When you Build a Gate, you may place the Demon Gate instead by paying 1 Doom in addition to 3 Power when constructing it.
Cost: n/a
Combat: 1
Gate (Ongoing): The Demon Gate acts in every way like a normal Gate, except for its special ability.
Flood (Doom Phase): Every Faction places one of their least expensive Unit in the Gate's Area. A Faction Controlling a Gate in the Demon Gate's Area places two such Units.
Pay 2 Doom to take this Loyalty Card, then place 1 Larva at your Controlled Gate.
Larva are Cultists. They can Control and Build Gates. The owner earns 1 Power for every 3 Larvae on the Map in the Gather Power Phase. They are still worth 1 Power when Captured.
Cost: 1
Combat: 0
The Prey of Hell (Ongoing):
Each time any player drops to 0 Power, he immediately takes 1 Larva from the owner's pool, and places it on the Map as he pleases. This is not optional.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who then places Amelia into their Pool.
Cost: 1
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Self-Sacrificing (Post-Battle): If Amelia partecipated in the Battle, she must be the first of your Units that is assigned to be Killed. If Amelia was not in the Battle, then your most expensive Monster in that Battle must be chosen as your first Kill.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who places Bernice in his Pool.
Cost: 1, however, Bernice automatically spawns (to any desired Area) in the Doom Phase if she is not in play.
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Bossy (Ongoing): If Bernice is Killed in Combat, she is gone forever and the owner immediately loses 3 Doom. If she is Eliminated or Captured, this does not happen.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card, then place Cindrew anywhere on the Map. Hand this Loyalty Card to another player; that player now owns Cindrew.
Cost: 1
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Short Attention Span (Ongoing): After taking any Action that ends in Cindrew's Area, lay her on her side in that Area. Your next Action cannot end there. You may stand Cindrew up again after your next Action.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who places Cissy anywhere on the Map.
Cost: 1, however, Cissy automatically spawns (to any desired Area) in the Doom Phase if she is not in play.
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Uninspiring (Ongoing): If you Summon or Recruit in any Area except for Cissy's, your enemy gets to select which of your Cultists, Monsters or Terrors appears. You must be able to afford the Unit chosen.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who places the Doctor in his Pool.
Cost: 1
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Addiction (Post-Battle): If Doctor Hunter is not in play at the end of your current Action, pay 1 Power or 1 Doom (your choice).
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who places Dorothy in his Pool.
Cost: 1
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Unsophisticated (Ongoing): If Dorothy is not in play, when you Summon any Monster or Terror, you must Summon the cheapest available in Power cost.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who then places Hannah into their Pool.
Cost: 1
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Loner (Ongoing): You may only declare Battle in an Area adjacent to the one in which Hanna is located. She adds 1 Pain to your Combat totals and is unaffected by any results rolled by your enemy.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who then places John anywhere on the Map.
Cost: 1
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Hellbound (Ongoing): If John Dark is in your pool when you qualify for an Elder Sign, you must instead place him anywhere on the Map, for free.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who then places Moose into their Pool.
Cost: 1
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Overconfident (Ongoing): If you declare Battle in an Area that does not contain Moose, pay 1 Doom, rather than 1 Power, to initiate the Battle.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who places Penrod in his Pool.
Cost: 1
Combat: 2
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Brash (Ongoing): If Victor is not in the Battle, your opponent gains 1 Doom or 1 Power (his choice).
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who places the Professor anywhere on the Map.
Cost: 1, however, the Professor automatically spawns (to any desired Area) in the Doom Phase if he is not in play.
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Arthritis (Ongoing): It costs 2 Power to move Professor Maxwell. In addition, if he is Eliminated or Captured, the enemy player immediately gains 1 Doom.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who then places Naomi into their Pool.
Cost: 0
Combat: 3
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Consumed by Vengeance (Ongoing): Any player may Recruit Naomi Johnson.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who then places Tarang anywhere on the Map.
