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2
EVIL HIGH PRIEST : COMPONENTS
COMPONENTS:
BLOOD CEREMONY EXPANSION
10 Investigator cards
An Investigator card is randomly
chosen when an investigator raid
is triggered on the cult board.
It features special effects that
4 Crawling Chaos Avatar cards modify the raid.
These cards are used when
playing with the Crawling Chaos
cult board.
10 Priest cards
Each player has one Priest card
with a special ability that can be
1 Tcho-tcho growth counter activated once during the game.
3
12
4 2 1
11
8
9 10
7 6 5
SETUP
Choose one cult board 1 from those available (cult Each player takes a priest board 5 and a sanctum board
boards have two different sides to choose from). Any other 6 and places it in front of them.
cult boards available will not be used in this game: return
Each player takes an Investigator raid marker and places
them to the box.
it on the 0 space of the investigator strength track 7 on
Place your chosen cult board and the town 2 and ritual their sanctum board.
3 boards in the center of the table, within easy reach of
Each player chooses a color and takes the priest cultist
all players. The ritual board begins the game face-down.
and 6 acolyte cultists of that color.
Place the 13 Elder Signs face-up on the cult board
Each player places their priest and 2 of their acolytes on
(shattered’ side face-down), covering up the 13 Elder Sign
the cultist pool space 8 on their priest board, and their
spaces. If a cult board requires additional setup, follow the
remaining 4 acolytes on the asylum space 9 on their
instructions on the board.
sanctum board.
Shuffle the Chamber deck and place it face-down on the
Draw space on the left side of the card display board 4 Shuffle the Priest deck. Each player draws one and places
(there is also a space for its discard pile on the right side). it face-up on the space on their priest board 10 . Remaining
Draw the top 3 cards from the deck and lay them out face- Priest cards will not be used in this game: return them to
up on the indicated spaces on the card display board. the box.
If a deck runs out during the game, shuffle its discard pile
to form a new deck. Select one person to be the first player and give that
person the first player marker 11 .
Shuffle the Monster and Investigator decks and place
In turn order (starting with the first player and proceeding
them in the same way as above. With the these decks in
in clockwise order around the table), each player takes
play, you will have a total of 9 cards face up.
starting treasure equal to their number in the order: e.g.,
the 1st player gets 1 treasure, the 2nd player gets 2 treasure,
Alternatively, you can place the decks and their face-
the 3rd gets 3 treasure, and so on.
up cards anywhere on the table, and not use the board.
If you’re using the generic Monster deck, just place it Sort the treasure, blood, magic, and spellbook tokens 12
anywhere on the table. by type and place them within easy reach of all the players.
4
EVIL HIGH PRIEST : PLAYING THE GAME
5
EVIL HIGH PRIEST : PRIEST BOARD
7 7 7
1
4
5
3 2
Priest board resources, and you may if you wish replace one of
your Chamber cards with a new one.
Each player has their own priest board. There are 5 action
5 Escape: Acolytes rescued from the asylum are placed
spaces on your priest board: 4 that only your priest can
on this space (your priest can never be placed here).
use (Priest Ability, Summon Monster, Rescue Acolyte, and
Acolytes on the escape space cannot take actions,
Chanting), and one that any cultist can use (Escape).
block investigator raids, or be used in any way. You
can also place any acolyte here as an action to earn
1 Priest Ability: Place your priest (only) here to use
your unique priest ability. This ability can only be used 1 treasure. During the Preparation phase, return all
once per game; flip the card face down or discard it acolytes on the escape space to your cultist pool.
after use. 6 Cultist pool: This holds all the cultists currently
available for placement during the Action phase.
2 Summon Monster: This action space can only be used
after the first investigator raid is resolved, and cannot 7 Monster Lairs: There are 3 monster lairs. When you
be used if you have no monsters in any of your lairs. receive a monster, place it on one of your empty lairs
Place your priest (only) here, send a cultist to your to gain a useful effect, resources, or other advantage.
sanctum board’s asylum space, and choose a Monster Once all 3 lairs are filled, you may no longer place a
card. monster in a lair. When you use a monster to defend a
raid it is discarded.
