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Fortune and Glory: Rise of the Crimson Hand

Expansion for Fortune and Glory: The Cliffhanger Game

Fortune and Glory: Rise of the Crimson Hand Rulebook

Table of Contents

Table of Contents

  • Components
  • Order of the Crimson Hand
    • Prepare the Vile Organization
    • Dark Knowledge
    • Keep Your Friends Close... and The Order's Influence
    • Order's Influence Markers
    • Adventure Icon Markers
    • Angelica Hamilton
  • Dark Sanctuaries
    • Dark Sanctuary
    • The Villain Phase
    • Outposts
  • Crimson Hand Acolytes
    • Placing an Acolyte
    • Fighting an Acolyte
    • Acolytes Collecting Artifacts
  • Adventure Cards

Components

  • Crimson Hand Acolyte figures: 8 grey figures, used as the Henchmen of the Order of the Crimson Hand.
  • Villain figures and cards for the Order: Angelica Hamilton, Sir Crowley and The Inquisitor.
  • Order of the Crimson Hand Record Sheet, and a double-sided Tactics/Outpost chart (the Tactics on one side, the unique Outposts on the other).
  • Order of the Crimson Hand Enemy Reference card, used when fighting a Crimson Hand Acolyte.
  • Dark Sanctuary Outpost markers.
  • Order's Influence markers and Adventure icon markers (see Order's Influence Markers and Adventure Icon Markers below).

Order of the Crimson Hand

If the Order of the Crimson Hand is in play there will be a number of Dark Sanctuaries.

Prepare the Vile Organization

The Order of the Crimson Hand - Place a Dark Sanctuary in a Random Location.

Dark Knowledge

The Order of the Crimson Hand gain special bonuses for each type of Artifact they have collected (Myth, Fate, Magik and Death). It is important to note that each of those bonuses is only granted once, regardless of how many Artifacts the Villains have with that Icon. The Crimson Hand either have the bonus for an Icon type, or they don't; they can't have the bonus multiple times.

Keep Your Friends Close... and The Order's Influence

The Order of the Crimson Hand has its dark tendrils in every level of society, influencing people all over the globe, from the humblest cab driver in Bombay to the most powerful leaders in the world. When fighting the Order of the Crimson Hand as a Vile Organization, often times the Loyalty of your Allies will be tested (and reduced) by threats and bribes. With the Keep Your Friends Close... ability, a Hero in a City is allowed to buy one Ally per turn for 2 less Glory than normal, to a minimum of 1 Glory. However with The Order's Influence ability (found on the Tactics chart), anytime the Villains get to roll on their Tactics chart, they also have the opportunity to corrupt any Allies currently in play (as noted in the ability). This makes Allies easier to get, but slightly more dangerous to use when fighting the Order of the Crimson Hand.

When the Order of the Crimson Hand is the Vile Organization in play, one Ally per turn costs 2 less Glory than normal, to a minimum of 1 Glory.

Order's Influence Markers

When fighting the Order of the Crimson Hand as a Vile Organization, these markers are used to show how much Influence the Order has gotten over your Allies through threats and bribes. As noted on the Crimson Hand Tactics chart, an Ally is -1 Loyalty for every Influence marker on them.

Adventure Icon Markers

These markers feature the Keyword icons associated with Adventures (such as Magik or Fate). These are extra counters and can be used to keep track of which Icon types the Crimson Hand have collected when fighting them as a Vile Organization (as they get a special bonus for each Icon type they currently have in their possession).

Angelica Hamilton

The Crimson Hand Villain Angelica Hamilton has an ability that makes all Tests made in her space count as Deadly Tests. This can be really brutal, however, if you can defeat her in a Fight or through the use of cards (like "Blizzard", "Sandstorm" etc), any further Tests in that space revert to normal (no longer Deadly).

Many times this means that you will want her to find you when you try to Sneak past, so that you can Fight her. Just remember that you cannot choose to Fight the Villain directly, you must still make the Sneak Test as normal for Sneaking past a Villain (consider that she may in fact be intentionally staying in the shadows to avoid direct conflict).

Dark Sanctuaries

The Crimson Hand use a single type of Outpost, the Dark Sanctuary. Vile Organizations each have their own unique type of Outpost that they use during the game. These are bases of operation that are placed on the board and give the Villains a bonus of some kind.

Dark Sanctuary

Attacking a Dark Sanctuary involves making a Sneak Test as outlined on the relevant card. Failing the Sneak Test means that the Hero will have to fight a number of opponents.

Any Order of the Crimson Hand fought at an Outpost get +2 Fight Dice for each Wound they have taken (instead of the normal +1).

