From the previews:
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. The Nemesis is working with their underlings to summon the ancient fire demon, Moloch, while the Gentlemen of the Unicorn Club endeavor to stop them and end their cruel deeds for good. 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.
In a play, the intermission gives the production a chance to reset. The scenery on stage is swapped out, and the participating actors change their costumes to prepare for the upcoming scenes. In a sense, the breaks between the Chapters in Rise of Moloch work similarly.
The second tabletop entry in The World of SMOG is the brand new CMON and Guillotine Games title Rise of Moloch. It’s an epic adventure, designed to be played over the course of a campaign consisting of six different Chapters, each one leading into the next. 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 will be the same.
One player will take on the role of the Nemesis, the head of The Cult. The rest of the players control The Gentlemen, members of the Unicorn Club with a wide array of skills and talents. The Gentlemen must ally themselves against the Nemesis and its Agents if they are to have any hope of derailing the plots against the Queen.
Gameplay in Rise of Moloch
The Intermission Phase