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T

leading a group of acolytes in the service


h e p l ay e r s a r e c u lt i s t p r i e s t s

of a Great Old One. By gathering treasure, blood, magic, and spellbooks,


and by freeing your dreaded master from the Elder Signs that bind him,
you will grow in your deity’s favor. When the last Elder Sign is removed from
its glyph, your Great Old One finally throws off his cosmic shackles, and the
priest highest in his favor is appointed Evil High Priest and wins the game!

COMPONENTS: CORE GAME


1 rulebook 5 sanctum boards
Each player has their own sanctum
board. You place Chamber cards
on the large spaces to define the
chambers of your sanctum, and store
1 two-sided cult board (Cthulhu
resources on those cards. Acolytes
and Black Goat)
not currently available for use are
Choose one Great Old One for the
stored on the 4 asylum spaces. The
game. The object of the game is
investigator strength track records
to break the Elder Sign locks on
the strength of investigator raids.
the cult board and awaken your
Great Old One.
13 Elder Signs
Elder signs lock the action spaces
1 town board on the cult board. Elder Signs are
The towns, societies, and locales considered resources, must be
in the New England region to stored in your sanctum, and are
which your cultists travel to worth victory points. When all 13 are
acquire resources and other shattered (taken off the cult board)
benefits … sometimes at a cost. the game ends. They are face-up
on the board, but when you shatter
1 ritual board them, put them into your sanctum
Your cultists can participate in face-down (shattered side showing).
magical ceremonies which give
you great power but, during the 60 treasure tokens, 40 blood
extended time rituals take to tokens, 20 magic tokens, 10
finish, they will not be available spellbook tokens
for other tasks. Treasure, blood, magic and
spellbooks are resources that are
5 priest boards
stored in your sanctum and used
Each player has their own priest
to activate actions and effects.
board. Your cultists are available
They are also worth victory points.
for use when they are in your
Treasure, blood, and magic tokens
cultist pool. There are also
come in denominations of 1 and 3:
several priest-only action spaces,
you may use any combination and
and 3 lairs where you can keep
exchange for those of equal value at
monsters.
any time.
1 card display board
1 Investigator Raid marker
The Chamber decks (and the
Investigator and unique Monster This marker is used to track the
decks, if you are playing with strength of investigator raids on your
them), and their discard piles are sanctum board.
placed to the sides of this board,
1 Deep One marker
and face-up cards from those
decks are displayed on it. This is a special marker used on the
Cthulhu cult board.

2
EVIL HIGH PRIEST : COMPONENTS

40 Chamber cards 30 acolyte cultists in 5 colors


When you choose a Chamber Acolyte cultists are placed on
card it is placed on a space action spaces on the various
on your sanctum board. Each boards in order to gather
Chamber card represents a resources or unlock elder signs.
chamber of your sanctum and Each player can have a maximum
has an intrinsic defense value and of 6 acolytes during the game.
space to store resources.
5 priest cultists in 5 colors
?? Generic Monster cards Each player’s priest cultist can be
Monster cards (in the core game, placed, just like acolyte cultists,
they are all the same) can be on action spaces on the various
kept in the lairs on your priest boards to gather resources or
board, ready to defend against unlock elder signs. Only your
investigator raids. priest can use the action spaces
on your priest board, and your
1 Shoggoth card priest cannot be sacrificed,
The Shoggoth card is used with captured, placed in your asylum
the Cthulhu cult board. or escape space, or eliminated.

Priests and acolytes are referred


to as cultists, but a priest is not
an acolyte, and an acolyte is not
a priest.
3 dice

COMPONENTS:
BLOOD CEREMONY EXPANSION

2 two-sided cult boards (Sleeper


/ Tcho-tcho, and Opener of the
Way / Crawling Chaos)
12 Monster cards
Choose one Great Old One for the
Monster cards are kept in the
game.
lairs on your priest board, and
are used when defending against
investigator raids.

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

PLAYING THE GAME


The game is divided into rounds. Each round consists of an Action phase in which players take
turns placing all their available cultists on the various boards, followed by a Preparation phase.

