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A
s you open this booklet echoes a gloomy,
thirteenth stroke of midnight... And there
you are, transported to the year 1888, in
London!
No historian has ever dared to imagine the
Victorian capital the way she offers herself to your
gaze. Emanating night and day its nauseous breath
of coal, filth and cheap opium, London is a monstrous
creature that lives, breathes and feeds upon the bodies
and souls of her weakest inhabitants.
Fantastic setting of a ruthless struggle for power
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between the bold aristocrats of the Club, the sinister
necromancers of the Cult, the genius Steamlords of the
Mechazylum, the vengeful freaks of the Pit, the exal-
ted gypsies of the Wheel, the mysterious Opiumancers
of the Dragon and the enigmatic emissaries of the
Embassy, London yearns for her sovereign. Since
the infamous assassination attempt in Buckingham
palace, she took refuge at Oberons court, leaving a
gaping hole in the all-mighty monarchy.
Enter the smog now and join the ranks of these
extraordinary Ladies and Gentlemen, intrepid enough
to challenge Londons nights...
0 . 1 OVERVIEW
Smog, the Thirteenth Hour is a miniature board
game for two players or more set in the 1888
Victorian capital, the theatre of fierce fights
between the most extraordinary characters.
Characters of Smog, the Thirteenth Hour are
ideally materialized on the board by minia-
tures from the Smog, a Victorian Fantasy range
published by Smart Max. Each miniature from
Smart Max represents a fantastic character
from the Smog universe. For more information
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about our little madnesses, visit www.smart-
maxstore.com
If Smog, the Thirteenth Hour is your first minia-
ture experience, imagine a weird chess game
where each piece is a unique character, with
dreadful fighting skills and likely to cast magic
spells. Each of these pieces is played turn after
turn, until a player claims victory.
More than a game, Smog, the Thirteenth Hour
is an open door on your own imagination. After
assimilating the rules, youll be able to create
your own original adventures as well as design
your own extraordinary Ladies and Gentlemen.
INTR O D U C T I O N
0 . 2 GOAL
Most of the time, eliminating all of your oppo-
nents miniatures or a large proportion of them
will bring you victory. The scenarios proposed in
this booklet present different set-ups, including
variant rules and particular victory conditions.
Profile sheets
Characters from Smog, the Thirteenth Hour have
individual proficiencies and abilities, summed
up on their Profile Sheet. Each character has his
dedicated sheet, where the following characteris-
tics are printed: Inspiration, Action Points, Life
Points, Close Combat, Marksmanship, Ether,
Talent and Prestige.
Jack Mk IV
6
Inspiration (INS)
10
7 100 4
TALENT
Clockwork Mekanism
Before the Main Phase ends, once all characters ac-
tivated, you can sacriice 3 of Jack Mk4's LP : he Close Combat (CC)
immediately takes 1 additional Active Phase.
Talent
INTR O D U C T I O N
Character Silhouettes
For your convenience, to help you discover the
game immediately, some character silhouettes
are included in the box, replacing the necessary
miniatures to be used on the board. They are
marked with a little triangle pointing toward the
front of that character.
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The map
The play mat printed on the poster represents
the night view of a few dark streets in the White
Chapel district. Some building interiors are also
visible, as well as doors, windows and some
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street lamps.
The Counters
At the beginning of the game, each player will
receive the 2 counters of his or her League.
The Lid
The 2 tracks printed inside the lid, where each
player will place a counter of his or her own side,
are the Initiative track, to know whose turn it is to
play, and the Hand track, to indicate how many
Action cards a player can have.
1
BASICS
T
he previous chapter put you in contact
with the game and its features. Here
are the necessary concepts for unders-
tanding the game rules. They are defined in a
more technical language. Reading the rules
thoroughly in the indicated order will help you
assimilate them simply and easily.
Before starting a Smog game, players have to
select a Set-up that comes with its victory condi-
tions and special rules (Chapter 7).
Players then install the game and deploy their
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forces on the board (Chapter 2). When playing
your first game, follow the instructions of The
Thirteen Strokes of Midnight.
1 . 1 O F T HE CHARACTERS
Character: in Smog TTH, a character is a human
or inhuman entity, represented on the board by
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a miniature whose abilities are summarized on
a Profile Sheet. During the characters Active
Phase, he or she is called the Active Character.
CHARACTERISTICS
The characters of Smog have 6 characteris-
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tics: Action Points (AP), Close Combat (CC),
Marksmanship (MS), Ether (ETH), Life Points
(LP) and Inspiration (INS). The characteristics
define each characters aptitude to face the dan-
gers of Londons nights.
