Smog TTH Rules

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    C R E D I T S

    EDITOR : Smart Max Corporation LtdGAME DESIGN :Cedric Lemitre, Christophe MaduraGRAPHIC DESIGN : Jeremie Lhostis, Christophe MaduraGAME BOARD DESIGN :Christophe Madura, Geoffrey StepourenkoSPECIAL THANKS TO : Viktor Bauer,Frederic Bisseux, Sebastien Boudaud, AllanCarrasco, Murat Celebi, Gregory Clavilier,Thomas David, Sophie Ehrsam, GabrielFeraud, Jacques-Alexandre Gillois, YannickHennebo, Victor Martins, Thomas Michelin,Stephane Nguyen, Guillaume Noblet,

    Sebastien Picque, Edgar Skomorowski,Rmy Tremblay, Romain Van Den Bogaert

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    RULE BOOK

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    SMOG - RULE BOOK

    familiar with miniature boardgames, you cannow skip to the next chapter (1. BASICS).

    0.1 OVERVIEWSmog, the Thirteenth Hour is a miniature boardgame for two players or more set in the 1888Victorian capital, the theatre of fierce fightsbetween the most extraordinary characters.

    Characters of Smog, the Thirteenth Hour areideally materialized on the board by minia-tures from the Smog, a Victorian Fantasy rangepublished by Smart Max. Each miniature fromSmart Max represents a fantastic characterfrom the Smog universe. For more information

    about our little madnesses, visit www.smart-maxstore.comIf Smog, the Thirteenth Hour is your rst minia -

    ture experience, imagine a weird chess gamewhere each piece is a unique character, withdreadful ghting skills and likely to cast magicspells. Each of these pieces is played turn after

    turn, until a player claims victory.More than a game, Smog, the Thirteenth Hour is an open door on your own imagination. Afterassimilating the rules, youll be able to createyour own original adventures as well as designyour own extraordinary Ladies and Gentlemen.

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    INTRODUCTION

    0.2 GOALMost of the time, eliminating all of your oppo-

    nents miniatures or a large proportion of themwill bring you victory. The scenarios proposed inthis booklet present different set-ups, includingvariant rules and particular victory conditions.

    0.3 OPENING THE BOXSmog, the Thirteenth Hour contains the followingmaterials:

    8 Pro le Sheets printed on playing cards 8 playing cards with 8 character silhouettes,

    8player counters, 8 miscellaneous counters.

    88 playing cards, called Action cards.Theyre sorted into 3 types: - 36 Close Combatcards - 26 Marksmanship cards - 26 Ether cards

    6 blank Pro le Sheets printed on playingcards

    A full-colour map as an introductory gameboard The game box itself with an Initiative track

    and a Hand track printed inside the lid. This rule booklet

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    Pro le sheetsCharacters from Smog, the Thirteenth Hour have

    individual pro ciencies and abilities, summedup on their Pro le Sheet. Each character has hisdedicated sheet, where the following characteris-tics are printed: Inspiration, Action Points, LifePoints, Close Combat, Marksmanship, Ether,Talent and Prestige.

    Talent

    Action point (AP)

    Inspiration (INS)

    Close Combat (CC)

    Ether (ETH)Prestige

    Life Points (LP) Marksmanship (MS)

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    INTRODUCTION

    Character SilhouettesFor your convenience, to help you discover the

    game immediately, some character silhouettesare included in the box, replacing the necessaryminiatures to be used on the board. They aremarked with a little triangle pointing toward thefront of that character.

    The eight characters playable with this box are:

    M iss T icklenoTT , an impetuous and intrepidyoung Lady, always ready for adventure(The Club).

    Cornelius FauchelevenT , her skilled and faith-ful but mysterious French butler (The Club).

    P roFessor s awbone , a renowned archaeo-logist back from his long journey in Africa(The Club).

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    M isTer h onk , a particularly clever andemancipated giant gorilla, with a certain

    taste for fashion (The Club). Jack M k 4, an automaton created by a madscientist and fan of entomology; a real abo-mination (Mekazylum).

    D ocTor P roTeus T reves , a misunderstoodgenius, banished to the depths of the unde-rworld (The Pit).

    D ivio Juckal , who made a horrible deal withMother Nature and became a bloodthirstywerewolf (The Wheel).

    PioTr G oodenouGh , mere shadow of himself,a desperate zombie longing for consciouspast (The Cult).

    Action cardsThe 88 Action cards are the core of the gamesystem. The Action cards are used by playersto make their characters do things. They allhave 2 distinct parts, with 2 distinct names. Theupper part is the Action part, the lower one is

    the Reaction part. There are 3 different types ofAction cards:

    Close Combat cards, to attack & defend inhand to hand combat.

    Marksmanship cards, to re ranged weapons& dodge shots.

    Ether cards, to cast or counter spells.

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    INTRODUCTION

    The mapThe play mat printed on the poster representsthe night view of a few dark streets in the WhiteChapel district. Some building interiors are alsovisible, as well as doors, windows and some

    street lamps.The Counters

    At the beginning of the game, each player willreceive the 2 counters of his or her League.

    The Lid

    The 2 tracks printed inside the lid, where eachplayer will place a counter of his or her own side,are the Initiative track, to know whose turn it is toplay, and the Hand track, to indicate how manyAction cards a player can have.

    Perfect AttackDraw 1 CC card then play another Attack ;opponent characters can parry neither the Perfect Attack nor the Attack playeddirectly afterwards.

    Perfect ParryYour character parries the opponentsattack. Draw 1 CC card.

    Perfect FireDraw 1 MS card then play another Fire ;opponent characters can dodge neither thePerfect Fire not the Fire played directly afterwards.

    Perfect DodgeYour character dodges the opponentsfre. Draw 1 MS card.

    Perfect Spell Draw 1 ETH card then play another Spell ; opponent characters can counter neither the Perfect Spell nor the Spellplayed directly afterwards.

    Perfect Counterspell Your character counters the opponentsspell. Draw 1 ETH card.

    Close Combat Card Marksmanship Card Ether Card

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    BASICS

    T he previous chapter put you in contactwith the game and its features. Hereare the necessary concepts for unders-tanding the game rules. They are de ned in amore technical language. Reading the rulesthoroughly in the indicated order will help youassimilate them simply and easily.

    Before starting a Smog game, players have toselect a Set-up that comes with its victory condi-tions and special rules (Chapter 7).

    Players then install the game and deploy their

    forces on the board (Chapter 2). When playingyour rst game, follow the instructions of TheThirteen Strokes of Midnight.

