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Atlantis Rising: Medusa Unleashed

Expansion for Atlantis Rising (Second Edition)

Atlantis Rising: Medusa Unleashed Rulebook

Table of Contents

Table of Contents

  • Components
  • Monsters
    • Monster Scenarios
  • Medusa Unleashed
    • Setup
    • Monsters Act
    • Medusa's Movement
    • Drawing Medusa's Gaze
    • Take Actions
    • "But What If It's Full?"
    • Breaking the Curse
  • Reference Board and Card Text

Components

The Medusa Unleashed scenario uses the following components:

  • 1 Medusa Ally figure
  • 1 Medusa Monster figure
  • 1 Scenario Reference Board (Medusa)
  • 1 Medusa Ally Board
  • 1 Mirror Shield Magic Item Card and 1 Token
  • 20 Petrification Tokens

Monsters

It is said that monsters appear in the world as a warning of the gods' displeasure. Atlanteans dreamed of scales, slimy claws, feathers caked with blood, great toothless maws gaping just below the water's surface... and these dreams have come to pass. Monsters out of ancient nightmare roam the crumbling landscape. Some of the populace see their predations as a sign that all of creation collaborates to bring about the downfall of Atlantis, but others believe a monster is just another enemy, which can be fought.

This expansion includes a new type of threat facing Atlantis: monsters. Medusa, the Harpies, and Scylla & Charybdis are here to invade Atlantis.

The monsters module adds a new subphase to the Suffer Misfortunes phase of the game. After all misfortunes have been drawn and resolved, any Monster present on the board will take actions. This is the Monsters Act subphase.

The Suffer Misfortunes phase now looks like this:

2. SUFFER MISFORTUNES

A. Draw Misfortunes

B. Monsters Act

When more than one monster would act during the Monsters Act subphase, the players choose the order in which the monsters act. The starting player for the round is responsible for carrying out the monsters' actions. Each monster acts differently, which is covered in each monster's relevant scenario rules section.

Note: Cards with effects that read, "At the end of the Suffer Misfortunates phase" now occur after the new Monsters Act subphase.

Monster Scenarios

This expansion includes three Monster scenarios. Each game, you may choose to play with one or more of these scenarios, each of which make the game more challenging. But it is possible for players to defeat monsters and, when they do, earn a reward unique to each scenario.

  • Medusa Unleashed
  • The Harpies' Lair
  • Between Scylla and Charybdis

Medusa Unleashed

Setup

  1. Set the petrification tokens, along with the Mirror Shield card and its corresponding token, near the board.
  2. Randomly determine a peninsula and place Medusa on the artwork of the outermost tile (and not on a space).
  3. Place a volunteer on the space of the tile where Medusa is located and add a petrification token underneath that volunteer. Note: If Medusa is placed on the Cities, place two petrified volunteers instead, one for each space.

Monsters Act

During each Monsters Act phase, the starting player moves Medusa to a random, unflooded tile, normally determined by a die roll (see Medusa's Movement). After moving Medusa, determine if she will petrify any Atlanteans:

  • If there are one or more active (non-petrified) Atlanteans, petrify all of them and then end the phase. Ignore empty spaces and petrified Atlanteans already present.
  • If there are no active Atlanteans on the tile, fill all empty spaces with petrified volunteers and then end the phase. Ignore petrified Atlanteans already present.
  • If there are no active Atlanteans and no empty spaces, nothing happens and the phase ends.

Spaces with petrified Atlanteans are now locked and inaccessible. Note: Petrification tokens are not limited. If you run out, find a suitable alternative.

Petrified Atlanteans are considered inactive. Inactive Atlanteans do not take actions, do not return to their pools at the end of the round, and block the space they are on as long as they are present.

Petrified Atlanteans on a tile that floods are removed from the game. Because volunteers are not limited, you may simply return them to the supply, along with any petrification tokens present.

Medusa petrifies any Atlantean that is placed on or moved to her tile.

Medusa's Movement

Unless a player choses to Draw Medusa's Gaze (see below), each round, Medusa will randomly move to a tile on one of the six peninsulas of Atlantis.

To determine where she moves, first assign each peninsula a number, one through six, and roll a die; the result indicates the peninsula she moves to. Then, assign each tile in that peninsula a number and then roll another die to determine where to place Medusa. If, at any time, a flooded peninsula or tile is selected, simply reroll.

Important: Medusa does not occupy a placement space. This means she can move to a tile with some or all of its placement spaces occupied, as outlined previously.