If you succeed in Sneaking or defeating the opponents the Outpost is destroyed (see Destroying an Outpost in the base rulebook). If you defeat the last opponents that discover you in the same Fight Round that you are KO'd you still get to destroy the Outpost.

On the Adventure Sequence, attacking a Dark Sanctuary is step 2d, which the base rules give together with the War Zeppelin and the Mob outposts. For a Dark Sanctuary the step reads: Attempt Sneak Test. If unsuccessful, must Fight Enemies. If successful or all Enemies defeated, the Outpost is destroyed and the phase ends. If Escaped, the phase ends.

The Villain Phase

If the Order of the Crimson Hand is the Vile Organization in play and at the start of the Villain Phase there are no Dark Sanctuaries on the board, place a new Dark Sanctuary in a Random Location.

Outposts

In each Outpost/Zeppelin step do the following depending on which Vile Organization is in play.

The Order of the Crimson Hand - Roll a D6 for each Dark Sanctuary on the Board. On a roll of 4, 5 or 6, place a Crimson Hand Acolyte figure on the Artifact Adventure with the lowest Fortune Value and no other Acolytes there. If all Artifact Adventures already have an Acolyte figure on them, place the new figure on the Artifact with the lowest Fortune Value and the fewest Acolyte figures already there.

The rules for a Vile Organization's Outposts can also be found on the back of its Tactics Chart.

Crimson Hand Acolytes

The Order of the Crimson Hand has countless followers around the world, each just waiting for the word to don the cloak and mask to carry out whatever nefarious task their masters command. These followers are represented in the game as Crimson Hand Acolytes, the Henchmen for the Order of the Crimson Hand Vile Organization.

Occasionally an Enemy Henchmen Figure will be placed on the board. These include Crimson Hand Acolytes Figures, which represent an Order of the Crimson Hand Enemy. You use the Enemy Reference cards to find the details on these Enemies.

When fighting a Crimson Hand Acolyte figure, use the Order of the Crimson Hand Enemy Reference Card.

Villains and Acolytes don't block movement and have special rules for when they need to be fought (Movement Phase). Unlike Enemy Henchmen Figures, Villain Figures (and their Bodyguards) and Acolytes DO NOT block Hero movement and may occupy the same Space as a Hero without immediately Fighting (Movement rules).

Placing an Acolyte

Acolytes are similar to Nazi Soldiers or Mobster Thug figures, but are deployed in a slightly different way. Instead of being placed on the board in a land or city Space, when a Crimson Hand Acolyte figure comes into play, it is placed directly onto an Artifact Adventure. This represents an Acolyte being sent directly to try and collect an Artifact for the Villains! This can happen as a result of a card like "Spread of the Crimson Hand", and generally the player that played the card may choose which Artifact to place the Acolyte on. Acolytes can also be dispatched by the Crimson Hand Dark Sanctuary Outposts (as described on the Order of the Crimson Hand Outpost chart).

Fighting an Acolyte

A Hero does not automatically need to fight a Crimson Hand Acolyte that is on an Artifact Adventure in his space, nor do Acolytes block movement in any way (think of it as though the Acolyte is working in the shadows to hunt down the Artifact, racing against the Hero). Instead, whenever a Hero completes the last Danger and would collect an Artifact that an Acolyte is on, they must first fight the Acolyte (either defeating it or Escaping from it) before they are allowed to collect the Artifact.

If there is more than one Acolyte figure on an Artifact, the Hero must Fight each of them to recover that Artifact. If the Acolyte is defeated or Escaped from, remove it's figure.

Acolytes Collecting Artifacts

At the start of the End Phase, every Acolyte that is currently on an Artifact Adventure gets one automatic Success token toward collecting that Artifact for the Villains. Once the Acolyte has collected Success tokens equal to or greater than the Danger value of the Artifact they are on, that Artifact is immediately collected by the Villains and the Acolyte is removed from play. Note that this happens at the beginning of the End Phase, so any Artifact collected by an Acolyte will be replaced by a new Artifact in the very same turn.

If there are multiple Acolytes on the same Artifact, each Acolyte adds a Success token to a combined total toward collecting that Artifact. If an Acolyte is on the same Artifact as a Villain, the Acolyte adds any Success tokens it generates to the Villain's Success total for collecting the Artifact.

Adventure Cards

Fifteen of the original Adventure cards have special effects in very small print at the bottom. These cards are replaced by the 15 revised Adventure cards in the Rise of the Crimson Hand Expansion. The rulebook has an appendix with a more legible version of these effects.

The source does not mark which entries of that appendix belong to the revised cards, so its entries are not reproduced here beyond the one Order-specific entry, which reads as printed:

  • Of the Crimson Hand - After all Dangers, you must fight and defeat Order of the Crimson Hand to get the Artifact.