    The game is made of a succession of GameTurns (Chapter 3). Each game turn has 3 phases:

    rst a Draw Phase (to get new cards), a Main

    Phase divided itself into as many Active Phasesas there are miniatures (to ght!), and an End ofTurn phase (to manage some game effects).

    During their Active Phase (Chapter 4), a cha-racter will move, ght in hand to hand, shootwith guns, cast spells, etc... by spending ActionPoints .

    1

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    Attacking in close combat, ring with a gun orcasting a spell are actions solved with the Action

    card system (Chapter 5). To defend themselves,characters will too use these Action cards.The rules presented in the booklet are desig-

    ned for a 2 players game. Rules for 3 or 4 playersgames slightly differ (Chapter 6).

    At the end of these rules follow a FAQ section,a Glossary and a Summary of the major gameelements on the back cover.

    1.1 OF THE CHARACTERSCharacter: in Smog TTH , a character is a humanor inhuman entity, represented on the board by

    a miniature whose abilities are summarized ona Profile Sheet. During the characters ActivePhase, he or she is called the Active Character .

    Miniature : a miniature represents a character ofthe Smog universe. On the board, it occupies onesquare and faces one of latters sides. A minia-

    ture is placed on the board during the Approach(2.3) and leaves the game when the characterit represents is eliminated, usually because thecharacter lost his or her last Life Point.

    Pro le : should they be a melancholic zombie,a plenipotentiary from outer space, a youngand pretty Opiumancer or a psychopathic

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    BASICS

    Automaton, each Smog character is de ned bya set of numbers called Characteristics , has a

    unique proficiency called Talent and a valuecalled Prestige that represents its overall power.The whole of those parameters de nes the pro -

    le of a character. A characters pro le is printedon a Pro le Sheet.

    League: each player leads a group of charactersof his choice called his League . Smog TTH is desi-gned to confront Leagues gathering up to half adozen characters.

    CHARACTERISTICS

    The characters of Smog have 6 characteris-

    tics: Action Points (AP), Close Combat (CC),Marksmanship (MS), Ether (ETH), Life Points(LP) and Inspiration (INS). The characteristicsde ne each characters aptitude to face the dan -gers of Londons nights.

    The Action Points (AP): this characteristic tells

    how many actions (movement, CC attack, spells,etc...) a character can accomplish in a turn duringhis or her Active Phase (3.2).

    The Close Combat (CC): a character with sucha characteristic has weapons or physical abilitiesthat enable him or her to attack opponents inhand to hand. A characters CC represents the

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    power of their blows, i.e. the amount of LifePoints an opponent character loses when hit in

    Close Combat.

    The Marksmanship (MS): a character with sucha characteristic has weapons or similar capabili-ties that enable him or her to attack opponentsfrom a distance. A characters MS representsthe power of their shots, i.e. the amount of LP atarget character loses when hit by the charactersFire.

    The Ether (ETH): a character with such a cha-racteristic possesses supernatural abilities toheal wounds, pass through walls, suffocate their

    enemies, summon fantastic creatures, etc... Thehigher their ETH characteristic, the better thecharacter will both cast and counter Spells.

    For aesthetic purposes, CC, MS and ETH valuesof 0 are not noted on a pro le sheet. So if theres alittle star printed on the Pro le Sheet, it means thecharacter has a 0 in this slot. A character cannot

    take an action if he has 0 in the related characteristic.

    The Life Points (LP): this characteristic indicatesat any time the health level of a character. Whenthey lose their last LP, they are out of combatand the miniature is removed from the gameboard. A character can never have more LP thanhis initial LP value.

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    BASICS

    The Inspiration (INS): the Inspiration cha-racteristic determines the tactical possibilities

    brought to his League by a character. By addingup together all the INS characteristics of the cha-racters of your League, you obtain the maximumnumber of Action cards that you can have inhand at any time.

    THE TALENT

    Each Smog character has a unique ability calledTalent. The effect and conditions of use of aTalent is described on their Pro le Sheet. TheTalent of a character allows him or her to dothings that no other character will ever be ableto do, so pay good attention to them!

    THE PRESTIGE

    The prestige represents the valour acquired by acharacter during his or her adventures, battle afterbattle and feat after feat. Characters with higherPrestige are relatively more powerful than oneswith lower Prestige. Prestige values are essenti-

    ally used before the battle while forming yourLeague. During a game, it is generally not used.

    1.2 OF THE GAME BOARDThe game board represents the place where

    the action occurs. Miniatures are deployed onthis board at the beginning of the game and

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    move around on it. They leave the board whenlosing their last LP. The game board is divided

    into squares.

    Walls, doors, windows : most of the squares arebordered with walls, doors and/or windows.For aesthetic reasons, some of them do not seemto extend to the whole length of a side. Still,for game purposes, a wall, door or windowalways extends completely over the border ofits square.

    Orientation: a miniature on the board occupiesone and only one square at a time. Hence, twominiatures cannot occupy the same square. The

    front of the miniature must face one of the fourborders of its square, thus de ning the minia -tures orientation.

    Contact Zone (CZ): the Contact Zone of aminiature defines all the squares that a cha-racter can potentially attack in Close Combat.

    Every square that shares a common border witha miniatures own square is in its CZ. But theCZ does not extend through wall borders norwindow borders, still it does extend throughdoor borders.

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    BASICS

    Line of Fire : a Line of Fire between a ring cha -racter and their target is necessary to be able toattack from a distance with an MS card. The rermust see his target.

    Draw an imaginary line between the centre ofthe square of the rer to the centre of the squareof his or her target; if this imaginary line doesnot cut through any door or wall, then a Line

    of Fire exists. It is possible to shoot through awindow: window square borders do not blockany Line of Fire.

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    Miniatures do not block any Line of Fire either.Friendly and opposing miniatures are ignored

    when drawing a Line of Fire: in constant action,characters offer no protection to the other cha-racters that they could partially or totally hide.When the shooter opens re, they are consideredabsent: only the rer, their target and the sceneryare taken into account.

    Visual Field :A characters Visual Field containsall the squares where he can potentially interactwith Ether cards.

    A character in the Contact zone of any oppo-nent has an extremely limited Visual Field,

    reduced only to the characters in his ownContact Zone. A non-active character (a character whos

    not being actually activated) has a VisualField that extends to the 180 in front ofhim, and contains all the squares that canbe reached with Line of Vision . A Line of

    Vision is exactly like a Line of Fire exceptthat it is not blocked by doors. An active character (who is being actually

    activated), if in no enemy Contact Zone, hasthe same Visual Field as a non-active charac-ter except its extended to 360.