Action phase Preparation phase


1. Place cultists Complete the following steps in order, each step in turn
order:
The starting player takes his turn by choosing one cultist
(either his priest or one of his acolytes) from his cultist 1. Cultists on a ritual board space advance to the next
pool and placing it on an available action space on his space of the ritual. The player owning the cultist takes
priest board, the town board, the ritual board, or the cult any reward indicated on the new space. If a cultist
board. is already on the last space of a ritual, return it to its
owning player’s cultist pool.
He then activates that space by paying any cost of
resources outlined in broken red (some spaces have 2. Remove all cultists from their current locations and
no cost) and gaining any rewards outlined in blue, and return them to their owning player’s cultist pool.
fulfilling any other instructions on the space. Then the However, cultists performing rituals, on an asylum
other players, in clockwise order around the table, each space, or trapped by a monster, stay where they are.
take a turn by placing one of their cultists in the same way.
3. Any players with Monster cards that have abilities
Only one cultist can be on a space at a time (unless a triggered during the Preparation phase activate those
cultist has skulked – see below) and only your priest may abilities now.
use the priest-only action spaces on the priest board.
When the Preparation phase is complete, the round is over.
Sometimes, placing a cultist leads the player to perform
other further actions. Begin a new round with a new Action phase.

Zelda has a Byakhee in her lair. Before she


EXAMPLE
places her next cultist, she discards the Byakhee
to steal a spellbook from Frank (as per the Byakhee’s
ability) and puts the spellbook in her exposed resources
space. She then places a cultist on the Silver Twilight Lodge
as her action, spending the spellbook she just acquired. She
gets a chamber and a monster. She chooses the available
Dimensional Shambler, and then takes one of Amelia’s
cultists and places it on the card (as per the Shambler’s
ability). She then chooses her chamber and places it in her
sanctum. Because she just placed a new chamber, she can
also reallocate her resources. All this in one action!

Continue taking turns in clockwise order until all players


have placed all their cultists.

When you run out of available cultists, your turn is skipped


until the other players complete their actions.

If you somehow receive a newly available cultist, you re-


enter the Action phase when it’s your turn, and you can
place that new cultist.

2. Activate the skulk space


At the end of the Action phase, any cultists placed on the
town board’s skulk space(s) – up to one in a 2- to 4-player
game, and up to 2 in a 5-player game – can now move
to any town space (except Providence) and activate that
Self-sacrifice!
location as normal, even if the space is occupied by one You cannot sacrifice the cultist who triggers a ‘sacrifice
or more cultists. In case of a dispute over the order of cultist’ space – even fanatical and insane cultists won’t kill
placement, place cultists in turn order. themselves in these circumstances!

5
EVIL HIGH PRIEST : PRIEST BOARD

THE GAME BOARDS

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.

6
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.

Your sanctum starts the game with 7 empty chamber


spaces and an empty exposed resources space.

1 Investigator Strength Track: This track is used to


record investigator strength during a raid.

2 Exposed Resources: Place any resources that you


cannot store on Chamber cards here.

3 Chambers: These spaces are where you place the


Chamber cards you gain during the game.

4 Asylum: Acolytes may, for various reasons, be sent


to your asylum (your priest can never be sent to
your asylum). The asylum can hold a maximum of 4 3
acolytes (one on each chair); extras go to your priest
board’s escape space. 1 2
Whenever you gain a cultist as a reward, take the
cultist from your asylum and place it on your priest
board’s escape space.
Each Chamber card has 3 characteristics:
Chambers 1 Defense: how much it weakens an investigator raid.
When you gain a Chamber card, choose one from one
of the 3 face-up Chamber cards. Then place it on any 2 Resource: the type and number of resources the
chamber can hold.
chamber space on your sanctum board (not the exposed
resources space). Replace the card you just drew with a 3 Special Power: any unique ability or weakness the
new one, placed face-up, from the deck. You may normally chamber has.
not move your chambers around once they are placed.

When you gain a new chamber, you can immediately


rearrange all of your resources among all your chambers,
following the storage restrictions on the Chamber cards.
Resources can only be stored on Chamber cards, not
White circles anywhere except on a Chamber card
empty chamber spaces. Any excess resources must be
represent any of the 3 basic resources: treasure, blood,
placed on your exposed resources space.
and magic. You cannot spend (or gain) a spellbook or
Elder Sign in this way.
TIP The only time you can rearrange your resources White circles on the Chamber cards represent any
during the Action phase is just after you’ve placed a
new chamber. Take advantage of this! In fact, if you sense resource: treasure, blood, magic, spellbooks, and Elder
a raid coming, you may wish to place a chamber just for Signs.
re-arrangement purposes.

7
EVIL HIGH PRIEST : TOWN BOARD

13

1 2 3 4

5 6 7 8

9 10 11 12

Town board 8 Aylesbury: pay 10 treasure, then gain 2 spellbooks.


