by karishi
Cultist: These replace the normal set of 4 Infiltrators you would play with, when you play against the Demons. Like the regular Infiltrators, Cultists move directly from the Traveler space when revealed there to the Town discard, and are not replaced that round.
When a Cultist is revealed in town, add 1 to the points the Demons have for bringing monsters into play.
A hero may pay 1 coin and 1 magic to put a Cultist from in play on the bottom of the Traveler deck. The entire cost must be paid by 1 hero, though Coins may be given to any hero at any time.
Like any Infiltrator, Cultists are also Villagers, which means a Guard will give his life to protect them and a hunting monster will kill them.
Imps: Including the round they enter play, Imps cause the first hero to attack each round to take an extra Wound if there is a Cultist in play when the Attack is played.
If there are multiple Imps, each one will deal a separate Wound to that first attacker.
If the Cultist(s) is removed before any Attacks are played, this effect is ignored.
Round 1: This monster becomes immune to damage from melee attacks for this round only. Melee attacks may still be played if this is the only monster in play (for instance, to gain the benefits of Leading Strike), but will deal no damage.
Round 2: Kill the Bard. Hunt if the Bard is not in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.
Round 3: Kill the Sage. Hunt if the Sage is not in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.
Blackshard Corruptor: If Blackshard Corruptor takes more than 1 hit while there is a Cultist in play, it kills a Guard.
This effect happens only once each round, regardless of how many hits beyond 1 it takes.
If it takes only 1 hit, then the Cultist is removed, then it takes more hits, this effect does not activate.
Like any Kill action, Blackshard Corruptor will hunt if there is no Guard in play.
Because this kill happens during the hero turn, losing the last Villager in play this way will not cause the heroes to lose immediately.
Round 1: Kill the Child. Hunt if the Child is not in play, killing/breaking the first Villager/Wall found.
Round 2: Remove 1 hit from each monster in play that has a hit token on it. Then remove two (or all, if there are less than three) hit tokens from this monster.
Round 3: Break a Wall. Hunt if there are no Walls in play, killing/breaking the first Villager/Wall found.
Lightmaw: When Lightmaw moves forward a step, before its listed Round action, check whether there is at least 1 Cultist in play. If there is, each hero discards an Attack.
Round 1: Kill the Mayor. Hunt if the Mayor is not in play, killing/breaking the first Villager/Wall found.
Round 2: Each hero discards an Attack card.
Round 3: Kill the Child. Hunt if the Child is not in play, killing/breaking the first Villager/Wall found.
Master Celebrant: While Master Celebrant is in the monster attack area, Cultists cannot be removed from town.
This effect does not apply while Master Celebrant is in the monster power area.
This applies to both cards that directly removes Cultists, such as Bamboozle, and the regular ability listed on the Cultist itself to pay coin/magic to remove it.
If Master Celebrant leaves play - generally because it is killed - Cultists can be removed as normal.
Round 1: If there are no hit tokens on Master Celebrant, it kills the Witch, hunting if the Witch is not in play to kill/break the first Villager/Wall it finds. If there is at least 1 hit token on Master Celebrant, ignore this effect.
Then, remove 1 hit token from Master Celebrant if possible.
Round 2: If there are no hit tokens on Master Celebrant, it breaks a Wall, hunting if there are no Walls in play to kill/break the first Villager/Wall it finds. If there is at least 1 hit token on Master Celebrant, ignore this effect.
Then, remove 1 hit token from Master Celebrant if possible.
Round 3: Remove 2 hit tokens from Master Celebrant (or all hit tokens if there are fewer than 3). Then, if there are no hit tokens on this monster, the heroes lose the game unless the Child is in play.
Night Hulk: Just before each round action, check whether there is at least 1 Cultist in play. If so, remove 2 hit tokens (or all hit tokens if there are fewer than 3) from this monster.
Round 1: Kill the Gravedigger. Hunt if the Gravedigger is not in play, killing/breaking the first Villager/Wall found.