Cost: 1; If Tarang is not in play during the Doom Phase, his owner MUST then place him for free into any Area of the Map.
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Cowardice (Ongoing): If a Great Old One Moves into Tarang's Area, Tarang and all of your other Cultists in the Area immediately retreat to an adjacent Area of your choice.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 1 Doom to take this Loyalty Card. Hand it to another player, who then places Victor into their Pool.
Cost: 2
Combat: 1
Traitor (Ongoing): Any player may Move any Investigator.
Starstone (Gather Power Phase): Instead of granting its captor 1 Power, a captured Investigator instead costs its captor 1 Power.
Poor Planning (Ongoing): If Victor is not on the Map at the end of the Doom Phase, choose another player. That player names any legal Action ("Move", "Battle", "Dreams", etc.), which you must then perform as your first post-Doom Action. That player does not determine which Units to activate or how to apply the chosen Action.
During each Doom Phase you may purchase one Investigator, plus on other neutral Unit.
To purchase an Investigator, simply pay 1 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform a Ritual. When you purchase an Investigator, give Its Loyalty Card to a player who does not yet have an Investigator. That player now controls that Investigator for the rest of the game.
A player can never have more than one Investigator card. (You CAN give an Investigator to yourself, in order to avoid a worse fate!)
Investigators counts as Cultists, but they do not provide Power and cannot Build or Control Gates. They can be Captured or Recruited like any other Cultist.
Investigators' abilities are never optional; they must always be applied.
Pay 2 Doom points to obtain this Loyalty Card, then place 1 Fiend at your Controlled Gate.
Cost: 3
Combat: 2
Torment (Ongoing):
Fiends are able to Capture their owner's own Cultists. This Capture cannot be prevented by enemy Units.
Such a Captured Cultist, when Sacrificed in Gather Power Phase, can either give the owner 1 Power, or permit him to place a free Fiend on the Map at one of his Controlled Gates.
A player may purchase a Neutral Monster's Loyalty Card during the Doom Phase. A player may never purchase more than one of these in a given Doom Phase, but there is no limit to the number of Neutral Monster Loyalty Cards a player may possess.
To purchase on of these Loyalty Cards, pay 2 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform the Ritual. When spending Doom, choose a Neutral Monster Loyalty Card from among those available, placing that card and its associated Monsters by your Faction Card. You will typically have the opportunity to immediately place one of these new Monsters for free.
Once you have purchased a Neutral Monster Loyalty Card, it is yours for the rest of the game. From then on only you may Summon and Control its associated Neutral Monsters.
Pay 2 Doom points to obtain this Loyalty Card, then place 1 Gryllus at your Controlled Gate.
Cost: 2
Combat: 1
The Gates of Hell (Ongoing):
Each time any player drops to 0 Power, he immediately takes 1 Gryllus from the owner's Pool, and places it on the Map as he pleases. This is not optional.
A player may purchase a Neutral Monster's Loyalty Card during the Doom Phase. A player may never purchase more than one of these in a given Doom Phase, but there is no limit to the number of Neutral Monster Loyalty Cards a player may possess.
To purchase on of these Loyalty Cards, pay 2 Doom when it is your turn to perform a Ritual of Annihilation. If you wish, you may still perform the Ritual. When spending Doom, choose a Neutral Monster Loyalty Card from among those available, placing that card and its associated Monsters by your Faction Card. You will typically have the opportunity to immediately place one of these new Monsters for free.
Once you have purchased a Neutral Monster Loyalty Card, it is yours for the rest of the game. From then on only you may Summon and Control its associated Neutral Monsters.
Pay 2 Doom and 2 Power, then place the Cacodemon in an Area with your Controlled Gate.
Cost: 4
Combat: 3
Cosmic Terror (Ongoing):
Enemy Units may not Move or be Pained into the Area with Cacodemon unless they are Great Old Ones or if they are accompanied by a Great Old One. This also includes move-like abilities (e.g., Shriek of the Byakhee), other than Black Goat's Avatar.
