Agenda. Stage 2
Mythos
Doom: 10. Clues: –
Spend 1 clues, as a group, and place an Artifact asset you control in the victory display: Place 1 resource (from the token pool) on your location, as a sigil.
Forced - When the enemy phase ends: Draw the top card of the Cthulhu deck.
Objective - Banish the awakened dreamer! If each Cthulhu enemy is in the victory display and there are 5 locations with sigils on them, immediately advance.
Mauro Dal Bo
Die Versunkene Stadt (Kampagnen-Erweiterung) #191. The Doom of Arkham Part II #5.
Ritual of Binding - Back
Agenda
A quickening gale stirs the black water at Cthulhu's sagging legs. As glowing green sigils alight on the awful dead god's arms and legs, he looses an ear-splitting roar that shatters windows and shakes the very foundations of the city. Hunched over nearby, Andy intones a string of guttural words, holding one shaking hand over a glowing artifact. "It's working!" Ruby shouts.
Another roar. The sound of gunfire echoes across the water as the Arkham police try in vain to draw his attention. You look up to see the ancient one himself staring down at you, his eyes glowing a vivid crimson. The behemoth raises one clawed hand overhead to crush you like an insect.
Another roar. The sound of gunfire echoes across the water as the Arkham police try in vain to draw his attention. You look up to see the ancient one himself staring down at you, his eyes glowing a vivid crimson. The behemoth raises one clawed hand overhead to crush you like an insect.
If there are 5 or fewer Ruined locations in play, (→R2) (page 50). Otherwise, (→R3) (page 51).
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