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    BASICS

    1.3 OTHER CONCEPTSEach player has to keep in mind two very impor-tant values that evolve during the game: they arethe Initiative and the Hand . To easily update

    these numbers, each player uses his or her coun-ters on the Initiative track and the Hand track.

    Initiative: The Initiative is equal to the totalof AP characteristics of all the characters in aLeague; only count APs of inactivated charactersstill in play. The Initiative diminishes each time a

    character ends his or her Active Phase.The player with the highest Initiative is calledthe Active player . During the Main Phase, theActive Player activates one character of his orher choice.

    The privilege of experience: If both playersshare the same Initiative at the beginning of the

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    game, the one born closer to 1888 become theActive Player.

    If both player share the same Initiative scoreduring the game, the Active Player remains thesame.

    Hand: determined at the beginning of each gameturn, a players Hand is equal to the total of theInspiration characteristics of all the characters inhis or her League; only count characters still inplay at the beginning of a turn.

    The Hand indicates the maximum number ofAction cards a player can have in hand, at anytime. Moreover, the Hand can never exceed 13cards, and if during the game this limit number

    should be overcome, the player should imme-diately discard enough cards to get back to 13cards in hand.

    CountersCounters are used to indicate the value of theInitiative and the Hand on their track.

    1.4 THE IMPERIAL EDICTEndowed with an iron will and extraordinarypowers, Smog characters are exceptional beings,able to bend and break the rules by whichLondon commoners must abide.

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    BASICS

    When an Action card or a Profile Sheetbreaks a rule of this booklet, the effect of this

    card or sheet always prevails.

    Examples: A character can normally be activated only once

    per game turn (see Chapter 3 and 4). Still, when Jack MkIVs Talent Clockwork Mekanism isused, the player can activate his psychopathicautomaton a second time during the same turn!

    A character with an MS score equal to 0 cannotnormally use MS cards to Fire at an enemy.But with the help of the Queen of Hearts Ringartefact, a character gains 1 in MS and thus canattack from a distance!

    A player cannot normally have more than 13cards in hand. Thanks to the Fortune Tellingspell, he or she draws 4 cards and discards 2(assuming the character casting that Spell has2 in ETH), and then nd themselves having 15cards in hand. Yet, Fortune Telling does notmake a players Hand higher, so the player must

    discards two more cards to come back to the nor-mal maximum hand size of 13.

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    GETTING STARTED

    2.1 PREPARATION

    Place the game board between playerson a at surface. Sort the Action cardsdepending on their face: Close Combat,

    Marksmanship and Ether. Make three separateface-down decks with them: a CC deck, an MSdeck and an ETH deck. Leave some empty spacenext to each deck for its discard pile.

    Each player now takes the counters of his

    League, one for the Hand track, another for theInitiative track.

    2.2 SET-UPAt this point, Players choose a Set-up, as de nedin Chapter 7. For your rst game, The Thirteen

    Strokes of Midnight is recommended, respectingHer Royal Majestys choice: one player takesthe silhouettes of Miss Ticklenott and MisterHonk, the other player takes Jack 4 and PiotrGoodenough.

    2

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    2.3 THE APPROACHPlayers take their miniatures in front of them,

    along with their Pro le Sheets. Then they cal -culate their Initiative to determine the ActivePlayer (it is the sum of all their characters AP)and calculate their Hand (the sum of all theircharacters Inspiration).

    Before the rst game turn, players must nowdeploy their miniatures on the board:

    The Active Player announces which charac-ter he or she intends to deploy.

    Then he or she draws as many cards as theInspiration of this character. he or she candraw those cards from any deck, but must

    first announce how many cards he or shewants do draw from which deck. He or she places then the chosen character

    on the board in an empty square of their owndeployment zone, as de ned in the set-up.

    Finally, he or she diminishes their Initiativescore by as many points as the PA value of the

    character just placed on the board, and moveshis or her Initiative counter down the track.

    Now an Initiative change is checked, and the ActivePlayer will repeat the above steps. Remember thatthe Active Player changes when their Initiative getslower than his or her opponents.

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    GETTING STARTED

    Example:Thomas and Alice begin a Smog game that takes place

    around Mad Hatters Park. Thomas has an Initiativescore of 23 and Alice 17. So Thomas goes rst anddecides to deploy Proteus Treves.

    This character has an Inspiration value of 3, soThomas can draw 3 cards; he announces his inten-tion to draw 1 Ether card and 2 MS cards then drawsthem. Proteus Treves has 6 AP, so he places themonstrous doctor of the Pit in his deployment zoneand reduces his Initiative score by 6 points, movingaccordingly his Initiative counter on the track.

    Now Thomas and Alice both have an Initiativescore of 17, so Thomas is deploying the next minia-ture on the board. If Proteus Treves had had 7 AP,

    the Thomas Initiative would have dropped to 16, thusletting Alice become the Active Player and deploy her own rst miniature.

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    GAME TURNS

    A S mog game is structured in game turns.After the Approach ends, game turnswill follow one another. During eachgame turn, players will draw new Action cards,move all their characters and make them ght.Once a turn ends, a new one begins.

    At the beginning of the turn, before doinganything else, players update their Initiative andHand scores. Each player adds up the AP valueof his or her characters still on the board andadjusts the counter on the Initiative track. In the

    same way, each player adds up the Inspirationvalue of all his or her characters still on theboard and adjusts the counter on the Hand track.Then the game turn is split up into 3 Phases asfollows :

    First the Draw Phase is resolved; players get

    rid of the cards they do not wish to keep inhand then draw new cards. During the Main Phase , Active Phases fol-

    low one another during which players canmove their characters and make them ght,shoot and cast spells.

    3

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    Finally, an End of Turn phase takes place ;some persistent effects are resolved and

    players check if victory conditions are met.

    3.1 DRAW PHASEDuring this game phase, players draw theAction cards they will use during the MainPhase. Starting with the player with the lowestInitiative score, each player follows these steps:

    First of all, the player can discard up to 3cards from his or her hand.

    Then he or she declares how many CC cardshe or she wishes to draw, and draw those

    cards but cannot look at them yet. Then he or she does the same thing with theMS cards, announcing how many he or shewants to draw and drawing them withoutlooking at them either.

    He or she does the same again with Ethercards.

