RulesPal
Chat
Rulebook
The Gate of R'lyeh thumbnail

The Gate of R'lyeh

The Gate of R'lyeh Rulebook

Table of Contents

Table of Contents

  • Objective
  • Contents
  • Setup
  • Overview
  • Declaration of Target Sigil
  • Player Actions
    • Contribute
    • Research
    • Gamble
    • Investigate
    • Make an Accusation
  • Triggering the Incantation
    • The Incantation (examples)
  • Insanity Cards
  • Advancing the Time
  • End of Game
  • Special Cards
    • Beasts
    • The Elder Sign
    • The Necronomicon
  • Playing as a Discovered Cultist
    • Discovered Cultist Actions
  • Advanced Rules
    • Equipment
    • Artifacts
  • Optional Rules
    • Paranoia
    • Turning to the Other Side

Objective

To win the game, investigators must create four sigil seals surrounding the Accomplished this by adding cards to the incantation. When revealed, if four card symbols match the target symbol, then a sigil has successfully been created. Cultists win the game if the investigators fail to create four sigils before the doom clock runs out.

Contents

  • MainGame Game Board
  • Clock & Tracking Token
  • 4x Sigil Tokens
  • 8 Yes/No Vote Tokens
  • 10x Necronomicon Cards
  • 4x God Cards without Text
  • 78x Insanity Cards
  • 12 Player Reference Cards
  • 37x Mythos Cards
  • 10x Secret Nature Cards
  • Token Stand
  • 4x Alters

Advanced Rules Items:

  • 12x Equipment Cards
  • 9x God Cards with Text
  • 12x Artifact Cards

Setup

Remove the Advanced Rules components. (Equipment, God cards with text, Artifact cards with Mythos Backs).

  1. Set the Cosmic Gate Board out, place the Necronomicon Cards (shuffle the Necronomicon cards, place the cover card on the bottom of the deck, and then the deck is flipped over) and the Insanity Cards on the spaces provided on the game board.

  2. Place the god cards Zhar, Dagon, Bokrug, and Ithaqua so that the sealed symbol is face down around the gate.

  3. Place a sigil token on each of the god cards.

  4. Choose a starting player to receive the Pocket Watch Tile. Place the Tracking Token on the Pocket Watch at 2, 3, 4, or 5 pm (see chart below).

  5. Each player takes 1 Player Reference Card and a "Yes/No" tile.

  6. Shuffle the Mythos deck and deal 3 to each player. Place the remainder on the Cosmic Gate Board.

  7. Place the top card from the Mythos deck into the incantation pool (on the space marked The Seed).

  8. Using the Table below, shuffle the number of Secret Nature cards listed and deal one secretly to each player.

PlayersInvestigatorsCultistsClock
431*1 pm
5322 pm
6423 pm
7434 pm
8535 pm

* Cultists win on 1 incorrect vote

Overview

The game is played in turn order, starting with the player holding the Pocket Watch and proceeds clockwise. One round is after each player has taken a turn. Each complete round is one-hour in-game time.

Declaration of Target Sigil

At the beginning of the game or any turn immediately after an incantation was attempted, players decide on a Sigil they wish to target. Place the selected Sigil token in the Target Indicator stand and place it back on the god card.

Players may not change the target Sigil until the next incantation. (Ithaqua is the target in the image to the right)

Ultimately, the player with the Pocket Watch Token (at the beginning of the game) or the next player after the player triggered the incantation will decide the target. If that player is a Discovered Cultist, the decision will skip to the next player, and play will resume with the Discovered Cultist.

Player Actions

On a player's turn, they may choose one and only one of the following actions: (Actions with the Insanity Card Icon mean that Insanity is drawn after taking this action)

Player Reference Card summary:

  • CONTRIBUTE: Play 1 Mythos card into the incantation.
  • RESEARCH: Discard (0 to 3 Mythos cards) then draw back up to 3 cards.
  • GAMBLE: Draw 2 Mythos cards. You must play 1 of the cards you just drew into the incantation. Discard the other.
  • INVESTIGATE: Shuffle and look at all but 1 of the cards in the Incantation Pool. You MAY swap 1 card with 1 card from your hand. (Insanity icon)
  • ACCUSATION: Accuse another player of being a cultist. Reveal Secret nature with a majority of votes. (On not enough "Yes" votes) (Insanity icon)

Contribute

Players can choose to play one card from their hand into the incantation face-down. Once cards are placed on the table, they can not be viewed by this player again on this turn.

Research

Players discard any or all of the cards they have in their hand face-down into the Mythos discard pile. They then draw up to a full hand of 3 cards from the Mythos deck. This action can be selected even if a player has no cards in their hand. If the Mythos deck ever runs out of cards, reshuffle the discard deck to form a new Mythos deck.

Gamble

Draw 2 cards from the Mythos deck. After viewing them, immediately place one of the cards face down in the incantation and the other card, face-down into the discard pile.

Investigate

The player performing this action gathers the cards in the incantation and shuffles them. Randomly place one card back into the incantation Pool. Randomly draw 1 Insanity Tile.

