Rise of Moloch is a Victorian, adventure board game for 2 to 5 players. One player will act as the Nemesis and take control of the secret society called The Cult that plans to install a government of the dead. The rest of the players cooperate as the Gentlemen of the Unicorn Club, dedicated to foiling the conspiracies that threaten the Crown.
The rise of Moloch has already funded on kickstarter
Rise of Moloch is set in the fantastic, steampunk setting of ‘The World of SMOG’. This is CMON’s second tabletop entry in this universe, the first one being “On Her Majesty’s Service.” Rise of Moloch is from the same publishers of the popular Zombicide series and Massive Darkness: CMON and Guillotine Games. The amazing art from Keith Thompson and Christophe Madura give Rise of Moloch a classy and elegant look, complemented by its amazing miniatures!
In Rise of Moloch, archaeologists have discovered the means to reanimate dead bodies, quickly replacing mechanical inventions with cheap, undead labor, putting England in dire peril. The campaign consists of six different Chapters. Each one has a unique set of goals and losing conditions for both the Gentlemen and the Nemesis to accomplish. There are many different paths players can follow, and everything from Events, to Upgrades, to the results of different battles and encounters will shape the way players experience the game as they progress. No two campaigns are ever the same!
At the start of each Chapter, one of the Gentlemen will be nominated as the Leader and will assign Role Cards to the other players on the team, giving them a unique ability. For example, the Bouncer can dish out extra damage during a battle, and the Samaritan can heal teammates. All the Gentlemen of The Unicorn Club also have a Class, and will upgrade their skills in different ways throughout the campaign. The Classes are: Knight, Dilettante, Mekamancer, Arcanist and Monster.
To succeed in their mission, the Gentlemen will have to use some of the fanciest inventions available. Remember to get the right equipment for each of the characters, since some are adept at ranged combat, and others like to get their hands dirty with melee combat. Learning how to use them as a cohesive unit is key to victory! Some special equipment or actions might require a rare and special resource to be activated: ETHER. But beware! Once used by the heroes, Ether becomes available for the Nemesis to use on one of his henchmen, activating their special abilities. So the more Ether the Gentlemen use, the more powerful the Nemesis becomes!
While the Gentlemen have special class abilities and the most modern machinery at their disposal, the Nemesis will be able to use unpredictable Chaos Cards they have in hand to surprise the heroes. As the game evolves, several cards will be acquired and can be constantly activated when their Ether cost is paid. Those permanent cards can allow the Nemesis to bring various types of surprises to the game, such as summoning new Minions, boosting an attack with dice, etc.
Players will have to carefully make their decisions according to the style of each Villain character. When playing with the members of the Grotesque Company Circus, for example, you will find that Titus is a strongman who is heavy on the muscles, but light on the brain power, and the Hammersmith Sisters are two heads sharing one body… but they hold a single talent for swinging a mallet!
Each member of the The Cult and the twisted family of the Grotesque Company Circus has their own double-sided dashboard, presenting 2 different options of abilities for the Nemesis player to choose. While Tobias and Emerson will always gain a bonus when the other one is killed (an effect of their Blood Brothers ability), in different scenarios you can choose if you want to play with a version of Tobias that spawns new zombies or with a version of him that deals more damage to opponents!
In Rise of Moloch, the direction of the game unfolds like a play being performed. However, in this play, the actors are writing the script as they go! All of the action and drama takes place over the course of six different Chapters. The board will change each Chapter, with the streets and buildings of London coming together to form the stage for the play. Just as with any good performance, Rise of Moloch has Intermissions between the Chapters. Normally, this is a time for the audience to ruminate over what they’ve seen and wait for the next part of the play. But in this story, the Intermission is where some of the most crucial decisions in the game will take place, since this moment is all about getting stronger for the future Chapters of the game!
Hopefully this will be a nice paced and interesting kickstarter full off loads of goodies and more