    Finally, he or she looks at their cards. At no point during the Draw Phase a playercan have more cards in his or her hand thantheir Hand score indicated on the Hand track.

    Skip the Draw Phase of the first game turn,players already have in their hands the cardsthey drew during the Approach.

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    GAME TURNS

    A soon as a deck is empty, the discard pile of thisdeck is shuf ed and a new deck is thus built. If it

    does not contain enough cards, the player drawscards until the deck is empty, then the discardpile is shuf ed into a new deck and the playerdraws the cards he or she misses.

    Example: At the beginning of the 2nd turn, Lena has the lowestInitiative score, shes not the Active Player. Her cha-racters give her a Hand score of 12. Her League ismade of a bully, two characters with ranged weaponsand two Etheromancers.

    She has 4 cards left in hand, and decides to get ridof 2 of her Fire cards that she estimates to be inappro-

    priate to the tactical situation, leaving her 2 cards inhand: she can now draw a maximum of 10 cards. Oneof her distance ghters being engaged in close combat,she announces her intention to draw 5 CC cards, 2 MS cards and 3 ETH cards. Lena then draws thosecards, for a total of 12 cards in hands; her maximum.

    With a higher Initiative, it is now her opponents

    time to draw cards.

    3.2 MAIN PHASEThe Main Phase is made of many Active Phases following one another. The Active Player (theone with the highest Initiative score) plays the

    rst Active Phase.

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    The Active Player designates one of his or hercharacters: that character becomes the Active

    Character. Once chosen, the Active Charactertakes an Active Phase, during which his or herAP are spent to move, attack, re or cast spells.

    Each character can only take one Active Phaseper game turn.

    Once the Active Phase of a character ends,the Initiative of the Active Player is reduced bya number of points equal to the AP value of thecharacter he or she just activated, moving downthe counter on the Initiative track. The playerwith the highest Initiative becomes (or stays) the

    Active Player and a new character becomes theActive Character.Active Phases follow one another until every

    character in play has been activated once. TheMain Phase then ends.

    3.3 END OF TURNThis short game phase concludes the game turn.Its purpose is to resolve any persistent effectsgenerated during the Main Phase and checkvictory conditions.

    Resolution step: some cards or charactersTalents may have over time effects. These per-

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    GAME TURNS

    sistent effects are indicated with the card beingplaced as a reminder next to the affected charac-

    ters sheet.During the resolution step, the Active Playerapplies the eventual persistent effects generatedby his or her own characters one by one, remo-ving the reminder cards and putting them in theappropriate discard pile if necessary. Then theother player repeats the same procedure with hisor her own persistent effects.

    Examples:1. Miss Ticklenott is armed with a mysterious gun

    that spits a corrosive substance. When she woundsan opponent from a distance with a Fire, the MS

    card is placed on the victims Pro le Sheet as areminder. During the Resolution step, that cha-racter loses 1 LP unless his or her player discardsan ETH card. The MS card used as a reminder isthen put in the MS decks discard pile.

    2. During her Active Phase, Liminatsa Bls could

    successfully cast the Opiate Torpor spell onopposing Sergeant Hyde, diminishing his APcharacteristic for the duration of the turn. As areminder, the ETH card was placed next to thevictims character sheet. At the End of Turn, thereminder ETH card is put back in the appropriatediscard pile and the effect of the Spell stops.

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    3. Major Dreadful ran out of ammunition while firing with his gun. The Empty! card was

    placed next to his character sheet as a reminder.This effect is permanent, so it is not removedduring the Resolution step.

    Victory step: if a player is in position to claimvictory as indicated in the Set-up, he or she cando it now and at no other moment. If nobody haswon yet, the End of Turn ends.

    Once the Resolution and Victory steps taken,the game turn ends and a new one starts.

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    ACTIVE PHASES

    D uring his or her Active Phase, a charactercan spend as many Action Points as itsAP characteristic. Each action costs acertain amount of AP:

    Move action (4.1) 1 PA Close Combat action (4.2) 1 PA Fire action (4.3) 1 PA Clear action (4.4) 3 PA Reload action (4.5) 1 PA Ether action (4.6) 1 PA

    Except for the Move action that can be taken asmany times as the characters AP allow him orher to, a character can take each of those actionsonly once per turn.

    Once all their Action Points spent or whenever

    the Active Player wishes, the Active Phase of thecharacter ends.

    4.1 MOVE ACTIONSubtle tactical moves to take advantage of the sur-roundings are of vital importance for those who aspireto survive Londons turbulent nights.

    4

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    All characters are able to move. Moving costs1 AP but does not necessitate spending Action

    cards. A character can only move in one of the8 squares around him, adjacent or diagonally.During his or her Active Phase, a character cantake as many Move actions as his or her APallow.

    Furthermore, a character can pass diagonallybetween two characters of his or her Leagueor between a character of his or her Leagueand some terrain feature (a wall or a doorstep for example), or between a character of his or herLeague and an opponent character. It is alsopossible to move between two squares separatedby a door.

    However, a character cannot pass diagonallybetween two opponent characters nor betweenan opponent character and a terrain feature. Itis also impossible to move between two squaresseparated by a wall or a window.

    4.1.1 Engagement

    The engagement is a move into an opponentsContact Zone that allows to engage him or herin Close Combat. That move is only possible ifthe Active Player has at least one CC card leftin hand and if the character will have at least 1AP left after his or her move. The Active Playermust spend this characters next AP to play a CC

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    ACTIVE PHASES

    card and attack one of the opponents he or sheengaged with.

    When engaged by an opponent, a charactermust immediately be reoriented to face the new-comer, except if he or she is already engaged inClose Combat.

    Entering CZ without engagement : a charactercan move into a square in opposing ContactZone(s) without having to do an engagement.To do so, before the character moves, the ActivePlayer must discard one CC card. Then, whenentering the square, no opposing character willbe turned to face the newcomer, as there is noengagement.

    4.1.2 Disengagement The disengagement is a move out of a closecombat, to leave the opponents Contact Zone(s).When announcing a disengagement, the ActivePlayer discards one CC card per opponent his orher character is engaged with, then moves the

    miniature. Disengagement cannot be used todirectly enter an opposing Contact Zone again:the disengaged character must rst move to asquare out of opponents CZ.

    Once the Active Character is disengaged, thecharacter(s) he or she was engaged in CC withcan be reoriented by their player(s). They have toface an adjacent opponent if there are any.

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    If the Active Character cannot be moved, heor she is considered cornered . That character

    cannot disengage. A character is cornered whenhes totally surrounded by walls, windows,miniatures or board edges.

