Hastur Rising
Hastur Rising Rulebook
Table of Contents
Table of Contents
The Risen One (Loyalty Card)
How to Awaken The Risen One (Cost 8):
Yellow Sign Faction: Pay 7 Power, and place the Risen One at your controlled Gate. You may place it so that it overlaps into neighboring Areas. Then each other player gains 1 Elder Sign.
All other Factions:
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Your controlled Gate is in an Area with your Great Old One. You may place it so that it overlaps into neighboring Areas.
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Pay 8 Power, and place the Risen One in the Area containing the Gate.
Combat: Choose any number
Reality (Ongoing): The Risen is considered to exist in every Area in which its base overlaps. It can attack into any of them, can move into any Area adjacent to any of them, etc.
Madness (Battle): You may roll any number of dice for the Risen One's battle total. However, if the Risen One's side scores more kills than its opposition, the Risen One is eliminated.
Printed panel on the card, below the abilities (reproduced as printed; it is card art text and not a separate rule): "The Risen One survives a battle."
Call Him (Spellbook Card)
Call Him (Action: 1)
Move The Risen One to any Area in which you have a Unit.
Notes on the Transcription
- Both cards are transcribed from the scans in the Kickstarter update, which are legible. No text was marked illegible.
- The card scans are prototype versions, not proofread, as the source update states. Wording, costs and timing labels here follow the scans and are not checked against the final printed cards.
- The Risen One's "Reality (Ongoing)" ability ends with "etc." as printed. This is transcribed as-is.
- Other Hastur Rising material shown in the same Kickstarter update (Planet Apocalypse, Hyperspace, Gods War and Eternal Adversary cards) belongs to other products and is not included here.