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Rum & Bones: Second Tide – Sea Monsters thumbnail

Rum & Bones: Second Tide – Sea Monsters

Expansion for Rum & Bones: Second Tide

Rum & Bones: Second Tide – Sea Monsters Rulebook

Table of Contents

Table of Contents

  • Siren
  • Avatar of Poseidon
  • Shell Cracker

Siren

Sea Monster. Hit points: 6.

Deployment: Deploy the Siren in any zone within 1 of a Sea Zone.

Song of Acquiescence (red attack badge) This attack deals no damage. Instead, Push each Hero Hit up to 1 zone per Hit. This attack targets all Heroes in range (roll separately for each Hero). Attack icons: sword 3, [die] +, spyglass 3.

Song of Discord (red attack badge) This attack deals no damage. Hits cause STUN and SILENCE. This attack targets all enemy Heroes in range (roll separately for each Hero). Attack icons: sword 1, [die] +, spyglass 3.

Song of Dominion (green ability badge) Target 1 enemy Hero within 3 zones. Immediately move them up to 2 zones and perform 1 of their attacks. That attack may target zones containing friendly models. That enemy Hero gains no [coin icon] from KO'ing models with this attack.

Avatar of Poseidon

Sea Monster. Hit points: 10.

Deployment: Deploy the Avatar of Poseidon on any Gangplank. Knock all models on that Gangplank Overboard.

Poseidon's Judgment (green ability badge) All friendly Heroes within 2 zones of the Avatar of Poseidon may heal up to 3. Deal all enemy Heroes within 2 zones 3 damage.

Lord of the Tides (green ability badge) Draw 2 Tide Cards.

Crashing Waves (green ability badge, passive) Each time an enemy Hero begins their activation on, or moves onto, a Gangplank, roll a die. On a [die icon showing [illegible]] + they are knocked Overboard.

Shell Cracker

Sea Monster. Hit points: 12.

Deployment: Deploy the Shell Cracker on any friendly Deployment Point.

Crushing Claws (red attack badge, Basic Attack) Hits cause BLEED. For each Hit of a [die icon], roll 1 additional die. Attack icons: sword 4, [die] +, spyglass 1.

Hitch a Ride (green ability badge) Move the Shell Cracker, and all Crew in its zone, up to 2 zones. During this move, the Shell Cracker may not move into zones that Crew could not normally move into. Afterwards, all Crew in its zone immediately attack.

Armored Protector (passive) The Shell Cracker must be prioritized by all attacks targeting its zone (including by attacks that could normally prioritize other targets).