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.
Here's a look at everything that's been unlocked:
And here's what you can choose to add to your pledge:
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!
For each Chapter of Rise of Moloch, the board is set up with different tiles to form a stage. Each stage will be a mixture of indoor and outdoor locations constructing the streets, alleys, and buildings of London. The players will have to negotiate their way through doors, walls, and obstructions if they want to complete their tasks. The Chapter unfolds across that stage, with each side using the environments and their team of characters to defeat their opponents.
After a series of fierce encounters with the Agents of the Nemesis (which work like bosses for each Chapter), the intrepid Gentlemen may end up suffering too many Wounds, which will give them a Torment Card. These cards add even more to the story, causing effects like losing an equipment card, a skill, or even having their number of actions reduced! Of course, on the brink of losing their minds, some of the Gentleman might find extra strength and perform a counter-attack action!
At the beginning of each round, Activation cards are laid out secretly on a special dashboard, and both sides take alternating turns revealing the cards. A clever and unexpected sequence of activations can find your adversary unprepared, paving the way to a strategic victory!
Rise of Moloch comes with:
- 63 Highly Detailed Miniatures (5 Different Gentlemen; 6 Bobby Minions; 4 Special Chapter Characters; 13 Agents of the Nemesis; 10 Killer Clowns; 25 Zombies (10 Regular; 5 Zombies in Flames; 5 Royal Guard Zombies; 5 Dismembered Corpse Zombies)
- 5 Heroes Dashboards
- 14 Villain Dashboards
- 220+ Mini-Cards (30 Chaos Cards, 20 Torment Cards, 6 Role Cards, 20 Gear Cards, 20 Artifact Cards, 20 Common Arsenal Cards, 15 Expert Arsenal Cards, 10 Royal Arsenal Cards, 40 Upgrade Cards, etc..)
- 5 Player-Aids
- 12 Scenery Rooms Overlays
- Over 150 Cardboard Tokens
- 1 Activation/Intermission Board
- 1 Nemesis Board
- 1 London Fire Board
- 1 Rulebook
- 1 Campaign Book
- 8 Custom Engraved Dice
HERE you can download a work in progress version of the rulebook. Please note that all text and diagrams are still being refined and may change in its final form!
Arcanist Pledge - $100
The Arcanist Pledge gives you a copy of Rise of Moloch Core Box, with the Kickstarter Exclusive Alternate Hero Emma Swanson, and all applicable Stretch Goals we manage to unlock!
Emma Swanson's, the Dilettante, alternate Sculpt shown above is a Kickstarter Exclusive item. The miniature is also followed by a new art and new abilities - the same character is also present on the base game, but with a different game experience!
Ambassador Pledge - $120
The Ambassador Pledge gives you a copy of Rise of Moloch Core Box, with the Kickstarter Exclusive Alternate Hero Emma Swanson, all applicable Stretch Goals we manage to unlock and a copy of the Kickstarter Exclusive expansion The Embassy!
In this exciting expansion for The World of SMOG: Rise of Moloch, the intrepid Gentlemen are sent to investigate strange events surrounding the mysterious Embassy. The Embassy brings an all new three Chapter campaign to Rise of Moloch, beginning with a daring escape from an infected Police Station to the very depths of the London sewer system! But it’s not only the map that has changed in The Embassy, the Nemesis themselves have changed into a new threat!
Throughout this campaign the Gentlemen will not suffer Torments, but rather Mutations, which can range from bladed arms, enhanced senses, to lashing tentacles! But while these Mutations can grant immense power, they come at a steep cost- each round there is a chance the alien host dwelling within might take over, forcing that Gentlemen under the control of the Nemesis! Can the Gentlemen uncover the secrets of The Embassy before succumbing to alien infection?
Rise of Moloch: The Embassy Expansion comes with:
- 2 Gentlemen Miniatures (Elisabeth Sparkle and Lord Baron Mantes)
- 3 Villain Miniatures (Lord Swanson, Ambassador Nail and Kenny Jones)
- 8 Minion Miniatures (Infected Constable)
- 1 New Campaign, including 3 New Chapters and a pack of Overlays
Note that anything marked with this:
is an exclusive item for Kickstarter backers, with remaining stock available through conventions and special promotions only.
All of the miniatures in this campaign will be in plastic, and come pre-assembled and unpainted.
CMON gathered a brave group of gentlemen to face off with Michael Shinall, a Senior Developer on Rise of Moloch in a short gameplay video to give you an idea of how the game plays:
The channel Man Vs Meeple took a first look at Rise of Moloch, check the video below:
Find out more about The Dragon expansion HERE.
Delve into The Mekasylum expansion HERE.
Unearth The Wheel expansion HERE.
Read up on these Gentlemen of Her Majesty's Service HERE.
Explore Baker Street HERE.
Find out more about this Art Book HERE.
Discover the Kingdom Death Crossover HERE.
Please Take Note!
Based on past experience, we will be charging shipping after the Kickstarter concludes based on the actual costs incurred to ship. We will collect this via our pledge manager after the campaign ends. This is so we can be fair to all our backers as shipping is rarely one size fits all, and also give you more stretch goodies and possibly a choice of carrier options.