    4.1.3 OrientationDuring a Move action, as long as the ActiveCharacter is not engaged in Close Combat, he orshe can be reoriented by his or her player.

    4.2 CL OSE COMBAT ACTIONVery few are the foolhardy that wander around WhiteChapel at night without a strong cane or a well shar-

    pened blade.For 1 AP, a character can take a unique CCaction during his or her Active Phase. To do so,the Active Character must be engaged in CloseCombat and the Active Player must have at leastone CC card in hand. When such conditions are

    ful lled, the Active Player can play a CC card.A character with a CC value equal to 0 cannottake any CC action.

    There are two types of Close Combat: the duel and the mle .

    A duel is a Close Combat between onlytwo characters. Their miniatures are in each

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    others Contact Zone, and face each other.If a character engaged in a duel is removed

    from play, his or her opponent can immedia-tely be reoriented. The mle is a Close Combat between a cha-

    racter and at least 2 opponents. The minia-ture of the former is in the Contact Zone ofboth his or her opponents, and face one ofthem. The opposing miniatures are all facinghim or her.

    When an Active Character with numericaladvantage in a mle attacks with a CC action,he or she can play any CC card and yet considerthat it is a High, Straight or Low Attack, whate -

    ver the text on the card.Whatever the orientation of a miniature in amle, a character can attack the character of hischoice amongst those in his or her Contact Zone.Such a character engaged in a mle is immedia-tely reoriented to face another opponent if the

    character in front of him is removed from play.

    Example: Allans Baron Mantes and Little Alice characters bothare in Close Combat with Victors Canopic Beast. Allan becomes the Active Player, and he knows thatonly a head wound can defeat the monstrous zombie-crocodile because of its Sacred Pin Talent. Allan

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    only has Straight and Low Attacks in hand, but hestill can attack to the head with a High Attack due to

    his numerical advantage. Allan thus plays a Straight Attack announcing that it is a High Attack. If Victor wants to save his Canopic Beast, he must now parrythis High Attack.

    4.3 FIRE ACTIONEven though prohibited, rearms are very popular. Amongst the weirdest and rarest ones, those usingEther are particularly sought-after... at least by thosewho can afford them!

    For 1 AP, a character can take a unique Fire

    action during his or her Active Phase. To do so,the Active Character must have Line of Fire tohis or her target and the Active Player must haveat least one MS card in hand. In these conditions,the Active Player can play a MS card.

    A Character with an MS value equal to 0 can-not take any Fire action.

    A character engaged in Close Combat cannottake a Fire action either.Deadly but unreliable, ranged weapons

    remain basic and often experimental, so it isnot rare that they stop functioning or run out ofammunition in the heart of battle. When his orher weapon is Jammed or Out of Ammunition ,the MS characteristic of a character is reduced to

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    0, thus preventing him or her from shooting witha Fire action.

    Firing at a character engaged in close combat :Smog characters are Ladies and Gentlemen whonever use their ranged weapons toward alliedcharacters engaged in Close Combat. Taking aFire action against a character engaged in duelor in a mle with a character of your League isforbidden.

    4.4 CLEAR ACTIONClearing a jammed weapon costs 3 AP andrequires that the Active Player discards 1 MS

    card. The reminder Malfunction MS card isthen removed from the pro le sheet and goesto the MS deck discard pile. The charactersweapon now functions normally again, he orshe recovers his MS characteristic, and can takea Fire action if he or she did not already this turn.Clearing a jammed weapon is not a Fire action.

    A character cannot clear a Jammed weaponmore than once per turn.

    4.5 RELOAD ACTIONReloading a weapon costs 1 AP and requiresthat the Active Player discards 1 MS card. Thereminder Empty! MS card is then removed

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    from the pro le sheet and goes to the MS deckdiscard pile. The characters weapon now func-

    tions normally again, he or she recovers his MScharacteristic, and can take a Fire action if he orshe did not already this turn. Reloading a wea-pon is not a Fire action.

    A character cannot reload a weapon Out ofAmmunition more than once per turn.

    4.6 ETHER ACTIONEther mastery is a rare gift. That is, on the surface,because aunting such dispositions has a tendency todrastically shorten your life line. Especially if yourenot as good as you pretend to be...

    For 1 AP, a character can take a unique Etheraction during his or her Active Phase. To do so,the Active Character must chose a target in his orher Visual Field and the Active Player must haveat least one ETH card in hand. In these condi-tions, the Active Player can play an ETH card.

    Etheromancers can target themselves withSpells.A Character with an ETH value equal to 0

    cannot take any Ether action.

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    ACTION CARDS

    A ction cards are the core of Smogs com-bat system.

    5.0 THE ACTION-REACTIONPRINCIPLE

    Action cards are almost exclusively used whena character performs a CC action, a Fire actionor an Ether action. Each card is divided in two

    parts: an action part (Attack, Fire or Spell) on theupper half of the card and a reaction part (Parry,Dodge or Counterspell) on its lower part.

    The action part is played by the Active Player,whose character has to spend 1 AP to take anaction as we have seen in the precedent chap-ter. But the reaction part can be played by both

    active and inactive players, as an answer to anopponents action or reaction; a reaction does notcost any AP to be played.

    Action cards can be played one after anotheruntil no player wants to play any more, and arethen resolved according to the cards.

    5

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    5.1 CC CARDSCC action: when a character takes a Close

    Combat action, the Active Player plays a CCcard. The upper half of the card indicates wherethe Attack is located (High to the head, Straightto the chest or Low to the legs).

    The opposing character can defend: his orher player then plays a CC card as an answerto the Attack. He or she plays the reaction partof the card (lower half), which has to indicatethe corresponding High, Straight or Low Parrylocation. If he or she does, the Attack is Parried,causing no LP loss.

    If the opposing character doesnt defend,either because he or she can not or does not want

    to, the attacked character loses an amount of LPequal to the attackers CC value.

    Riposte : the riposte is a particular reaction thatfollows an opponents Attack. Some CC cardsallow a riposte in their reaction part.

    A riposte has a double effect: rst it is an effec -

    tive defence that can Parry (High, Straight orLow as indicated on the card) an Attack; second,it allows an Attack in return! As it is an Attack,the Active Player can defend too, and playa CC card using the reaction half. If he or shealso plays a riposte, then the opposing riposteis parried and a new Attack is launched. That

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    succession of ripostes has no other limit that theavailable cards in the players hands.