3 Rescue Acolyte: Place your priest (only) here, pay 2
treasure and 2 blood, and move a cultist from your
sanctum board’s asylum to the priest board’s escape The Escape space
space. You can rescue acolytes from the asylum on your sanctum
board by activating the Rescue Acolyte action space. This
4 Chanting: Place your priest (only) here, then choose brings them back into play, but first they move to the
a chamber from one of the 3 face-up Chamber cards
escape space on your priest board.
and place it on a space on your sanctum board.
If your sanctum has all 7 chamber spaces filled, If you have more than 4 acolytes in the asylum, the excess
this Chanting space still lets you re-arrange your go directly to the escape space.
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EVIL HIGH PRIEST : SANCTUM BOARD
2 3
Sanctum board
There are no action spaces on your sanctum board. The Investigator raids always start by hitting your exposed
sanctum board is where you place Chamber cards on resources area, then moving deeper into your sanctum
which to store your resources (treasure, blood, magic, and chamber-by-chamber.
spellbooks) and defend against investigator raids.
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EVIL HIGH PRIEST : TOWN BOARD
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1 2 3 4
5 6 7 8
9 10 11 12
8
EVIL HIGH PRIEST : RITUAL BOARD
1 2
3 4
Ritual board TIP A cultist sent to the ritual board is out of play for
2 complete turns (4 turns, for Dragon Ascending).
There are 5 action spaces on the ritual board, each the first Keep this in mind when assigning cultists here. You don’t
space of one of 5 rituals. At the start of the game the ritual want to completely eviscerate your next turn’s options.
board is face-down and no one can use it. After the first
investigator raid is resolved the board is flipped face-up
1 Mao Ceremony: when your cultist moves to the end
and can be used. stage space, immediately gain 4 magic.
To start a ritual, place a cultist on one of the ritual start
2 Tulszcha Awakening: when your cultist moves to the
spaces and pay 2 treasure. You cannot place a cultist end stage space, immediately gain 1 spellbook.
directly on a space other than a start space.
3 Spectral Horror: when your cultist moves to the end
During the Preparation phase, cultists on a start space (or stage space, immediately gain 1 Monster card and 1
an intermediate space of the Dragon Ascending ritual) Chamber card from those face-up. Draw new Monster
advance one space and then immediately gain the listed and Chamber cards, placed face-up, to replace the
rewards on the new space. Cultists already on the final ones you took.
space of a ritual are returned to their owning player’s
cultist pool. 4 The Red Sign: when your cultist moves to the end
stage space, immediately gain 6 blood.
A cultist that just advanced to a ritual’s final space (or an
intermediate Dragon Ascending space) does not return 5 Dragon Ascending: when your cultist moves to the
to your cultist pool and is not available to you during the second stage space, nothing happens. When your
entire next Action phase. The cultist can, however, still be cultist moves to the third stage space, gain 9 treasure.
re-captured during an investigator raid, sacrificed, or used When your cultist moves to the end stage space, gain
for certain cult board functions. another 9 treasure.
9
EVIL HIGH PRIEST : CULT BOARD
You may wish to shatter the Elder Sign (and take the
token) without using the unlocked action space, if that
space has a cost which you cannot or don’t wish to pay.
E
Once the Elder Sign is shattered and the linked action
space unlocked, the linked action space becomes available
for any player to use (like any other action space), once
your cultist has moved off it or the linked space.
Cult board
The action spaces on the cult board can only be used in a
On the Cthulhu cult board space D , the action
restricted order. Each is locked by an Elder Sign that must EXAMPLE
space lets you sacrifice a cultist (return him to
be shattered to unlock the effects of the space and allow
your asylum) to take control of the Shoggoth. When this
further progress on the board.
space’s Elder Sign is first removed, you are not forced to
Removing an Elder Sign use this option, though you block it from being used by
To shatter an Elder Sign, place your cultist on the another player until your cultist vacates it. Now the space
hexagonal action space 1 and immediately pay the has been unlocked, any player who places a cultist on this
indicated cost (e.g., the Start space on the Cthulhu cult action space must sacrifice a cultist and take control of the
board costs 2 magic). Shoggoth.
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EVIL HIGH PRIEST : INVESTIGATOR RAIDS
INVESTIGATOR RAIDS
8. Special Strike: Some cult boards have special units
that can be sacrificed or activated to lower the raid
strength. Example: the Cthulhu cult board’s Shoggoth.
Investigators usually launch raids when a particular cult
9. Raid Proceeds If a player has any raid strength left, he
board action space is unlocked (often a one-use space).
individually tracks his raid as follows:
All players are raided, not just the player who launched the
raid. The number of icons dice are rolled for the raid. a. All resources held in his exposed resources
sanctum space are destroyed.
