Catacombs: Cavern of Soloth
Catacombs: Cavern of Soloth Rulebook
Table of Contents
Table of Contents
Components
Component List
| Component | Quantity |
|---|---|
| Game manual | 1 |
| Sticker sheets | 3 |
| Extra large orange wood pieces | 6 |
| Large wood pieces | 11 (2 black, 2 green, 1 gray, 2 beige, 1 orange, 2 blue, 1 dark red) |
| Medium wood pieces | 22 (6 white, 3 green, 4 gray, 6 orange, 3 blue) |
| Small light blue wood pieces | 2 |
| Total wood pieces | 41 |
| Hero cards | 12 |
| Catacomb Lord cards | 12 |
| Monster cards | 18 |
| Room cards | 39 |
| Ability cards |
Six new heroes embark on a quest to explore the Cavern of Soloth:
- Hanev, Paladin
- Zacalan, Witch Hunter
- Katrine, Ice Princess
- Ulselu, Centaur Warrior
- Vysara, Sorceress
- Beeble, Dwarf Miner
Sticker Application Chart
See Catacombs game manual for further instructions.
The manual's chart shows the artwork for each wood piece. The pieces and quantities are listed here as printed, by size.
- Extra Large Pieces: Fire Columns, x6 pieces.
- Large Pieces: Queen of the Underworld/Shapeshifter, x1 piece; Hydra/Orc Warchief, x1 piece; Stone Antient, x1 piece; Phoenix, x1 piece; Elder Vampire, x1 piece; Remorhaz, x1 piece; Wyvern, x1 piece; Manticore, x2 pieces; Orc Wolf Rider, x2 pieces.
- Medium Pieces: Ice Princess, x1 piece; Sorceress, x1 piece; Centaur Warrior, x1 piece; Paladin, x1 piece; Witch Hunter, x1 piece; Dwarf Miner, x1 piece; Rust Monster, x1 piece; Shade, x2 pieces; Siren, x1 piece; Flame Salamander, x4 pieces; Infernal Acolyte, x2 pieces; Lizard Man, x2 pieces; Gargoyle, x2 pieces; Wight, x2 pieces.
- Small Pieces: Ice Shot, x2 pieces.
Special Rules for the Witch Hunter Hero
At the beginning of the game, Zacalan the Witch Hunter gets all his Ability cards but he cannot use them until they are activated. During the Resolution Phase, the Witch Hunter collects gold coins for any monsters he has destroyed; however before returning the monster pieces to the Monster Pool, he may use them to activate one of his abilities. Each of his abilities requires a certain number of destroyed monsters to be activated, which is shown on the card. Abilities can be activated in any order as long as the Witch Hunter has the required number of monster pieces. Only one Ability card can be activated per Resolution Phase with any unused monster pieces being returned to the Monster Pool.
For example, the Witch Hunter has destroyed three monsters during the Battle Phase. During the Resolution Phase he can choose to activate the Skeleton Hand Ability card by returning the three monster pieces to the Monster Pool. For the remainder of the game, he will be able to use the Skeleton Hand Ability during the Battle Phase.
When recruited as an ally, the Witch Hunter's mechanism for activating ability cards does not apply. Instead, the player controlling the Witch Hunter as an ally may choose one of his ability cards to use as if it had already been activated.
New Shot Type: Repeat Shot
During the Battle Phase, when a monster or Catacomb Lord hits a monster with a repeat shot, that monster may take another turn. For example, the Overseer uses a Minotaur's melee shot and inflicts one point of damage to Vysara the Sorceress. Next, the Overseer performs a repeat shot with the Lizard Man monster and hits the same Minotaur. The Overseer can now take another turn using that Minotaur and immediately perform its shot sequence again (a melee shot in this case) and does one point of damage to Katrine the Ice Princess. Note also that:
- The repeat shot itself does no damage to any target.
- The repeat shot only takes effect if the monster has already taken its turn for that round. If a monster is hit and has not yet taken its turn, they cannot be affected by the repeat shot.
- If two monsters are hit by a repeat shot, only one is affected. The Overseer decides which monster will repeat their shot sequence, subject to point 2 above.
- Antients and Catacomb Lords can perform the repeat shot; however they are not affected by it.
Repeat Shot = 0 damage
Fire Obstacles
Fire obstacles represent towering columns of flame. For an added challenge for experienced players, the Overseer may choose to use one or more of these orange obstacle pieces instead of the standard dark brown obstacle pieces when setting up a room. Each time one of the Heroic Forces hits a fire obstacle (directly or indirectly), they lose one point of health. Some monsters can be damaged under specific conditions (see Monster Vulnerabilities on page 25 of the Catacombs manual).