The player looks at the remaining cards, and they MAY swap one card from their hand with one card they are viewing. Cards may not be re-checked once placed.

Make an Accusation

(Not before 6pm) A player may accuse another player of being a cultist.

After some discussion, players vote "Yes" or "No". The accused player should be allowed to defend themselves before voting occurs. Once a player decides, they place their vote token in front of them to indicate Yes/No if they support the accusation. If a majority* of the players vote that a player is a cultist ("Yes"), the accused must reveal their Secret Identity card. Do not show the Identity card a failed or tied vote. If the accused is a Cultist, they flip their Player Reference Card to the Discovered Cultist side. If the accused is an Investigator, advance the clock 2 hours (in a four-player game, the game is immediately over, and the Cultist wins)

*The majority is based on the number of players in the game without counting Discovered Cultists. Accused players do not vote but do count towards the majority. (An eight-player game with one Discovered Cultist would need four votes to succeed.)

Cultist card (Covenant of Azathoth): You win if the four sigils have NOT been created by Midnight.

Triggering the Incantation

Play the 7th card FACE-UP into the incantation. At that point, the cards in the incantation are shuffled and immediately revealed.

To succeed, the number of cards matching the target sigil must be equal to or greater than 4.

Reduce the number of successful sigils by one or every card of the target sigil's polar opposite. Zhar is the polar opposite of Ithaca in the image to the right. The Cards to either side are considered neutral cards—Bokrug & Dagon in the image to the left.

For Mythos cards that contain more than one sigil, ONLY the sigil that is most favorable to the Investigators is the sigil that counts in the current incantation.

In the example to the right, the beast has neither the target symbol nor its polar opposite. It counts as neutral. If it had a polar opposite symbol, it would still count as a neutral.

Discard all cards in the incantation face down to the Mythos discard pile.

After successfully creating a sigil, flip the god card over (Image to the left) and place the sigil token back onto the card. A successfully created Sigil does not negate that sigil's "polar opposite" effect for future incantations.

If the incantation has failed (Target Sigil cards were less than 4). Investigators must begin again, and the player whose turn it now is will select a new Target Sigil and take their action.

The Incantation (examples)

The Target Sigil for both examples is the same.

  • Scenario 1: SUCCESS, 4 cards match the target sigil. All players draw 1 Insanity card because a beast was present in the incantation.
  • Scenario 2: FAILURE, a net of 3 cards match the target sigil (a Polar Opposite Sigil card is present).

Insanity Cards

Players draw Insanity cards after Researching, Investigating, a player fails to get enough votes for an accusation, or if a Beast is present when an Incantation is revealed (all players will draw an Insanity card). When all players draw an insanity card, begin with the player that triggered the incantation and take turns clockwise drawing and revealing (if not Secret) the insanity.

Effects are cumulative. If you draw two "See 1 fewer Mythos Cards.", you will now see two less. Place the insanity cards under the player reference card so that the effect is visible. There is no limit to the number of insanity cards a player can have. The results will begin after the player's turn (Unless it is an Immediately card). Discard face-down.

Cards will have specific actions in capital letters. CONTRIBUTE insanity effects only take place when the Contribute action is selected, not when you are putting cards into the Incantation due to the Gamble action.

*You can not force a discovered Cultist to take an Insanity card.

Example Insanity cards: "After CONTRIBUTING, choose another player to take 1 Insanity Card." "After RESEARCHING, Force another player to discard a random Mythos Card." "When INVESTIGATING, See 1 less Mythos Card."

Insanity cards marked "Secret" are kept facedown and cannot be shown to other players.

Insanity cards marked "Immediately" are resolved right away and then discarded.

Advancing the Time

Before the player with the pocket watch tile begins their turn, move the Tracking Token to the next highest number on the watch. The pocket watch will always be associated with the player that began the game.

Time is only advanced when play reaches the player with the pocket watch.

End of Game

The game ends as soon as the clock strikes midnight.

The Investigators win if all four Sigils have been created. The Cosmic gate is closed, and Cthulhu is trapped in R'lyeh.

The Cultists win if the Investigators fail to secure all four locks. In this case, the Cosmic Gate at R'lyeh fails, and Cthulhu rises, killing all of humanity, and that's pretty bad.

Special Cards

Beasts

Beasts are helpful because they have two symbols on them (only count the most favorable symbol). However, this comes at a cost. After revealing all cards in the Incantation, each player will draw one Insanity card for each beast present. Draw in order from the player that triggered the Incantation.

(Example card: Hounds of Tindalous — All players take 1 Insanity — Beast of Cthulhu.)

The Elder Sign

This card will automatically count as the target sigil. There is no circumstance where the Elder Sign would be considered harmful to the investigators.

(Card text: At Incantation: Always favors the investigators.)

The Necronomicon

If the Investigators are desperate, they may attempt to use the Necronomicon.

Before a player takes their turn, they may ask the group if they wish to consult the Necronomicon (this is NOT an action). A majority of players (not counting discovered Cultists) must agree to consult the book. At that point, a player must volunteer to be the one to open it. After opening, that player will draw 3 Insanity cards.