To resolve an investigator raid, follow these steps in order,
with all players acting simultaneously or in turn order: b. The raid then proceeds chamber-by-chamber into
his sanctum. Empty chamber spaces are skipped.
1. Determine the Raiding Investigator: Roll a 1d6 to find When the raid hits a chamber, it is first reduced
out which investigator is raiding your sanctum. On a by an amount equal to that chamber’s defense
result of 1-2, take the first face-up Investigator card. rating.
On a 3-4, take the second, and on a 5-6 take the third.
c. If the raid has at least 1 strength remaining after
After choosing, draw a replacement Investigator card hitting a chamber’s defense, it then destroys all
from the deck and place it face-up to replace the one resources in that chamber, and proceeds to the
you took. next chamber.
2. Check the Investigator Card: Examine the Investigator d. The raid continues until the raid strength has
card and note any special abilities on the card. been reduced to 0, or all the player’s resources
are destroyed.
3. Roll Raid Dice: Roll the number of raid dice indicated
(each icon represents 1 6-sided die) and total the
10. Replace Investigator Card: When the raid is over,
results to find the raid strength. Be sure to take into
discard the Investigator card and replace it with a new
account any modifiers to the number of dice rolled, or
one, placed face-up, drawn from the Investigator deck.
the total of the results; but you must roll a minimum
of 1 die, and you can never have a raid strength of
greater than 18, irrespective of bonuses.
11
EVIL HIGH PRIEST : MONSTERS, LAIRS, WINNING
12
EVIL HIGH PRIEST : THE CULT BOARDS
Great Cthulhu Note that you cannot use the Cult Skulk to shatter an
Elder Sign; they can only be used to activate an already-
At the start of the game, unlocked space on this cult board.
place the Shoggoth card in
its space on the board, and
place the Deep One marker
Crawling Chaos
on the 0 space of the Deep Several of this board’s sites
One track. send acolytes to worship
Azathoth. When you do
Unlike other monsters, the
so, place them in the
Shoggoth is not placed in a
central pool. An acolyte
monster lair. If you acquire
placed in the pool is no
it, just place it near your
longer available for normal
Priest board.
placement, and must be
The Shoggoth acts as a monster that blocks up to 10 retrieved somehow to be
raid strength from an investigator raid. If it is sacrificed in used elsewhere.
this way, it is not discarded – instead, return it to the cult
The Azathoth pool has 2 other effects:
board.
1. When an investigator raid is triggered, add +1 to the
If another player takes control of the Shoggoth, the current
raid strength (to a maximum total of 18) for each
controller loses it and must give the card it to its new
acolyte worshipping Azathoth. e.g., if 4 acolytes were
keeper.
worshiping Azathoth, and an investigator raid roll
When the Shoggoth is sacrificed to gain an Elder Sign (on resulted in a strength of 7, it would be increased to 11.
the space that says “lose control of the Shoggoth”), return
2. If the number of cultists worshiping Azathoth ever
it to the cult board, then remove the selected Elder Sign
equals 3 times the number of players (e.g., 9 in a
from the board, without paying the cost for shattering it.
3-player game) the game ends and all players lose.
Any effects of shattering that Sign still take place: e.g.,
Deep One track increases, investigator raids, etc. If you The spaces on the Crawling Chaos board are subdivided
use the Shoggoth in this way on a location with a reusable into 4 sections, each containing 3 Elder Signs. Each section
space, you cannot also activate that space. contains an avatar of Nyarlathotep: in order, the Howler,
Move the Deep One counter along the track one space the Bloated Woman, the Dark Pharaoh, and the Haunter of
each time an investigator raid occurs. It is used in the Dark.
conjunction with the 2 Deep One spaces on the cult board. When an avatar’s Elder Sign is shattered, all 3 spaces of
If you are using the Deep One monster cards, the Deep the next section become available. In addition, the player
One track has no connection to those cards. gains that avatar, which gives its controller a benefit every
Preparation phase:
Black Goat The Howler lets its controller retrieve any acolyte
(you may choose your own) from the Azathoth pool,
The Black Goat board has then gives its controller 1 magic.
2 start sites.