Terrors are Summoned as though they are Monsters, and require a Controlled Gate to be able to enter play. They are equal to Monsters in their ability to Capture Cultists. That is, Monsters can protect Cultists against Terrors (and vice versa), and Great Old Ones can still Capture Cultists protected by Terrors. However,as Terrors are a different type of Unit, they are not vulnerable to abilities that specifically target Monsters.
To acquire a Terror, pay 2 Power and 2 Doom when it is your turn to perform a Ritual of Annihilation. You may still perform the Ritual, if you wish. Take your choice of available Terror Loyalty Cards and follow the instructions for placing your new figure on the Map.
Players may only purchase a single Loyalty Card in any given Doom Phase, so they may not gain a Neutral Monster in the same Doom Phase in which they acquire a Terror (and vice versa). Once a Terror Loyalty Card has been acquired, it belongs to that player for the rest of the game. Only that player may Summon and control that Terror.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Bellatrix at your Controlled Gate.
Cost: 2
Combat: 5
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Berserkergang (Post-Battle):
After Battle results are tallied, add 1 extra Kill to your total if the Bellatrix was present.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Catoblepas at your Controlled Gate.
Cost: 2
Combat: 3
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Poison Gaze (Battle):
Each time the Catoblepas is placed on the Map, each enemy player must choose and Eliminate half of his Cultists, rounding fractions in his favor. High priests may first be sacrificed for their Power boost.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Cendiary at your Controlled Gate.
Cost: 2
Combat: 6
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Hellfire (Pre-Battle):
If the Cendiary is in the Battle, before dice are rolled, the enemy can choose one of his Units and Eliminate it. If he does so, the Cendiary rolls no Combat dice.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Elemental at your Controlled Gate.
Cost: 2
Combat: 4
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Invisibility (Pre-Battle):
Select one Monster or Cultist (from either Faction) and “exempt” it. The selected Unit takes no part in the rest of the Battle.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Gadarene at your Controlled Gate.
Cost: 2
Combat: 4
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Mastermind (Ongoing):
Each time the Gadarene is placed on the Map, you may Move all enemy Great Old Ones into an Area adjacent to their current Area, chosen by you.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Hellhound at your Controlled Gate.
Cost: 2
Combat: 4
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Hellbreath (Battle):
If you are in a Battle, and the Hellhound is on the Map, but not involved, it still adds its attack to your total. However, it cannot more than double the number of dice you roll. I.e., if your attack is 2, the Hellhound would only add 2 dice to it.
A Hellhound in another Area is not affected by the enemy's Battle results.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Hortator at your Controlled Gate.
Cost: 2
Combat: 3
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Xhort (Battle):
If the Hortator is in a Battle, add +1 Combat die for each other different type of Unit you have present. Exemple: if you have 5 Cultists, 2 Nightgaunts, (both combat 0) and Hunting Horror (Combat 2) present, along with the Hortator, you'd roll 2 (Hunting Horror) +3 (Hortator) +0 (Nightgaunts & Cultists) +3 (three Unit types) for a total of 8 dice.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Magdalene at your Controlled Gate.
Cost: 2
Combat: 3
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Mastermind (Ongoing):
You can Recruit & Summon Monsters and Terrors for 1 less Power each in the Magdalene’s Area. Cost cannot drop below 0.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Mandrake at your Controlled Gate.
Cost: 2
Combat: 4
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Doppleganger (Battle):
If the Mandrake is in a Battle, at least on enemy Kill and one enemy Pain are used to target his own Units (his choice as to which ones).
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Nuckelavee at your Controlled Gate.
Cost: 2
Combat: 2
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Pestilence (When Spawned):
Each time the Nuckelavee is placed on the Map, each enemy player must lower his Power by 2.