Flip the book cover card off the Necronomicon deck. Read the directions and place the card face-up next to the Necronomicon deck.

When the Necronomicon is active, it has four effects.

  • Immediately put 1 hour back onto the clock.
  • If a cultist is discovered while the Necronomicon is active, the Investigators will regain one hour on the clock.
  • The rules for Triggering an incantation will be altered.
  • If the Incantation fails, the game immediately ends with the Investigators losing.

If Successful, the Necronomicon is "closed" (replace the book cover). If the group wishes to leave it closed, they may. If the players want to re-open it, they must go through the voting process, find a volunteer, and lose sanity.

(Necronomicon card text: The last 2 cards are played face up instead of just the Trigger card. If the Incantation Fails: The game is over and the Cultists Win.)

Playing as a Discovered Cultist

Do not eliminate a discovered Cultists from the game. Instead, they flip their player reference card over, and their turn action options have changed.

Insanity no longer affects Discovered Cultists. They will not draw or be given Insanity cards under any circumstances.

Discovered Cultist Actions

Contribute: Cultists may only place one card, face-up, into the incantation. (If other players perform an investigation, this card is flipped face-down and picked up with the other cards.)

Plot: Cultists may increase the cards in their hand by drawing one. They can not have more than three cards in their hand.

Attack: A cultist may choose any other player and force them to discard a card from their hand randomly.

Discovered Cultists may not Make an Accusation or participate in them by voting. They may contribute to the discussion, but who is going to listen to them!

You may never show other players the Mythos card you are playing or cards in your hand. All card play is secret.

(Discovered Cultist reference card: ACCUSATION: Discovered Cultists may NOT make Accusations or vote. They also do NOT count towards the total number of players in a vote. Discard all Insanity cards.)

Advanced Rules

Equipment

Each Character card has an image of the Equipment in the upper right-hand corner. Assign the related Equipment card to that Character. Cards are face-up. Discovered Cultists may use Equipment except for the Holy Relic (since they don't draw Insanity under any circumstances). Most cards are single-use. Cards with three uses are turned after each use. The number of the remaining card uses should be facing away from the player. After the third use, discard the Equipment card.

If there is a conflict between Equipment and an Insanity card, the Equipment (or Artifact) card will take precedence. You can force someone to vote "No" with Blackmail if they have Insanity that only allows them to vote "Yes".

Blackmail - May change another player's vote. Includes Accusations and consulting the Necronomicon.

Pistol - Can force a player to take any action but can not specifically tell them what to do. "You must contribute." OK. "You must contribute a Nodens card." NOT OK. You have until the next player takes their turn. You can undo a current player's move, but once the player after them starts their turn, you can not.

Tarsoid Psalms - The Psalms may NOT be used to play any cards beyond the trigger card.

Rabbit's Foot, Eye of Horus & Holy Relic - May be used 3 times. Turn the card to indicate the number of uses left. Remove the card from play after the 3rd use.

(Holy Relic card text: Before drawing Insanity: Draw 2 Insanity Cards, Choose 1, Discard the other. Discard after third use.)

Opium - The Doctor may remove one Insanity card from anyone (including himself) at any time during the game.

Orb of the Dreamlands, Micky Finn, & Ritual Mask - No additional clarification.

Voodoo Doll - You cannot use the other player's Equipment. You must obey your Insanity. If you perform an action that causes the player to draw an Insanity card, THEY draw the Insanity card.

Slight of Hand - This action will take your turn. You do not draw an Insanity card.

Artifacts

Shuffle the artifacts and mix only four into the Mythos deck. Set the rest aside.

When an artifact is drawn, the player may place it in front of them for later use (they function similar to Equipment) or it may be played/discarded as a neutral Mythos card. If drawn as part of the Gamble action, the card may not be placed in front of the player. One card must be added to the Incantation, and one card must be discarded. If seen as part of an Investigation, the artifact card may be swapped out and immediately placed in front of the player that just investigated.

Cards may be used when they are placed as long as the condition of the card allows it.

There is no limit to the number of artifacts one player may have.

(Book of Hsan card text: When researching: Draw 1 additional Mythos card. Discard after third use.)

Optional Rules

These next two optional rules may destabilize your game... but they can be fun!

Paranoia

Uncertainty about the number of cultists. With paranoia, extra Secret Nature cards are shuffled into the deck. The cards that are not dealt out are placed in the game box without anyone looking at them. 5 or 7 Player game - Add 1 Investigator card. 6 player game - Add 1 Investigator and 1 Cultist card.

Turning to the Other Side

Drawing one of these cards may make a player secretly change sides. If a player is a "discovered" Cultist or Investigator these card will change nothing. If you are Successfully discovered, you must reveal this card along with your Secret Nature card.

(Cards: Insanity Effect - You are a Cultist* / You are an Investigator*. *If not using this special rule there is no sanity loss. SECRET.)

BEST in 4 and 6 player games.