The Bloated Woman lets its controller place an
When Elder Signs are acolyte from the Azathoth pool on a ritual board start
shattered and trigger an space. Because this happens in the Preparation phase,
investigator raid, the player you won’t get the rewards till the end of the next
often gets a free monster Action phase, but you do get to pick your track first,
(this is noted on the space). and block other players.
These monsters are always
gained after the investigator The Dark Pharaoh sends other player’s acolytes to
raid, so they cannot help Azathoth, and earns a reward for doing so.
defend against it. The Haunter simply allows you to gain a monster
If a player has 3 monsters in his lairs, he can still shatter an if you don’t have one. Acquring the Haunter allows
Elder Sign that provides a monster – and if he sacrifices access to the last space on the Crawling Chaos board.
one or more monsters to defend against the raid, he can
Note that you cannot use a Cult Skulk to shatter an
then place his new monster in an open lair.
Elder Sign; they can only be used to activate an already-
If he does not have any such open lairs after the raid, he unlocked space on this cult board.
does not gain the free monster.
13
EVIL HIGH PRIEST : THE CULT BOARDS
Opener of the Way More than one Skulking cultist does not increase the
reward.
On the Opener of the Way
The Ritual Skulk lets a player place a cultist on the Start
board, all the space are
space (only) of any ritual track. When you do so, you must
treated as Start spaces.
pay the 2 treasure cost as normal. When the Ritual board
They are not connected by activates, this cultist does advance to the next stage and
arrows and can be unlocked gain rewards, because the Skulk is placed before the rituals
in any order. Some do have are advanced. Of course you must still leave your cultist on
requirements which must be the ritual board for the next turn (or longer, of you chose
met first, however. Dragon Ascending).
The Evolution track has 3 The Flex Skulk lets you place the cultist as per the normal
levels, tracking your acolyte’s degeneration into a Thing Town Skulk or the Ritual Skulk.
of the Outer Spheres. The first stage is Mutant, the second
The Block Skulk must be the first Skulk assigned at the
is Abomination, and the last is the Spawn of Yog-Sothoth
end of the Action phase. It acts the same as a Flex Skulk
(Spawn, for short). Your acolytes can enter these stages, or
except no other Skulk can be assigned to its spot.
advance through them, by unlocking or activating various
spaces on the board. This does not count as “sacrificing”
the acolyte, so you can send an acolyte which you placed Tcho-Tcho
on a space to the Evolution track.
The Tcho-Tcho board
While on the Evolution track, acolytes are no longer has 2 Start spaces, and
available for placement on action spaces, and cannot be 4 more spaces that are
sacrificed to defend against an investigator raid. They not unlocked by means of
do, however, provide a passive defense against attacks. normal play. Instead, these
Each of your Mutants blocks 2 points of a raid, each 4 spaces are triggered by
Abomination 3, and each Spawn 4. the Growth track, which
charts the increase in size
Acolytes on the Evolution track are immune to all effects
of Ubbo-Sathla, a terrible
that target acolytes, such as the Fungi from Yuggoth or
entity which is grown by the
the Yithian effects. Their only activity is to progress down
Tcho-Tchos in a secret place.
the track, or to be discarded in lieu of a spellbook (in the
case of an Abomination or Spawn). You can discard them Many of the spaces increment the Growth track. When the
anytime you want to use a spellbook, and they can be Growth marker reaches or passes a trigger point, make
destroyed by a Byakhee’s special ability (which doesn’t a note. After the current space’s effects are completely
target acolytes). In this case, the Byakhee user does get a finished (including any raids that were triggered), then
spellbook in return. resolve the triggered space.
The board also features re-usable investigator raid spaces. The 4 Growth sites each give an Elder Sign to a player
These are triggered by using the action space, not simply with the most of a particular resource, then trigger a raid.
by shattering the Elder Sign. For example, a player who For example, the triggered space tied to 2 on the track
unlocked the space that costs 2 magic could choose not to (“When the Growth track reaches 2... ”) gives its Elder Sign
send his minion to the Mutant box, and thus avoid the 1d6 to the player with the most treasure, then launches a 1d6
investigator raid. Of course, usually it’s best to use the site. investigator raid.
Note that you cannot use the Cult Skulk to shatter an If there is a tie for the player with the most resources in the
Elder Sign; they can only be used to activate an already- named category, then the player whose action triggered
unlocked space on this cult board. the Growth track action chooses which player (in the tie)
gets the Elder Sign.
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