus dice box, draw 1 torment card. When Bonus dice box, draw 1 torment card. When
damage equals total health points, damage equals total health points,
Re-roll: After rolling, reroll become neutralized. Re-roll: After rolling, reroll become neutralized.
any number of dice (a die A neutralized gentleman is placed on any number of dice (a die A neutralized gentleman is placed on
may only ever be rerolled its side. On their next activation, they may only ever be rerolled its side. On their next activation, they
once per action) will automatically revive: remove all once per action) will automatically revive: remove all
Spread: Target +1 enemy in damage tokens and stand up. Their Spread: Target +1 enemy in damage tokens and stand up. Their
an adjacent square. Each activation then immediately ends. an adjacent square. Each activation then immediately ends.
target makes a defense roll. When a gentleman is neutralized, the target makes a defense roll. When a gentleman is neutralized, the
Additional targets never get nemesis immediately adds 2 ether to Additional targets never get nemesis immediately adds 2 ether to
cover. their ether reserve. cover. their ether reserve.
Knockdown: If attack deals Knockdown: If attack deals
damage, target is knocked Fire damage, target is knocked Fire
down. The target’s first Start activation in a square with a fire down. The target’s first Start activation in a square with a fire
action must be to stand up. token = suffer 1 damage. action must be to stand up. token = suffer 1 damage.
Daze: If attack deals Enter a square containing a fire token Daze: If attack deals Enter a square containing a fire token
damage, target loses 1 ether = suffer 1 damage. damage, target loses 1 ether = suffer 1 damage.
per daze icon. For each ether per daze icon. For each ether
Wrap-Up phase: remove fire tokens Wrap-Up phase: remove fire tokens
not lost, deal 1 damage. not lost, deal 1 damage.
in outdoor squares. Those inside a in outdoor squares. Those inside a
Fire: If attack rolls any building spread: the nemesis places Fire: If attack rolls any building spread: the nemesis places
successes, place 1 fire token 1 additional fire token adjacent to an successes, place 1 fire token 1 additional fire token adjacent to an
in the target’s square. existing one for each fire token. in the target’s square. existing one for each fire token.

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