    Counter-attack: the Counter-attack is a particu-lar reaction that follows an opponents Attack.Some Action cards allow a Counter-attack intheir reaction half.

    Attempting a Counter-attack is risky, as adefender trying to Counter-attack will do anAttack before the original Attack of the ActivePlayer is resolved. If the Counter-attack is notParried, then the rst Attack will be, but if theCounter-attack is Parried, then the originalAttack will not! As for ripostes, it is also pos -sible to try a Counter-attack against a Counter-

    attack. As long as players have cards to play andCounter-attack, they can play them in reactionto one another.

    As soon as a Counter-attack is parried, thepreceding attack is not, causing the characterthat tried to Counter-attack to lose LP.

    Example:File X spends 1 PA to attack Mekali and plays aStraight Attack.

    Mekali answers with a Counter-Attack (a High Attack in reaction) on File X. For now, File Xs Attack is not resolved.

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    File X gets a chance to defend and he too answerswith a Counter-Attack! Thus neither the rst Straight

    Attack nor Mekalis High Attack are yet resolved. Mekali then plays a High Parry & Riposte.

    The rst effect of this defence is to Parry FileXs Counter-attack. As a consequence, MekalisCounter-attack played before is not parried, andFile X loses an amount of LP equal to MekalisCC characteristic. As Mekalis Counter-Attackwas not parried, the initial Straight Attack played by File X at the beginning is now parried!

    The second effect of Mekalis High Parry &Riposte is a High Attack against File X. Andthe latter doesnt have the appropriate Parry! He

    loses again an amount of LPs equal to MekalisCC characteristic.

    This example shows clearly that there is a risk ineach attack, and that Attacks dealt in reaction canbe extremely dangerous: File X has been hit twice by Mekali yet the former was the Active Character!

    Some CC cards generate other specific effectsbeyond Attack, Parry, Riposte and Counter-attack. These additional effects are directly des-cribed on the cards.

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    ACTION CARDS

    5.2 MS CARDSFire action: when a character takes a Fire action,

    the Active Player plays an MS card. The upperhalf of the card is used, indicating the range ofthe Fire. This range must be superior or equalto the distance between the rer and his or hertarget.

    The targeted character can avoid the rangedattack: his or her player plays a MS card inanswer to the Fire card, but uses the reactionpart (lower half) which indicates if the Fire isDodged or not.

    If the Fire is Dodged, the target does not loseany LPs and the Active Phase continues.

    If the Fire is not Dodged, the target loses asmany LPs as the rers MS value.

    Extended range : if a target is particularly far,the rer can extend the range of his or her Fire:the Active Player discards as many MS cards ashe or she wants, adding up their range value to

    the original MS cards range. Only the range ofthese additional MS cards is used, no text norany other effect applies.

    Some MS cards generate other speci c effectsbeyond actually hitting the target or avoiding aFire with a Dodge. These additional effects aredirectly described on the cards.

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    5.3 ETH CARDSEther action : when a character takes an Ether

    action, the Active Player plays an ETH card. Theupper half is used, describing the effect of theSpell. Each Spell is particular and its effects aredetailed on the ETH card itself.

    An opposing character who has the originalSpell caster in his or her Visual Field can try toweave a Counterspell: the player attemptingthe Counterspell then plays an ETH card as ananswer to the Spell, but uses the reaction partof the card (lower half) which indicates if theopponents spell is Countered or not.

    If the Spell is Countered, nothing happens

    and the Active Phase continues. If the Spell is not Countered, then the effectof the spell is applied, as described on theETH card.

    Ether mastery: if the ETH characteristic of thedesignated character to attempt the Counterspell

    is strictly inferior to the ETH of the Spell caster,the Counterspell must be reinforced; the playerof the character attempting the Counterspellmust discard 1 ETH card per point of differencebetween the ETH values of the Spell caster andCounterspell weaver.

    If a player doesnt have a Counterspell inhand OR if confronted with a stronger opponent

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    he or she cant reinforce the Counterspell OR ifno character has the original Spell caster in their

    Visual Field, then no Counterspell is weaved andthe Spell effects are applied.

    Example:Victors Ambassador Nail attempts to suffocate Marks Mei Leung with a Deadly Curls of SmogSpell.

    Mei Leung has Ambassador Nail in her VisualField. Mark plays Objection but the Ambassador (ETH 2) is more powerful than the young and prettyOpiumancer (ETH 1). Mark then discards 1 ETH card (2 - 1 = 1) to reinforce her Counterspell, foilingthe mysterious Plenipotentiarys Spell.

    ArtefactsSome ETH cards have an Artefact in their reac-tion half. An artefact is generally an item createdby Etheromancers, like a potion, an elixir anamulet, a talisman, a sacred weapon, a littleAutomaton... Even if present in the reaction part

    of the ETH card, playing an artefact counts asan Ether action and costs 1 AP. Nonetheless,Artefacts cannot be Countered as they are notSpells.

    All characters can play artefacts, even thosewith an ETH value of 0. Once an Artefact isplayed, the ETH card is placed next to the Pro leSheet of the Active Character.

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    Examples:1. Liz plays the Elixir of the Faeries on her Divio

    Juckal. The impetuous lycanthrope spends 1 APthen places the Artefact card next to his Pro leSheet. The Artefact has a negative effect as longas it is in play (-1 to Divios Inspiration) but Lizknows that henceforth, she can sacri ce it anytimeand send the card to the ETH deck discard pile,allowing the werewolf to regain 3 LP.

    2. Lena plays the Queen of Hearts Ring on her Cornelius Fauchelevent. Miss Ticklenotts faithfulbutler spends 1 AP and Lena places the Artefactcard next to Cornelius Profile Sheet. The MSvalue of her character immediately increases by 1

    point. Lena can choose to discard the ring at anytime restoring Cornelius original MS characte-ristic and allowing her to draw one card from the MS deck.

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    3 AND 4 PLAYER RULES

    Privilege of experience: during 3 or 4 playergames, rules are the same, except that occasio-nally, multiple players might be eligible to do thesame thing at the same time. In these situations,the privilege of experience (see 1.3) appliesand the oldest of the tied player decides whogoes rst.

    Example John, Paul, George and Ringo are playing a Smog game. During the approach, John, Paul and George

    both have an Initiative score of 31, Ringo has only29. Because hes born in 1940 before Paul and George, John decides that he will go rst and place his Jaybeethe Ripper (AP 4) on the board, diminishing his ini-tiative to 27 on the Initiative track. Paul and Georgeare still tied, so the privilege of experience appliesagain and Paul (Born 1942, George is born 1943)

    decides that George will place a miniature on theboard. He couldnt have chosen John or Ringo becausetheyre not Initiative-tied with him.