When the Nuckelavee is Eliminated or Killed, all enemy players immediately gain 2 Power.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Philter at your Controlled Gate.
Cost: 2
Combat: 2
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Catholicon (Battle):
If the Philter was in the Battle, the enemy loses 1 of his rolled Kill and 1 of his rolled Pain results before tallying results.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Raparee at your Controlled Gate.
Cost: 2
Combat: 3
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Robbery (When Spawned):
Each time the Raparee is placed on the Map, each enemy player must take 1 of their Elder Signs (if any) and place them on the Doom Track. When the Raparee is Eliminated or Killed, each enemy player chooses one of these Elder Signs, randomly, and returns it to their store.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Secutor at your Controlled Gate.
Cost: 2
Combat: 5
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Battle Rage (Ongoing):
Roll the Secutor's Battle dice separately from your other Units. The Secutor's results cannot be used to target enemy Cultists. Your enemy can choose to target the Secutor's dice either before or after your other Unit's dice results, at his option.
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Tardigrade at your Controlled Gate.
Cost: 2
Combat: 3
Fourth Circle (Gather Power):
Lose 1 Power during Gather Power for each Fourth Circle Terror Loyalty Card you own, (whether or not the Unit is currently in play).
Encyst (Post-Battle & Doom Phase):
If the Tardigrade is Eliminated or Killed, place the Cyst token in the Area. In the next Doom phase, replace the Cyst token with the Tardigrade, unless it is currently on the Map. (If the Tardigrade spawns into an Eradicated Area on Shaggai, it is Eliminated without a token, but gives its owner 1 Power.)
You may purchase one neutral unit (plus ne Investigator) in each Doom phase.
When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card. and place the demon at your Controlled Gate.
Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power Phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.
How to Awaken Argus (Cost 4):
Combat: Equal to the Combat of all your other Units present (excluding any Great Old Ones)
Reinforce (Pre-Battle): If Argus is in the Battle, place a 2-Cost Unit from your Pool in the Area, if available.
An enemy declares Battle in Argus's Area.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
If Argus is in the Battle, the opponent may place a 1-Cost Unit from his Pool in the Area, if available.
How to Awaken Asmod (Cost 4):
Combat: 4
Speaking in Tongues (Ongoing): If Asmod is in play, Move Action can be applied to enemy Monsters and Terrors.
Any enemy, as an Action, pays 1 Power. You gain 1 Power.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
If Asmod is in play, an enemy's Move Action can be applied to your Monsters and Terrors.
How to Awaken Baphomet (Cost 2):
Combat: 6/2
Baphomet's Wall (Ongoing): The first time Baphomet is Killed or Eliminated, it is not Killed. instead, earn its Spellbook.
A Kill or Elemination is inflicted on Baphomet
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
From now on, Baphomet's Combat is 2.
How to Awaken Chthon (Cost 2):
Combat: Equal to the Chthon marker's position on your Power track
Chthonic Might (Pre-Battle): If Chthon is in the Battle, Move the Chthon marker up 1 space.
Any enemy, as an Action, pays 1 Power. you gain 1 Power.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
Chthon is not normally affected by a Kill or Elimination. Instead you must choose another Great Old One under your Control and Kill it instead. If you have no other Great Old Ones, Chthon dies instead.
How to Awaken Geryon (Cost 6):
Combat: 6
Thrice-Damned (Post-Battle): Gain 1 Power and 1 Doom if Geryon was in the Battle. This may be modified by his Spellbook.
A Kill is inflicted on Geryon.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
When this Spellbook is gained, Geryon is not Killed. however, he no longer gains 1 Doom post-Battle. If he is "Killed" a second time, flip this card face down, he survives, and he no longer gains 1 Power post-Battle. If he is Killed while this Spellbook is face-down, he dies.
How to Awaken Humbaba (Cost 2):
Combat: 2
Swarm (Battle): Instead of rolling Humbaba's Combat dice, you can choose to automatically score two Pains.