Special Rules for the Phoenix
The Phoenix monster has the unique power of Rebirth indicated by the infinity symbol on its health track (see icon "1") which means it cannot be destroyed permanently while other monsters are alive and still on the board during the Battle Phase. If the Phoenix is destroyed while there are still monsters in play, it is immediately placed by the Overseer back in a legal location of the Monster Start Zone with full health. Only when the room has been cleared of all other monsters can the Phoenix itself be permanently destroyed.
For example, there are two monsters left on the board: a Skeleton Warrior and a Phoenix. During a round of the Battle Phase, the Witch Hunter destroys the Phoenix. There is still a Skeleton Warrior left on the board however, so due to the effect of Rebirth, the Overseer immediately puts the Phoenix back in the Monster Start Zone. During the next round, the Ice Princess destroys the Skeleton Warrior. The Paladin and Sorceress both do two points of damage to the Phoenix. Since there are no other monsters left on the board, the Phoenix is destroyed and Rebirth does not occur again. The room has been cleared and the heroes move on to the Resolution Phase.
Altar of Soloth Special Room Card
The Altar of Soloth is a new Special Room card that can be added to the Room card layout before the Catacomb Lord's Lair card. When the heroes arrive at the Altar, they may choose to pay five gold coins (one Hero may pay or they may pool their gold). The Overseer shuffles the deck of Item cards and flips over the top card.
As a group, the heroes decide if they want to accept that item. If they do, they must assign the Item card to one Hero. If the group does not want, or cannot use, that item, it is returned to the bottom of the deck and they may pay another five gold coins to make another offering and flip over the next Item card.
Expanded Rules For Suppression
Suppression is a condition where a character is prevented from performing a certain type of shot and/or modifier. To review: in the case of Room cards, the suppressed shots are listed in a Suppresses box. If an unmodified shot is listed, that means that shot type and all its modifiers are suppressed. For example, if an unmodified missile shot is listed in the Suppresses box, this means no missile shots modified or unmodified can be performed. Critical missile shot modifiers, chain missile shot modifiers, poison missile shot modifiers, etc. are all suppressed.
If a specific modified shot is listed in the Suppresses box, only the modifier is suppressed, not the basic shot. For example, if a poison melee shot modifier is listed in the Suppresses box only the poison modifier is suppressed. A monster could still perform a basic melee shot. In the Cavern of Soloth expansion, Suppresses boxes are now also found on Monster and Item cards.
Monsters With Suppression
Some monsters (such as the Siren) are able to use suppression against the Heroic Forces. This is shown on their Monster card with a Suppresses box (see icon "1" on the previous page). Monster suppression comes into effect during the Setup Phase when the Overseer places the monster piece(s) in the Monster Start Zone. The Heroic Forces will not be able to perform any of the shot types that are listed in the monster's Suppresses box.
For example, Katrine the Ice Princess, Ulselu the Centaur Warrior, Zacalan the Witch Hunter and Varesh the Wizard are in a room with the Siren monster. Since the Siren suppresses missile, ice, fireball and target shots, these four heroes would not be able to use some of their shots.
- The Centaur Warrior would not be able to use the missile shot listed on his Hero Rules card.
- The Ice Princess would not be able to use the ice shot in the shot sequence listed on her Ice Blast Ability card, just the melee shot.
- The Wizard would not be able to play his Fireball Ability card or any of his Fireball and Ice Blast spell cards.
- If the Wizard had the Iron Crown item (which features a single target shot), it too could not be played.
All four heroes in the above examples would still be able to perform the melee shot listed on their Hero Rules cards.
Once the monster with suppression is destroyed, its effects are no longer in force and the Heroic Forces can once more use their full arsenal of shots.
Items With Suppression
The suppression comes into effect when the Item card is played during the Battle Phase. When suppression is used by the heroes, only monsters are affected. For example, the Cursed Scroll Item card suppresses all poison and stun modifiers for melee, missile and rush shots (see icon "2"). If Varesh the Wizard plays this card as his action and there are Sewer Rats in the room, they will only be able to perform a basic melee shot instead of their modified poison melee shot.
The effects of suppression from an Item card are felt for the entire length of the room. Unlike in the case of monsters with suppression, if the Hero who played the card dies, the suppression condition remains.
Cursed Scroll (Item, Any Hero): When played, this card remains in effect for the rest of the room.