It’s here. https://www.kickstarter.com/pr…..tur-rising
Thought this was a good place to summarize the rules:
Cthulhu Wars – indie GOO; impossible to kill, eats other units
Planet Apocalypse – Lord; randomly kills heroes, hard to hit
Hyperspace – space monster; eats units, hard to kill, moves around
more details, so you can read it here BEFORE it gets posted.
The Risen One
Cthulhu Wars – Pay 8 Power and place him at your Gate next to your Great Old One. (Yellow Sign pays 7 power, and doesn’t need a Great Old One, but all other players get an Elder Sign.)
Combat Total – you can choose AS MANY DICE AS YOU WANT. But here’s the nub – if in the battle your side rolls more kills than your opponent, the Risen One is eliminated.
Special Power – each Doom phase, you can kill a unit in the Risen One’s area, but the faction who loses the unit gains Doom equal to its cost. Yes you can do this to your own unit.
Spellbook – action, cost 1 – move him to any area where you have a unit.
Lord Risen One (Planet Apocalypse)
Menace – all demons in the Risen One’s area are removed. Increase the Risen One’s health equal to the total circles removed. Example: if two first, a second, and a fourth circle are removed, increase the Lord’s health by 8.
Toughness 5-7
Attack 1d10
Abilities: Reality – when the Risen One attacks, all heroes with a health exactly equal to its die roll are killed. Example: Risen One rolls a “6”. All heroes with Health 6 die.
Madness – only an attack die that rolls exactly the Risen One’s toughness (5, 6, or 7) damages him.
Hyperpace Hastur
He’s a space monster. Attack 1d6, Defense 10 fortress.
At the start of your turn, if you have any units in the Risen One’s system, you must self-destruct one such unit. You can self-destruct super-units there. This does take an action.
Madness – only a die roll that precisely equals the Risen One’s defense kills him. I.e., a final battle total of 10. Not 9. Not 11. Not 52.
Call Him – if you scored 11+ in the battle, you can move the Risen One to any system of your choice. He’s not killed though.
Gods War Hastur (Cosmic Monster)
When the Great Compromise begins, the first Judge places it in any area. Before the Great Compromise begins, Hastur eliminates 1 unit in the area, determined by Judge of the Great Compromise.
Any player may spend an Action Cost 1 to move him into an Area with your Units.
To kill Hastur, one needs exactly 3 kills. Hastur kills your units equal to the Kills you rolled. (So if you rolled 4 kills, Hastur survives and 4 of your units are killed.)
His reward lets you make a combat roll of 6 in any area. You just roll the combat and assign the results to any units in the Area, you don’t need to have units in the area.
Just a quick idea…
Not that familiar with monsters yet 😛
– Requires 4 kills to kill (to hard?? is Hastur after all :P)
– After each round Hastur kills 1 unit at random in the area he is in
– A player may use 1 action to move Hastur from an area he has units into any other adjacent area.
– If Hastur in on an area that you battle with an enemy God, hastur adds 1 kill to your rolls (one or both sides if both players have Gods in that battle)
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