A Kill is scored in a Battle in which Humbaba is present.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
If Humbaba is in a Battle, and any Kills are scored on his enemy, one additional Kill is scored against Humbaba's forces.
How to Awaken Jabootu (Cost 4):
Combat: 4
Deadly Tedium (Pre-Battle): if Jabootu is in play, the enemy rolls 1 less Combat die in any Battle against you.
Jabootu is in a Battle declared by another player.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
From now on, if Jabootu is in a Battle, the enemy receives 1 less Kill result (minimum of 0).
How to Awaken Orobas (Cost 4):
Combat: 8
Royal Retribution (Post-Battle): If Orobas was in the Battle, give your opponent a Royal Token Post-Battle.
Any Enemy, as an Action, pays 1 Power. you gain 1 Power.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
An Opponent can spend a Royal token to either immediately gain 1 Power, or to reduce Orobas Combat to 0 for this Battle.
How to Awaken Procrustes (Cost 4):
Combat: 0
Too Short (Pre-Battle): If Procrustes is in the Battle, select an enemy Unit and roll 1d6. If the roll is lower than the enemy Unit's Cost, immediately Eliminate that Unit. If the roll is Higher than the enemy Unit's Cost, Eliminate one of your own Units instead (your choice). This ability is not optional.
Any enemy, as an Action, pays 1 Power. you gain 1 Power.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
You must apply the Too Short ability to all Battles in which you partecipate, not just those including Procrustes.
How to Awaken the Pulgasaur (Cost 6):
Combat: 4
Metamorphosis (Post-Battle): The first time the Pulgasaur receives a Kill, instead he gains his Spellbook. The second time he receives a Kill, instead flip his Spellbook face-down.
A Kill is inflicted upon the Pulgasaur.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
If this Spellbook is face-down when the Pulgasaur receives a Kill, it is, at last, Killed.
How to Awaken The Scylla (Cost 4):
Combat: 1 per remaining head
Multicapitus (Post-Battle): When a Kill or Elimination is scored against Scylla, instead discard one of her Head markers. She dies when her last Head marker is discarded. Multiple Kills or Eliminations can be targeted vs. her.
Perform a Ritual of Annihilation.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
All Scylla's lost heads are restored, but you do not gain any extra Doom for this Ritual (you still earn Elder Signs). This Spellbook is not optional.
How to Awaken Stheno (Cost 4):
Combat: 0
Fossilization (Action: Cost 1): Select an enemy Unit in Stheno's Area or an adjacent Area. It is laid on its side, and is considered "Fossilized". To Move that Unit, the owner must pay 1 extra Power. It can still be Pained or Moved involuntary by some other Action (such as Black Goat's Avatar).
At least three Units are Fossilized.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
When a new Unit is Fossilized, you must select an already Fossilized Unit and stand it up again, if any are available.
How to Awaken Stroma (Cost 2):
Combat: 0
Maelstrom (Ongoing): Stroma cannot Move, nor be Moved, by any means, and neither can any other Unit in her area, regardless of ownership. This includes Pains inflicted in Battle.
Perform a Ritual of Annihilation.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
Choose one Unit in Stroma's Area and Eliminate it. If no enemy Units are present, you must select your own. If Stroma is alone, Eliminate her.
How to Awaken the Tarasque (Cost 4):
Combat: 5
Spined (Post-Battle): If a Kill is scored against the Tarasque, inflict 2 additional Eliminations on the enemy.
Any enemy, as an Action, pays 1 Power. You gain 1 Power.
Awakening: Take the Independent's Loyalty Card, Spellbook and tokens, and add them to you pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.
Death: If your Independent is Killed, place it's Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the Map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.
Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as lon as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.
Doom Phase: When you perform a Ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.
Note: For your first game with Independents, it is recommended to use one fewer Independent than the number of players.
In an enemy Great Old One is in the Battle, Tarasque's Combat is 0, and he cannot apply his Spined ability.