There are 13 action spaces on the town board: 12 locations 9 Starry Wisdom Church: pay any 1 resource, then
and 1 skulk space. You may not place a cultist on a location gain 3 treasure (you can pay 1 treasure to then gain 3
if you cannot or are unwilling to pay the costs of that treasure).
space (e.g., you cannot place a cultist on Arkham just to
prevent someone else going there: you must pay the Elder 10 Salem: pay any 3 resources, then gain 3 blood.
Sign cost.) 11 Athenaeum: pay any 5 resources, then gain 3 magic.
1 Kingsport: gain 3 treasure. 12 Providence: take 1 treasure and the First Player
marker: next turn you will be first player.
2 Innsmouth: gain 2 blood.
3 Boston: gain 1 treasure and 1 blood. The skulk space

4 Dunwich: gain 1 magic. In a 2-4 player game, up to 1 cultist may be placed on


13
the skulk action space per Action phase.
5 Silver Twilight Lodge: pay 1 spellbook, then gain 1
Monster card and 1 Chamber card from those face-up. In a 5-player game, up to 2 cultists may be placed on the
Draw new Monster and Chamber cards, face-up, to skulk space per Action phase.
replace the ones you took. At the end of the Action phase, a player who placed a
6 Arkham: pay 1 Elder Sign, then gain 3 treasure, 2 cultist here may place that cultist on any town space
blood, and 1 magic, and rescue 1 cultist from your (except Providence) and activate the location as normal –
asylum, placing him on your priest board’s escape even if the space is occupied.
space.

7 Miskatonic University: pay 1 treasure, 1 blood, and 1


magic, then gain a spellbook.

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

Action spaces on the cult board are of 2 types:

Re-usable action spaces


Place your cultist on the
hexagonal action space
and immediately pay the
indicated cost to shatter
B C
the Elder Sign and take
the Elder Sign token. The
linked action space is now
A D
unlocked. You now have the option to immediately move
your cultist to that action space and activate it.

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.

Then take that Elder Sign token 2 as a reward (as


indicated on the action space) and place it with the other
resources in your sanctum. Since there is only one Elder One-use action spaces
Sign token on each lock, each Elder Sign can only be One-use action spaces are
shattered once. a single Elder Sign lock.
The space automatically
Shattering an Elder Sign unlocks its associated action
activates when you place
space 3 .
your cultist on one and
2 It also allows access to shatter its Elder Sign by
1 3other Elder Signs and their paying the space’s costs
action spaces, because (and taking the Elder Sign token). You cannot refuse to
you can only shatter Elder activate the space. Most launch investigator raids and
Signs and unlock spaces some also provide an additional benefit.
connected to already
Though the activating cultist stays on the space until the
unlocked spaces alog the paths indicated by the long
Preparation phase (unless removed somehow), they are
arrows. Once a space has been unlocked, then any spaces
one-use only: on future rounds no one can place a cultist
linked to it by the arrows are available for unlocking.
on a one-use action space.
In addition, on most cult boards, one Elder Sign space
marked Start must be unlocked before any other spaces
can be used.
Cecil takes the Elder Sign on raid space B ,
EXAMPLE
paying 1 spellbook and placing a cultist on the
On the Cthulhu cult board, at first the Start site’s one-use action space linked to the Elder Sign. He now
EXAMPLE
Elder Sign can be shattered by paying 2 magic. advances the Deep One track by 1. Then, a 1d6 investigator
Once it is gone, then space A , space D , raid space B , raid is launched. During the Preparation phase, his cultist
and raid C are all available to have their Elder Signs returns from the raid space B to his cultist pool. For the
shattered. If the second sign shattered is raid B , then raid rest of that game, no player may ever again place a cultist
space E becomes available. on the raid space B : it is completed.

10
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.