    Firing at a character engaged in close combat :Remember this rule (4.3)? Well, Smog charactersare really Ladies and Gentlemen, so no characteris allowed to Fire at a target if the latter is enga-ged in close combat, regardless of the adversary.

    6

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    SET-UPS

    7.0 SET-UP SPECIFICS

    All set-ups are based on the followingmodel:

    SET-UP NAME

    Synopsis: a short introduction to define theatmosphere.

    Assembling a League: here is indicated howmany Prestige points players are granted tochoose their characters and build their League.

    Her Royal Majestys choice is the recom-mended exact list of characters that players shoulduse for their rst games; their Pro le Sheets and

    silhouettes are included in the game box.

    Deployment area: with or without the help ofa little plan of the introductory map, here aredescribed the squares allowed for deploymentduring the approach.

    7

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    Victory conditions: here is explained the objec-tive of the game.

    Special rules: some set-ups include special rulesthat affect the whole game.

    7.1 THE THIRTEENSTROKES OF MIDNIGHT

    Synopsis: when you wander by night too far and toodeep into the White Chapel district, when the smogis thicker than a blood pudding, when your thoughtsare blurred by the toxic capital, you never know whoyou will meet at the next corner... upon the thirteenth

    stroke of midnight.Assembling a League: players agree on aPrestige limit and build secretly their League.No one can have more than six characters norless than two. Two hundred is a fair Prestigelimit for this set-up.

    Her Royal Majestys choice: Miss Ticklenottand Mister Honk, opposed to Jack 4 and PiotrGoodenough, whos talent is active as long as Jack Mk4 is alive even though there are no otherCult members on his side. Note that the goodguys get the bene t of the League bonus of TheClub, and no one gets any High Prestige draw-

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    SET-UPS

    back, as the two opposing sides are worth thesame amount of Prestige Points.

    Deployment area: the deployment area of aplayer is made of all the squares on one borderof the map except the two in each corner. Hisopponent follows the same rule but on the oppo-site side of the map. The rst player to place aminiature on the map during the approachdetermines which map border is his or hers, thusthe opposed border is his or her opponents.

    Victory conditions: eliminate at least half of thePrestige value of the opposing League to claimvictory. If both players are in position to claim

    victory at the end of a turn during the VictoryStep, then the player with the highest Prestigevalue League on the board wins. In case of a tie,the privilege of experience rule applies.

    Special rules: no special rules for this set-up.Instead, here are the possibilities of a game

    variant with 3 or 4 players. Only the deploymentarea will differ, as indicated on the plan (ABC for3 players, 1234 for 4 players).

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    7.2 THE THRILLOF THE HUNT

    Synopsis: it is crucial to capture an old enemy. He isa key gure who has the information you absolutelyneed! It is not time to get a blind revenge or payback.Something big, something awful and ugly has alreadystarted, and you want it to stop!

    Assembling a League: one player is the hunted

    and chooses 1 miniature. The opponent is thehunter and can choose as many miniatures ashe or she wants with a total Prestige value of 3times his opponents.

    Her Royal Majestys choice: Divio Juckalis hunted by Miss Ticklenott, CorneliusFauchelevent and Mister Honk.

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    SET-UPS

    Deployment area: the hunted player can placehis miniature in any square on one of the two

    short borders of the map. The hunter places hisor her miniature in any squares on the opposingborder.

    Victory conditions: the hunted wins if he canescape or if he kills all the hunters characters.The hunter wins by capturing the hunted.

    Special rules: Bad situation: the hunted player must place

    his or her miniature rst during the approach,even though hes very unlikely to be theActive Player at the beginning of the game.

    Capture: the hunters are trying to capturetheir prey alive, so each time damage isin icted to the hunted character its reducedto 1 LP loss no matter the conditions. Whenthe hunted should lose his last LP, his AP ispermanently diminished by one point ins-tead. If the hunted has no more AP to lose

    that way, he is instantly captured and thehunter wins. Escaping the herd: in order to escape, the

    hunted character must be standing in asquare adjacent to the border of the mapat the opposite side from where he or shebegan the game. If in such a position during

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    the Victory step, he or she escapes and thehunted player wins the game.

    7.3 TRAPPED BY THE SPIRITSSynopsis: it was probably not such a good idea to havea little spiritual experience around the Ouija board...at White Chapel in the middle of the night! Some trea-cherous spirit warned the enemies, and now theyrewaiting for you hidden in the smog.

    Assembling a League: one player is surroundedand chooses 1 or 2 miniatures to assemble hisor her League. The opponent then chooses anynumber of miniatures for twice the total Prestige

    value of the surrounded opponents.Her Royal Majestys choice: ProfessorSawbone and Mister Honk are trying to survivefrom Jack Mk4, Divio Juckal and Doctor ProteusTreves.

    Deployment area: the surrounded characters

    must be deployed in squares leaving at least 3empty squares from the border of the map. Theopponent can deploy his or her characters in anysquare on the border of the map. No charactercan be deployed with a Line of Fire to an oppo-sing miniature nor less than three squares awayfrom any opponent.

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    SET-UPS

    Victory conditions: if during the victory step ofthe fourth turn there is still a surrounded charac-

    ter alive, the surrounded player wins the game.If all surrounded characters are eliminatedbefore that, then the opponent wins the game.

    Special rules: no special rules for this set-up.

    7.4 THE ASSAULTSynopsis: this is too much! Now its time for a nalclash. Everyone grabs their best weapon and getsready for the ght, because there is only one way to nd out who will dominate the White Chapel district,and you dont want to be on the losing side.

    Assembling a League: players secretly assemblea League of 4 to 8 characters with a total Prestigevalue of between 200 and 300. Players can agreeon a higher range for total Prestige value (forexample 400 to 500), though over 500 Prestigevalue Leagues might lead to a long and encum-

    bered game.Her Royal Majestys choice: All 4 Club cha-racters against all the other 4 characters.

    Deployment area: the rst player to deploy acharacter during the approach chooses a borderof the map and can place his or her miniature on

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    any square on that border. The opponent mustdeploy on the opposite border squares.

    Victory conditions: players only win by totallyannihilating their enemies. When only oneplayers miniatures remain on the board, thenhe or she wins the game.

