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The Others: 7 Sins – Apocalypse Expansion thumbnail

The Others: 7 Sins – Apocalypse Expansion

Expansion for The Others: 7 Sins

The Others: 7 Sins – Apocalypse Expansion Rulebook

Table of Contents

Table of Contents

  • Apocalypse Track
  • Apocalypse Demons
    • War
    • Pestilence
    • Famine
    • Death
  • Apocalypse, the Greater Demon of the End
  • "Start Dead" Monsters
  • Dominate a District
  • City Action Effects
    • Example: Dominating with Apocalypse

Apocalypse Track

When playing the Apocalypse Story, the standard Apocalypse Track is replaced by the one contained in this box. This Apocalypse Track is used in the same way as the standard one, but the effects it triggers when each Apocalypse Level is reached are different.

The Apocalypse Track reads:

  • Level 1: Summon an Apocalypse Demon.
  • Level 2: Apocalypse becomes 5 Fight, 5 Defense.
  • Level 3: Summon an Apocalypse Demon.
  • Level 4: Apocalypse becomes 7 Fight, 7 Defense.
  • Level 5: Summon an Apocalypse Demon.
  • Level 6: As his Move, Apocalypse may Teleport to any District with at least one Corruption token.
  • Level 7: Apocalypse becomes 10 Fight, 10 Defense.

Apocalypse cards are not used in this Story. Instead, the 4 "Apocalypse Demon" cards are shuffled to create a Demon Deck. When the Apocalypse Track calls for an Apocalypse Demon to be Summoned, the Sins Player draws the 2 top cards from this deck, chooses one and puts the other at the bottom of the deck. The chosen Apocalypse Demon is Summoned according to the instructions on its card.

The rest of the Apocalypse Levels make Apocalypse itself stronger. Apocalypse, the Greater Demon of the End, starts the game on the board, with the stats and abilities listed on its card. As new Apocalypse Levels are reached, Apocalypse's Fight and Defense stats are increased, and it may gain the ability to Teleport directly to Corrupted Districts instead of moving.

Apocalypse Demons

The four Apocalypse Demon cards are War, Pestilence, Famine and Death. Each card's Summon instruction is given as printed on the card.

War

Apocalypse Demon, Fight 4, Defense 4.

  • Summon: into any Monster-Free Space.
  • All other Monsters in a Space with War gain +1 Fight die in Fights.
  • If War is defeated, place him in a Monster-Free Space at the end of the round.

Pestilence

Apocalypse Demon. Its Fight and Defense values are not legible in the source images.

  • Summon: into any Space with a Monster.
  • All Corruption tokens in the same Space as Pestilence roll an additional die against Heroes.
  • If Pestilence is defeated, place him in a Monster-Free Space at the end of the round.

Famine

Apocalypse Demon, Fight 4, Defense 4.

  • Summon: into any Space with a Monster.
  • Heroes can't use City Actions in the District Famine is in.
  • If Famine is defeated, place him in a Monster-Free Space at the end of the round.

Death

Apocalypse Demon, Fight 5, Defense 5.

  • Summon: into any Space with a Monster.
  • Any Hero that enters or leaves a Space with Death takes 1 additional Wound.
  • If Death is defeated, place him in a Monster-Free Space at the end of the round.

Apocalypse, the Greater Demon of the End

Apocalypse is the Greater Demon of the End. Its card reads:

  • Ability: Before or after a Reaction in which Apocalypse doesn't move and doesn't add dice to a Fight, he may move 2 Spaces and Dominate an [word not legible at source resolution; appears to read "revealed"] District he's in.
  • Defeat: If Apocalypse is defeated, place him in a different Monster-Free Space immediately.

The card's Fight and Defense values are not legible in the source images.

"Start Dead" Monsters

As indicated on the map setups, some monsters will start the game dead. That means they are not placed on the board at the beginning of the game, but kept in reserve, as if they had been killed during play. When the Sins Player Summons a Dead Monster, he may select any Monster from this reserve.

Dominate a District

Apocalypse, the Greater Demon of the End, can be used by the Sins Player just like any other Monster. When performing a Reaction, the Sins Player may choose Apocalypse to be moved up to 2 Spaces (following standard Move restrictions). If the Sins Player Starts a Fight against the Hero who just finished his Turn, Apocalypse will take part in it if it's in the same Space, adding its Fight dice to the Sins' roll.

ALTERNATIVELY, the Sins Player may choose to use Apocalypse to Dominate a District. This is a special action that only Apocalypse itself can perform, and it can only be done twice per round. The Dominate action is performed either right before, or right after performing a Reaction. If the Sins Player wishes to use Apocalypse to perform a Dominate action this turn, then he cannot use Apocalypse at all during this turn's Reaction. While performing the Reaction, Apocalypse can't be moved, and if the Sins Player Starts a Fight in the Space containing Apocalypse, it doesn't contribute any dice to the Fight. That means that if Apocalypse is moved or contributes to a Fight during a Reaction, it cannot perform a Dominate action this turn.

When Apocalypse performs a Dominate action, it may first be moved up to 2 Spaces. This follows the standard movement rules, meaning it can't move out of a Space containing a Hero. After that, Apocalypse may Dominate the District it occupies, using those City Actions for its own nefarious purposes. If the City Action slot is available, the Sins Player Marks it until the end of the round and may use each of the City Actions offered by that District. Apocalypse can't Dominate a District that already contains a Hero's City Action token, or that has already been Dominated this round.

City Action Effects

These are the effects each of the City Actions offer to the Sins Player:

  • Summon a dead Monster (as normal). Note that in the Apocalypse Story, the Sins Player doesn't automatically Summon dead Monsters at the end of every round.
  • Put a Corruption token on any Space.
  • Gain an extra Reaction token to use this round.
  • Destroy one Upgrade card in the general Inventory, replacing it with a new one from the Upgrade deck.
  • Move an Orbital Strike token up to 2 Spaces, then deal one Wound to all Heroes in that Space.

Heroes cannot use the City Actions of a District that has this Mark on the City Action slot. The Mark is removed at the end of the round, making that District available next round to both the Heroes and Apocalypse.

Example: Dominating with Apocalypse

Leah has just finished taking her turn, and the Sins Player decides to spend one of his Reaction tokens. He also decides he wants to perform a Dominate action with Apocalypse this turn. He could do it now or after performing the Reaction, and decides to do it afterwards.

As his Reaction, the Sins Player moves the Abomination into Leah's Space and Starts a Fight with her. Because he wants to use Apocalypse to Dominate this turn, it doesn't add any dice to the Fight. He rolls only the Abomination's 3 Sin Dice, and is able to kill Leah!

The Sins Player now performs Apocalypse's Dominate action. Since the City Action of the Opera District has already been used, he moves Apocalypse 2 Spaces into the Amusement Park District. Apocalypse then Dominates the District, Marking its City Action slot for this round.

The Amusement Park District offers one of each of the City Actions to the Sins Player:

  • Inventory: The Sins Player chooses one of the Upgrades displayed in the general Inventory and removes it from the game, drawing a new card from the deck to replace it.
  • Heal: The Sins Player takes the dead Controller and places it in a Space with an unblocked Nest.
  • Repent: The Sins Player places a Corruption token in the Opera District.
  • Extra Turn: The Sins Player takes an extra Reaction token to use this round.
  • Orbital Strike: The Sins Player moves the Orbital Strike token two Spaces and deals a Wound to Thorley and Karl.

Play then resumes to the next Hero Player.