Terrors of London: The Reptile Tomb
Terrors of London: The Reptile Tomb Rulebook
Table of Contents
Table of Contents
Setup
When using one of the new overlords, follow the normal game setup rules, selecting two Influence cards and returning the rest to the box.
Terror Tokens
All overlords in The Reptile Tomb have abilities that are powered using Terror Tokens. Terror Tokens are acquired through each overlord's triggered ability at the beginning of their Action Phase and through their Influence cards. Players do not begin the game with any Terror Tokens.
NOTE: You can never have more than six Terror Tokens on your overlord at any time. Ignore any effect that results in gaining Terror Tokens that would bring your total above six.
Overlord Abilities
All Overlords in The Reptile Tomb have multiple abilities, the first of which does not require taking an Overlord Action, but is triggered by the start of your Action Phase. All overlords in this set automatically gain 1 Terror Token at the start of their controlling player's Action Phase. Store your Terror Tokens on your overlord.
In addition to their triggered ability at the start of the Action Phase, all overlords in The Reptile Tomb have one or more abilities activated by taking an Overlord Action. These abilities differ from those on the overlords in the base game as they require Terror Tokens to power them. These abilities are structured as follows:
Pay # of Terror Tokens: Gain effect.
Take an Overlord Action, declare the ability you wish to activate, pay the required Terror Tokens, and resolve the effect. The number of times that you can activate an ability is shown on each overlord. Abilities that can be used multiple times simply require additional Overlord Actions to be taken and payment of the cost in Terror Tokens.
NOTE: Follow all other rules from the base game when using the overlords, monsters, and relics from The Reptile Tomb.
Haven Variant
Setup
After creating the initial Street, shuffle the 4 Havens and randomly place one below each of the first four cards (leading away from the Market) in the Street. Now place the Westminster Abbey token below the fifth card in the Street.
Each card in the Street now has an associated location, with the first four being faction-controlled Havens, and the fifth being the non-aligned location, Westminster Abbey. When a player buys a monster of the same faction as the Haven token on which it is located, they immediately activate and resolve the ability printed on the Haven token.
In the setup example above, the first location is St. James's Park, the Beast faction's Haven. There is a Beast card currently on that location. If a player buys Bat Beast from that location, they immediately gain the advantage of the Haven, in this case [reward icon not legible in the source scan; the German insert reads "R3"].
Westminster
At any time during your Action Phase, you can spend 1 Terror Token to DESTROY the card on the Westminster Abbey. All cards in the Street then shift one space towards Westminster Abbey. Lastly, fill in the empty location in the Street with the top card from the Market. You can pay to use the ability of Westminster Abbey any number of times during your Action Phase.
Components
- 24 Terror Tokens
- 4 Overlords (Sobek, Prometheus, Cain, Elizabeth)
- 51 Cards
- 1 Acolyte Reminder Token
- 2 Health Tokens
- 5 Haven Tokens (including Westminster Abbey)