    Special rules: Traitor! (optional rule): before assembling

    their League, players can agree that theremight be a traitor on one side. After playersreveal their League to each other, the playerwith the higher Prestige value is betrayedby one of his or her own characters! The

    Approach is then played normally butbefore the first turn begins, the betrayedplayer proposes two of his miniatures andhis opponent chooses one of them as thetraitor. That character then becomes part ofthe other League.

    Her Royal Majestys choice: Piotr Goodenoughbecomes the traitor.

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    SET-UPS

    7.5 HIGH PRESTIGEDRAWBACK

    In addition to the set-up rules, if players Leagueshave different Prestige value at the beginningof the game, these modi cations apply for theremainder of the game:

    During a 2, 3 or 4 player game, a playerwith the least Prestige value augments hisor her Hand by 2 points, with an effectivemaximum of 15.

    During a 3 or 4 player game, the player(s)whose League are of a lesser Prestige valuethan the player(s) with the highest Prestige

    value have their Hand score augmented by 1point, to a maximum of 14. This rule doesntcumulate with the precedent one.

    Whatever the conditions, if all players Leagueshave the same Prestige value, the Hand size isnot modi ed.

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    GAME SUMMARY

    SET-UP Choose a scenario Check special rules and victory conditions Assemble a League

    APPROACHFirst calculate Hand and Initiative (place coun-ters on tracks) then

    Highest Initiative League chooses 1 miniature Place miniature on deployment area Announce types and draw cards equal to

    characters INS Move down Initiative counter on track Check for Initiative change Repeat until every miniature is deployed.

    GAME TURNFirst Calculate hand and Initiative (except turn 1)

    Draw Phase (reversed Initiative order)

    Discards up to 3 cards

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    Announce and blind draw CC cards Announce and blind draw MS cards

    Announce and blind draw ETH cards Look at drawn cards

    Main Phase / Active Phases Highest Initiative League chooses 1

    miniature Activate chosen miniature Move down Initiative counter on track Check for Initiative change Repeat until every miniature is deployed.

    End of Turn Resolve persistent effects / Remove remin-

    der cards Check victory

    ACTIONSMove action 1 PA UnlimitedClose Combat action 1 PA Once per turn

    Fire action 1 PA Once per turnClear action 3 PA Once per turnReload action 1 PA Once per turnEther action 1 PA Once per turn

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    F.A.Q.

    CC cards specify Attacks and Parries to the head,chest or legs, is it different from High, Straight orLow Attacks?No. A High Attack aims the head, a StraightAttack the chest and a Low Attack the legs.

    The Enraged Riposte speci es that the oppo -nents Attack is not parried, but the rules saysthat a riposte is rst a Parry then an Attack. Doesthis card allows me a parry anyway?No. As indicated in the Imperial Edict, when

    a card rule contradicts the basic rule, the cardrule always apply. When playing the Enragedriposte, your character does not parry andthus looses LP, then he is granted an Attackwith CC+1.

    Does the Ambushed Fire allows my character

    to re at someone whos ring at him?No. Ambushed Fire is only played during anopponents Active Phase to Fire at a characterthat takes a Move action. Your character musthave the moving character in his Line of Fire,as any other Fire.

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    My character only has 1 LP left and is attacked inCC, can I play a defensive re?

    Yes. The Defensive Fire is resolved rst, like aCounter-attack, and the opponent can play a MScard in reaction to Dodge the Defensive Fire.

    Where can I nd reminder cards?There are no such cards. But when one of thefollowing card is played successfully, place itnext to the Pro le Sheet of the affected charac -ter as a reminder :

    Malfunction as a Jammed weaponreminder

    Empty! as an Out of Ammunition

    reminder Distortion as an ETH = 1 reminder Aegis of Absinthe as an LP + X reminder Vigour of Absinthe as a CC + X reminder Opiate Torpor as an AP - X reminder Phantasmagoric Alley as a Ethereal

    reminder

    Chimaeras Vivacity as an AP + X reminder Artefacts as a reminder of themselves

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    0. INTRODUCTION . . . . . .7 0.1 OVERVIEW . . . . . . . . . . . . . . 80.2 GOAL . . . . . . . . . . . . . . . . . . . 90.3 OPENING THE BOX . . . . . .9

    1. BASICS . . . . . . . . . . . . . .151.1 OF THE CHARACTERS . . 161.2 OF THE GAME BOARD . . 191.3 OTHER CONCEPTS. . . . . .231.4 THE IMPERIAL EDICT . . . 24

    2. GETTING STARTED. . .27 2.1 PREPARATION. . . . . . . . . .272.2 SET-UP . . . . . . . . . . . . . . . . . 272.3 THE APPROACH . . . . . . . .28

    3. GAME TURNS . . . . . . . .313.1 DRAW PHASE. . . . . . . . . . .323.2 MAIN PHASE . . . . . . . . . . .333.3 END OF TURN . . . . . . . . . .34

    4. ACTIVE PHASES. . . . . .37 4.1 MOVE ACTION . . . . . . . . .374.2 CLOSE COMBATACTION . . . . . . . . . . . . . . . . . . . 404.3 FIRE ACTION . . . . . . . . . . .424.4 CLEAR ACTION. . . . . . . . .434.5 RELOAD ACTION . . . . . . .434.6 ETHER ACTION. . . . . . . . .44

    5. ACTION CARDS. . . . . .455.0 THE ACTIONREACTION PRINCIPLE . . . . .455.1 CC CARDS . . . . . . . . . . . . . . 465.2 MS CARDS. . . . . . . . . . . . . . 495.3 ETH CARDS. . . . . . . . . . . . . 50

    6. 3 AND 4PLAYER RULES . . . . . . . . .53

    7. SET-UPS. . . . . . . . . . . . . .557.0 SET-UP SPECIFICS . . . . . . .557.1 THE THIRTEENSTROKES OF MIDNIGHT. . . .567.2 THE THRILLOF THE HUNT . . . . . . . . . . . . . 587.3 TRAPPEDBY THE SPIRITS . . . . . . . . . . . . 597.4 THE ASSAULT . . . . . . . . . .617.5 HIGH PRESTIGEDRAWBACK . . . . . . . . . . . . . . . 62

    GAME SUMMARY . . . . . .64SET-UP . . . . . . . . . . . . . . . . . . . .64A P P R O A C H . . . . . . . . . . . . . . . . 6 4GAME TURN. . . . . . . . . . . . . . . 64A C T I O N S . . . . . . . . . . . . . . . . . . 6 5

    F.A.Q. . . . . . . . . . . . . . . . . . .67

    CONTENTS

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