If a tile Medusa occupies becomes flooded, she immediately moves to the next innermost, unflooded tile in that peninsula. If no tiles remain in that peninsula, move Medusa to the Mystic Power Source. After moving, Medusa will petrify Atlanteans, if possible. Refer to the previous checks to determine who she will petrify.

Note: Since there are no spaces on the Mystic Power Source, Medusa will not add any petrified volunteers if she moves there.

Drawing Medusa's Gaze

After misfortune cards have been resolved, but before Medusa moves, any player may choose any of their active Atlanteans (including a volunteer, excluding the Hologram or Automaton) on the island and have it draw Medusa's gaze. When this happens, instead of moving to a random tile, Medusa moves to the tile occupied by that Atlantean, petrifying any Atlanteans on that tile as normal.

Take Actions

An Atlantean on a tile with one or more petrified Atlanteans may spend mystic energy to free them. During Take Actions, you may, as a free action, spend one mystic energy to remove the petrification token from beneath one Atlantean on the same tile, returning the token to the supply. A player may spend any number of mystic energy in this way, up to the total number of petrified Atlanteans on the tile.

Not all petrified Atlanteans need to be freed at the same time. Atlanteans rescued this way immediately take their actions, with volunteers taking actions for the player who released them. After taking their actions, Atlanteans are returned to their pool at the end of the phase, as usual.

"But What If It's Full?"

It is possible that Medusa petrifies enough Atlanteans to completely block all of the spaces on a tile, making it sometimes impossible to free those Atlanteans. Remember that you can avoid this by choosing to draw Medusa to a specific tile. When a tile is full of petrified Atlanteans (for example, volunteers), you still have several tools at your disposal: the Astral Watchtower component, Emissary councilor, and Libram of Unity library card all allow for additional Atlanteans to occupy a tile.

But plan carefully—without those tools, Medusa's gaze can block access to island tiles indefinitely!

Breaking the Curse

A desperate project, a magical mirror. Through the bravery of one soul, Medusa is forced to gaze upon her own reflection in the mirror shield, allowing her to see her true self. Though the mirror shatters, the beast-like hold on Medusa's mind is broken, and she finally sheds her scales, snakes, and insanity. Now freed, the empress vows to repay the gods who hexed her. Medusa begins a new quest: to enlist others in her fight.

Medusa's curse can be broken, terminating the ongoing monster effect, and allowing players to recruit a powerful new ally to their side.

Step 1: Forge the Mirror Shield

To break Medusa's curse, the players must first build the Mirror Shield (see Magic Items on page 6). The Mirror Shield has a special cost of seven Atlantium. However, you receive a discount in Atlantium equal to the current value of the Wrath of the Gods track. Unlike other magic items, which require a special power before they can be built, the Mirror Shield can always be built.

Example: It is round 4, and the Wrath of the Gods track shows 2. As a result, the Mirror Shield costs five Atlantium to build this round.

Step 2: Confront the Monster

In order to free Medusa from her curse, the Atlantean with the Mirror Shield must draw Medusa's gaze. When this happens, Medusa is immediately freed. The player with the Mirror Shield gains Medusa as an ally, taking her reference board and wooden figure. Remove the Medusa monster figure, its reference board, the Mirror Shield card and token from the game. See the rules on Allies, pg 5.

Important: Petrified Atlanteans are NOT automatically released when Medusa's curse is broken.

Reference Board and Card Text

The following printed text appears on the Medusa components (see page 2 of the rulebook). It is transcribed as printed; where it words an effect differently from the rules above, both wordings are kept.

Medusa Scenario Reference Board

  • Monsters act: Randomly select a tile containing active Atlanteans or empty spaces. Move Medusa next to it and petrify all its Atlanteans. If there are none to petrify, fill it with petrified volunteers.
  • Draw Medusa's Gaze: Before Medusa moves, an active Atlantean may move her next to its tile, where she will act.
  • Break the curse: An Atlantean with the Mirror Shield must Draw Medusa's Gaze and immediately remove the Shield from play. Medusa is then defeated. Replace her with the Medusa Ally.

Medusa Ally Board

  • When Medusa succeeds in the Cities, instead of gaining one follower, choose to gain either two followers or four volunteers.

Mirror Shield Magic Item Card

  • Atlantium cost is discounted by the current value of the Wrath of the Gods track.
  • You are immune to Medusa's gaze.
  • Destroy to break Medusa's curse.