We will ship your rewards at our cost to our international hubs. Depending on where in the world you are, we will either ship to you from our hub in Germany (EU backers), China (Asia Pacific backers), Canada (Canadian backers), Australia (Australia and New Zealand backers) or Atlanta (USA and the rest of the world). Following is a list of rough estimates for shipping a standard game package (4kg volumetric weight). Keep in mind these are just estimates, and costs may rise based on weight increases from unlocked stretch goals and any optional buys you choose.
- USA: $10-$15 to most states. $30 to Alaska, Hawaii, and Puerto Rico.
- CANADA: $10-$20 to most cities.
- LATIN AMERICA: $50-$60 to most countries.
- ASIA: $10 to China and Hong Kong. $30 to most other countries (we can't predict an estimate cost to Malaysia).
- OCEANIA: $13-$25 to Australia. $30 to New Zealand.
- AFRICA: $70 to most countries.
- EUROPE: $10 to Germany. $15-$30 to most other countries.
- $35 to Norway, Finland, Estland, Lettland, and Latvia.
- $40 to Bosnia/Herzegovina, Croatia, and Serbia.
- $55 to Bulgaria, Lithuania, and Romania.
- $60 to Iceland and Israel.
- $70 to Greece and Turkey.
Unfortunately, different import laws and customs from some specific countries have made it impossible for CMON to ship games to them.
*WE DO NOT SHIP TO:* Russia, Ukraine, Kazakhstan and Afghanistan.
Be aware that all pledges that are confirmed after the pledge manager deadline will be shipped from the US hub at a later date. For non-US backers that will likely incur increased shipping costs. We also cannot ship to PO Boxes domestically or internationally. Due to the size of each package there is too great a risk of the package being bounced back to us.
Please note that while we do our best to get you your rewards in a timely manner, you may not necessarily receive your rewards before the product makes it into distribution in your own country or before it's made available in conventions and special promotion opportunities. We hope that the special price and exclusive items you will get during the Kickstarter will make up for any such possible lag. However, if this is something that is not acceptable to you, please do not back this project, and instead wait for the retail release. Thank you for your understanding.
The table below gives you a general idea of the full schedule of what to expect once the campaign ends. Keep in mind these are just estimates, and the timeline may vary due to circumstances.
To learn about Retailer pledges, please click HERE.
Risks and challenges
This is our 25th Kickstarter, and there are some vagaries in terms of timing when it comes to anything produced in China, such as:
The estimated delivery date is January 2018, but keep in mind this is only an estimate. Also, due to the logistics of international shipping, backers in different regions of the world may receive their rewards sooner than others.
We've done our best to minimize this as much as possible, and we are always happy to refund pledges if for some totally unforeseen reason the game can't be delivered at all. Since the game is 90% complete, we don't believe this is in the least bit likely. We've successfully delivered Zombicide, Sedition Wars, Guilds of Cadwallon, Zombicide Season 2, Relic Knights, Rivet Wars, Kaosball, Dogs of War, Arcadia Quest, Wrath of Kings, XenoShyft, our Base System, Zombicide Season 3, The World of Smog: On Her Majesty's Service, Rum & Bones, Blood Rage, B-Sieged, Zombicide: Black Plague, The Others, XenoShyft: Dreadmire. We're finishing delivery of Masmorra: Dungeons of Arcadia, and Arcadia Quest: Inferno.
We have two ongoing projects currently: Rum & Bones: Second Tide which is about to ship to the distribution hubs and Massive Darkness, which is in production.
Please refer to our individual project pages if you'd like to check the progress there. Each project is entirely independent from each other, has completely different development teams, and has no effect on the production flow or development of Rise of Moloch.
We can refund you within 14 days of the campaign’s end, fees included. After that, we have a policy of no questions asked, though that’s minus Kickstarter and payment processing fees (which we can’t get back from them after 14 days). However, if we’ve begun packaging your pledge for shipment (usually 4 to 6 weeks before the actual shipping date), no refunds are possible. If a component cannot be delivered AT ALL, we refund that completely, including fees.
All refunds after the 14 days close of the campaign may be processed via Paypal or reversed via Stripe to your credit card at our discretion. Refunds within 14 days are reversed via Stripe to your credit card.
This project is being funded in USD and any refunds processed will be in USD for the exact amount received in USD, excluding any applicable fees depending on the time of the refund being processed.
TERMS AND CONDITIONS
By pledging to this project, you acknowledge that the final look, materials and content of the rewards (and the project) are subject to change and may differ substantially from what is presented while the Kickstarter project was active.
If you do not log in and confirm your pledge within 8 weeks of our notification via email to confirm your pledge, you agree that we have fulfilled our obligations to you in full for payment or donations received. However, we may, at our discretion, refund or ship your pledge if you contact us and confirm your pledge after the 8 week window has elapsed.
If you confirm your pledge within 8 weeks of our notification via email, you agree that our responsibility to you is to ship your order as entered into our pledge manager system, that title and risk passes to you upon delivery to a common carrier for such shipment, and you are responsible for import duties or any other duties that may be payable to the relevant tax authorities, providing correct address information and ensuring this address is deliverable by normal methods. We regret we are unable to ship to PO Boxes.
If you do not accept these terms, please do not pledge on this project but instead wait for the general release.Learn about accountability on Kickstarter
- (16 days)