4. Set Personal Raid Strength: Each player now places


It is late in the game, and a player has just
their investigator raid token on the space of the EXAMPLE
unleashed a 2d6 investigator raid. Dice are
investigator strength track on their sanctum board
rolled and the investigator is the Private Eye, so the raid
matching the raid strength. Example: if the raid dice
will skip every player’s first chamber’s defense. A raid
result totaled 7, each player sets their investigator
strength of 8 is rolled, and Cecil now starts calculating.
raid token to 7 on their investigator strength track.
Each player separately keeps track of the strength of First, Cecil sets his investigator raid token to 8 on his
their own investigator raid. If one player successfully investigator strength track.
blocks part or all of their raid, this confers no
He has 2 cultists in his asylum, so he lowers the raid
advantage to another player, who must still suffer the
strength to 6.
raid’s full effects.
He has only 1 treasure in exposed resources, so he lets
5. Asylum Defense: Each player now lowers his personal
that be destroyed.
raid strength by 1 for each acolyte he has still in his
asylum or on his escape space. You cannot choose to Though his first chamber is a Trap that holds no
reduce or cancel this reduction; this represents the resources and has 3 defense, it is skipped, so the raid
authorities taking less interest in your cult, because goes straight to his second chamber, which is a Vault
they can see how many of your minions are locked up. (Defense 2). This lowers the raid strength to 4.
Example: 4 acolytes in your asylum lowers the raid
Cecil now has a choice. He can let the raid destroy
strength on your investigator strength track by 4.
the 2 blood he has in the chamber, proceeding to the
6. Cultist Strike: At any time during the raid, a player next one, or he can sacrifice his monster or two of his
can move acolytes from any board, or from his cultist acolytes to stop the raid. He decides that 2 blood isn’t
pool, to his asylum. Each acolyte sent to his asylum that valuable, and lets it be destroyed.
(you cannot use your priest) lowers the raid strength
His third chamber is also a Vault, lowering the raid
by 2. If you send more than 4 acolytes to the asylum,
strength to 2. Now Cecil takes one of his acolytes
extras go to your priest board’s escape space.
off the ritual board (the cultist was on an end stage
(Though acolytes go to the asylum, they do not also
slot, so he isn’t losing much), and returns him to his
count as part of your asylum defense for this raid.)
asylum. This blocks the raid’s last 2 points, and the
7. Monster Strike: At any time during the raid, a player raid is now over. In the end, he lost 1 treasure, 2 blood,
can sacrifice monsters in his lairs to lower the raid and a acolyte, which wasn’t too bad. Admittedly, it
strength by the monster’s defense rating. Place the wasn’t great either!
sacrificed monster in the Monster discard pile.

11
EVIL HIGH PRIEST : MONSTERS, LAIRS, WINNING

MONSTERS AND LAIRS WINNING AND SCORING


When you gain a Monster card, choose one of the generic When the last Elder Sign is removed from the cult board,
defense 5 cards from the Monster deck. the game immediately ends, and each player counts up
their resources and totals their final score as follows:
If you’re using a unique Monster deck, choose one from
among the 3 face-up monsters on display. After choosing, Elder Sign: 10 points each
draw a replacement Monster card from the deck and place Spellbook: 5 points each

it face-up to replace the one you took.
Magic: 2 points each
You can only have 3 monsters, one in each of your 3 lairs. Blood: 1 point each

If your lairs are filled when you gain a new monster, you Treasure: the player with the most treasure receives 5
may discard a monster and replace it with the new one. points (on a tie, all players involved in the tie earn the
5 points). Everyone else gets 0 points for treasure.
On your turn, you can discard one of your active monsters
Monsters, cultists, chambers, etc: 0 points
before placing a cultist.
The player with the most points is appointed High Priest of
his deity, and wins the game.
Amelia has the Ghoul, which may be discarded In case of a tie, all winners rejoice in their shared victory …
EXAMPLE
before she places a cultist on her turn. She or you can play another game as a tie-breaker!
decides to do this to remove one of Cecil’s cultists from his
cultist pool and send him to his asylum. She then places
her cultist on Providence.

Every monster has a special ability that triggers at the


specified time: when they are placed in a lair, or during the
Preparation phase, for example. If an ability activates when
you sacrifice (discard) the monster during a raid, such an
ability does not activate if you discard the monster outside
of a raid.

You can use the abilities of monsters in your lairs


in any order you wish, but each monster’s ability
can be used only once per phase.

If a dispute arises when multiple players


activate special abilities, activate the
abilities in turn order.

12
EVIL HIGH PRIEST : THE CULT BOARDS

THE CULT BOARDS


One space lets the player rescue 2 acolytes for 5 treasure.
A player with just 1 acolyte in their asylum can still use this
site (but only rescues the one).

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.

Sleeper Example: Zelda pays 2 treasure, 2 blood, and 2 magic to


shatter the Elder Sign on the Tcho-Tcho cult board. This
The Sleeper board has many
also increases the Growth track by 2, and then launches a
Skulk spaces, including the
2d6 investigator raid. Because this raises the Growth track
unique Ritual Skulk, the Flex
from “4” to “6”, the Growth site tied to “5” will have to be
Skulk, and the Block Skulk. 
resolved after this attack. Once that’s done with, Zelda
Sleeper also has a space reads the board, and sees that the new Elder Sign must
which rewards 4 treasure. be given to the player with the most blood. Unfortunately,
However, the player must Zelda has 0 blood, while the other 3 players each have 2.
have at least one cultist on She chooses the least menacing player to gain the Elder
any Skulk (either the Town Sign. Then another 2d6 investigator raid is launched, due
Skulk, or any of the other to the Growth site. Zelda crosses her fingers, hoping this
Skulks on this cult board) to second attack will destroy the new Elder Sign she was
use this space. forced to give to her rival.

14
Copyright 2017 Petersen Games

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