Round 2: Break a Wall. Hunt if there are no Walls in play, killing/breaking the first Villager/Wall found.
Round 3: Kill the Baker. Hunt if the Baker is not in play, killing/breaking the first Villager/Wall found.
Mar'Zose: (Pronounced: mar ZO-say) While there is at least 1 Cultist in play, you cannot put hit tokens on Mar'Zose for any reason.
You are still allowed to attack her, if you want to get other benefits from your Attack cards.
This immunity does not remove any hits already on Mar'Zose.
1: Kill the Witch. Hunt if the Witch is not in play, killing/breaking the first Villager/Wall found.
2: Kill the Priest. Hunt if the Priest is not in play, killing/breaking the first Villager/Wall found.
3: Kill a Cultist. Hunt if there are no Cultists in play, killing/breaking the first Villager/Wall found. If a Cultist dies, either from the kill or the hunt, the heroes lose the game unless the Child is in play.
Then, if the game is not over, Mar'Zose rampages, moving back to the Start space with any hits she has taken once all other monsters have acted.
Note that a Guard in play will always jump in the way of a Cultist who would die. Ordinarily it's frustrating when this happens, but in this case the Guard's sacrifice stops the world from ending.
Skurlings: Just before this monster takes each round action, check whether there is at least 1 Cultist in play. If there is, each hero discards a Spell from in hand or reveals a hand with no Spells in it.
Round 1: Kill a Guard. Hunt if there are no Guards in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.
Round 2: Kill the Farmer. Hunt if the Farmer is not in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.
Round 3: Perform the Activate text on every Power card in the monster power area. If there are no Power cards in the monster power area this action has no effect. (Optional: To make the game more difficult, you may treat Shadowrifts as Power cards with Activate: Monsters gain 1 power.)
Lesser Succubus: Just before each of this monster's round actions, look at the top two cards of the Town deck. Put any cards besides Corpses and Cultists found this way into the Town discard.
Round 1: Look at the top card of the Traveler deck. If it is a Cultist, put it directly into play (at which point its effect of adding 1 to monster power immediately occurs). This may bring the number of cards in Town above 5; This is allowed.
If it is not a Cultist, put it on the bottom of the Traveler deck.
Round 2: Perform the Activate text on every Power card in the monster power area. If there are no Power cards in the monster power area this action has no effect. (Optional: To make the game more difficult, you may treat Shadowrifts as Power cards with Activate: Monsters gain 1 power.)
Round 3: Kill the Innkeeper. Hunt if the Innkeeper is not in play, killing/breaking the first Villager/Wall found.
Al'Taros: Just before each of Al'Taros' round actions, check whether there are 1 or more Cultists in play. If so, put the bottom card of the Monster deck into the monster power area.
Round 1: Kill the Stonemason. Hunt if the Stonemason is not in play, killing/breaking the first Villager/Wall found.
Round 2: Each hero chooses to either move a Coin card he/she has in play back to the top of the Coin stack or put a Wound from the Wound stack into his/her discard pile.
If you have no Coin, you must take a Wound. If there are no Wounds in the stack, you must lose a Coin. If you have no Coin AND there are no Wounds in the stack, nothing happens. If there are no Wounds all players may give their Coins to one play in reaction to this effect, meaning that only 1 Coin is lost in total.
Round 3: Kill a Guard. Hunt if there are no Guards in play, killing/breaking the first Villager/Wall found.
Lure of Darkness: When a monster uses an Activate Powers action, put the non-Cultist Villager that is closest to the Town discard pile on the bottom of the Traveler deck. Then search the Traveler deck until you find a Cultist and put it into play. Then shuffle the Traveler deck.
If there are no non-Cultist Villagers in play (only Walls), ignore the step where a Villager is removed but continue with the rest of the effect. This may mean that there are more than 5 cards in the active Town this round; this is allowed.
If the search through the Traveler deck finds no Cultists, no Cultist is put into play.