Historica Arcanum - Cults of London
Historica Arcanum - Cults of London
Historica Arcanum - Cults of London
On a baleful night, at a dimly lit gallery, a grand painting was unveiled to an audience of dark means. As the velvet
curtain fell off the oaken frame - a scene of madness and murder was made manifest. Within the painting, signed by No
One, were the evocative depictions of carnage - among the faces of the victims and perpetrators were
those of the dark attendants of the reveal.
The moments of terror in the gathering room would have been the end of the delirium, had those who beheld the
painting been ordinary men and women. They were not. They were the rot in the arcane heart of London, spellslingers
of a bygone Era, privy to the eldritch secrets and the terrors from beyond. Even then, peace could have been preserved,
had the depicted scenes not come to fruition. Apprentices and family members, lovers and relics were brutalized in the
same fashion as it was painted - a prophecy painted on a bone-colored canvas.
It took but mere days for the arcane underbelly of the city to fall into anarchy, as the fingers were pointed, and blood
was drawn. The War of the Cults had begun.
Welcome to Historica Arcanum: Cults of London, a cut-throat strategy game where players take control of occult
cabals vying for the control of Victorian Era London. Conduct Rituals, Slay Eldritch Horrors, and Plot Assassinations!
Important Information
This rulebook is for the Alpha version of Historica Arcanum: Cults of London. While the core gameplay will
remain the same, we may alter the balancing, turn sequencing and victory conditions to hone in on the fun
and strategy aspects of the game.
Feel free to give feedback on any aspect of the gameplay, rules writing, or content. You can reach us
through our EMAIL, DISCORD, or our SOCIALS.
1x Game Board
1x Anomaly Tracker
1x Action Deck for 1x Action Deck for 1x Action Deck for 1x Action Deck for
The Purge Faction The Royal Society Faction The Mohocks Faction The Golden Dawn Faction
1x Rules Reference Booklet
1x Learn to Play Booklet
1x Operator Deck 1x Anomaly Deck 24x Location Cards 1x Relic Deck 1x Secret Ritual Deck
The game follows a specific order of phases which guide the player actions.
1. PLANNING PHASE
The Planning Phase is when players
assign Operators, Action Cards, and
Location Cards to plot their movements.
4. COMBAT PHASE
Occurs when one or more operators and
anomalies have been assigned and present
at a specific location - and results in death,
victory, or retreat of those who are involved.
Once a player assigns all their cards, they must verbally declare
they have done so. After everyone declares that they are ready,
the Intel Phase begins.
2. INTEL PHASE
Following the turn order, each player can spend 2 Insight
Tokens to reveal a card in another players’ Card Holders.
The revealed cards cannot be changed in the next phase. If a
player prefers not to spend Insight tokens, they must verbally
declare that they are “Passing”. The turn order continues until
all players have Passed. S
3. COMMITMENT PHASE
The players can rearrange their hidden cards according to the
information they received on the Intel Phase. They can swap from
Holder to Holder or change cards between their hands and their
Holders. Only unrevealed cards can be changed, any card that is seen
by other players must stay on their assigned slots, unless specified
otherwise by another gameplay effect.
Once all players commit to their plans, they must verbally declare
they have done so. After everyone declares that they are ready, the
end of the Commitment Phase begins, and all players simultaneously
reveal their assigned cards to the Card Holders.
1 2
3 4
First, the player may remove one Control Token from the loca-
tion. Then, they can put one of their own Control Token in the
Location. If, for any reason, they are unable to place a Control
Token, the Operation aspect of the Action Card can not be used.
This phase also follows the turn order when resolving the
effects of the Action Cards and placement of Control Tokens.
6. REFRESH PHASE
The Refresh Phase is when all the upkeep of the end of
round occurs.
Once the Spell Rebound Tracker hits 12, the player that
triggered it draws an Anomaly card. The card holds specific
features belonging to the monster.
• The Spell Rebound Tracker immediately resets to 0 when
an Anomaly is triggered, with the excess Spell Rebound
cost disregarded. However, there are some faction-specific
cards which may start the Tracker at a higher number
once reset. S
The player who assigned the hit that reduced the Anomaly to 0
Hit Points earns 2 Insight tokens.
For example, the secret ritual below can be completed by putting one Control Token to form 1. Controlling 2 Locations at the start of the Refresh Phase = 1 VP
the shape of a triangle. This can be completed by putting Control Tokens to Locations 1-3-5 • You need to have at least two control tokens in a location to control that location.
or 2-4-6. The alignment of the Shape does not matter, only that the shape is complete with • You can score a maximum of 3 VPs for controlling all 6 Locations per turn.
the correct number of Control Tokens on all nodes.
2. Completing a Secret Ritual = X VP
• As long as the Secret Ritual shape is not broken until the Score Victory Points
stage in Refresh Phase, you can score the specified VPs on the Secret Ritual card.
• You may only score 1 Secret Ritual card per turn.
At the end of the Refresh Phase, once a player reaches 13 points, they are immediately
declared the winner.
If there is still a tie, check out these two aspects in order: the one with a total of more Con-
trol Tokens on the board, and the one with the most Insight Tokens remaining.
Some Secret Rituals require you to have different numbers of Control Tokens on a specific
point in the shape. While the alignment of the shape does not matter, you must have the
correct number of Control Tokens in the specified nodes of the shape.
The hand limit for Secret Ritual Card Rules is 3. If you draw an additional Secret Ritual Card,
you must discard one in your hand immediately.
COMING SOON!
After new cards are drawn each Refresh Phase, each player can
A: Skill Requirements C: Card Name
discard up to 2 cards from their hand to draw 2 new cards.
B: Spell Rebound Cost D: Operation Effects
E: Quick Action Effects
If you can’t have 5 Action Cards in your hand, shuffle your
discard pile to form a new Action Deck and draw until
you have 5.
B
A C D E
H I K
A: Anomaly Card Pile D: Operator Graveyard G: Spell Rebound Tracker J: Turn Tracker
B: Control Token Slot E: Victory Point Tracker H: Relic Auction House Pile K: Secret Ritual Card Pile
C: Operator Card Pile F: Location Tile I: Relic Card Pile
CONTROL
Having two Control Tokens in a Location means that you control
that Location.
CONTROL TOKENS
These tokens are to designate a player’s authority over a
Location and to be used on Victory Point Tracker. There are
three types of Control Tokens: Normal tokens, Outpost One, and
Outpost Two. A player can put away a Normal Control Token and
insert a new one after any successful Operation in the Location
that the Operation took place in.
B C
E F
INSIGHT TOKENS Location Tiles carry a name with them and during Game Setup, they must be placed randomly. For example, one game may have
One of the main currencies in the game. Insight Tokens can be the British Museum in Location 1, while another game could be put in Location 3. When a player controls a Location, check out
used in the following ways: the Location Tile for its bonus.
• During the Intel Phase, Spend 2 tokens to reveal a card
assigned in another player’s Card Holder.
• During the Intel Phase, Spend 2 tokens to discard a Secret
Ritual and draw a new one. This can only be done once per
turn.
A
Spent Insight Tokens go to the Insight Token pile.
Some relics constantly affect the gameplay, but some relics must be exhausted (turned face down) to be used, and have some
QUICK ACTION certain effects that apply one time. The exhausted cards are refreshed in the Refreshment Phase.
They are the lower actionable text on Action Cards. When
certain circumstances occur, you can directly play and discard
an Action Card in order to carry out the lower text on the cards.
Requirements on a card are not needed for Quick Acitons.
POWER LEVEL
Anomalies have Power Levels, and a combatant must score
equal to or above the Power Level to score a hit.
REVEAL The moment the Spell Rebound Tracker hits 12, a card must be
During Intel Phase, a player can spend 2 Insight Tokens to immediately drawn from the Anomaly deck. Roll a d6 for this TURN TRACKER
reveal a card from an opponent’s Card Holders. That card can’t Anomaly to find out at which location the Anomaly will spawn It is on the board to track the turns that have passed.
be changed during the Commitment Phase. in. Afterwards, place the Standee/Mini for this Anomaly on top
of the Location Tile corresponding to the dice result, and place VICTORY TRACKER
SECRET RITUAL CARDS the Anomaly card close to that Location Tile. Players put one of their Control Tokens to this area to designate
These cards are secret objectives that could be completed by their Victory Points (VPs). All Victory Points are scored during
the players. The Secret Ritual card showcases a shape that If an Anomaly spawns on a Location Tile containing any the Refreshment Phase. Overall, Victory Points represent a
must be completed, as well as the amounts of Control Tokens Operators, resolve Combat on that location immediately before faction’s influence in the War of the Cults. The game ends if
in each of the shapes’ nodes, and the Victory Point gained from continuing with any other Actions. any player reaches 13 Victory points. The first player to do so
scoring this Secret Ritual. The alignment of the shape does not wins the game.
matter, but it must be complete with enough Control Tokens in Refresh the Spell Rebound Tracker to 0 after an Anomaly has
the correct nodes. spawned. Any excess points on the Spell Rebound Tracker
are disregarded.
B
C
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and Rulebook in the GameFound comments, our Discord Server, or via Email.