THE TALENT
Each Smog character has a unique ability called
Talent. The effect and conditions of use of a
Talent is described on their Profile Sheet. The
Talent of a character allows him or her to do
things that no other character will ever be able
to do, so pay good attention to them!
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THE PRESTIGE
The prestige represents the valour acquired by a
character during his or her adventures, battle after
battle and feat after feat. Characters with higher
Prestige are relatively more powerful than ones
with lower Prestige. Prestige values are essenti-
ally used before the battle while forming your
League. During a game, it is generally not used.
1. 2 O F T H E GAME BOARD
The game board represents the place where
the action occurs. Miniatures are deployed on
this board at the beginning of the game and
SMOG - R U L E B O O K
1 . 3 O T H ER CONCEPTS
Each player has to keep in mind two very impor-
tant values that evolve during the game: they are
the Initiative and the Hand. To easily update
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these numbers, each player uses his or her coun-
ters on the Initiative track and the Hand track.
Counters
Counters are used to indicate the value of the
Initiative and the Hand on their track.
1 . 4 T H E I MPERIAL EDICT
Endowed with an iron will and extraordinary
powers, Smog characters are exceptional beings,
able to bend and break the rules by which
London commoners must abide.
BASICS
Examples:
A character can normally be activated only once
per game turn (see Chapter 3 and 4). Still, when
Jack MkIVs Talent Clockwork Mekanism is
used, the player can activate his psychopathic
automaton a second time during the same turn!
A character with an MS score equal to 0 cannot
normally use MS cards to Fire at an enemy.
But with the help of the Queen of Hearts Ring
artefact, a character gains 1 in MS and thus can
attack from a distance!
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A player cannot normally have more than 13
cards in hand. Thanks to the Fortune Telling
spell, he or she draws 4 cards and discards 2
(assuming the character casting that Spell has
2 in ETH), and then find themselves having 15
cards in hand. Yet, Fortune Telling does not
make a players Hand higher, so the player must
discards two more cards to come back to the nor-
mal maximum hand size of 13.
2
GETTING STARTED
2 . 1 P R EPARATION
P
lace the game board between players
on a flat surface. Sort the Action cards
depending on their face: Close Combat,
Marksmanship and Ether. Make three separate
face-down decks with them: a CC deck, an MS
deck and an ETH deck. Leave some empty space
next to each deck for its discard pile.
Each player now takes the counters of his
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League, one for the Hand track, another for the
Initiative track.
2 . 2 SET-UP
At this point, Players choose a Set-up, as defined
in Chapter 7. For your first game, The Thirteen
Strokes of Midnight is recommended, respecting
Her Royal Majestys choice: one player takes
the silhouettes of Miss Ticklenott and Mister
Honk, the other player takes Jack 4 and Piotr
Goodenough.
SMOG - R U L E B O O K
2 . 3 T HE APPROACH
Players take their miniatures in front of them,
along with their Profile Sheets. Then they cal-
culate their Initiative to determine the Active
Player (it is the sum of all their characters AP)
and calculate their Hand (the sum of all their
characters Inspiration).
Before the first game turn, players must now
deploy their miniatures on the board:
Example:
Thomas and Alice begin a Smog game that takes place
around Mad Hatters Park. Thomas has an Initiative
score of 23 and Alice 17. So Thomas goes first and
decides to deploy Proteus Treves.
This character has an Inspiration value of 3, so
Thomas can draw 3 cards; he announces his inten-
tion to draw 1 Ether card and 2 MS cards then draws
them. Proteus Treves has 6 AP, so he places the
monstrous doctor of the Pit in his deployment zone
and reduces his Initiative score by 6 points, moving
accordingly his Initiative counter on the track.
Now Thomas and Alice both have an Initiative
score of 17, so Thomas is deploying the next minia-
ture on the board. If Proteus Treves had had 7 AP,
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the Thomas Initiative would have dropped to 16, thus
letting Alice become the Active Player and deploy her
own first miniature.
3
GAME TURNS
A
Smog game is structured in game turns.
After the Approach ends, game turns
will follow one another. During each
game turn, players will draw new Action cards,
move all their characters and make them fight.
Once a turn ends, a new one begins.
At the beginning of the turn, before doing
anything else, players update their Initiative and
Hand scores. Each player adds up the AP value
of his or her characters still on the board and
adjusts the counter on the Initiative track. In the
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same way, each player adds up the Inspiration
value of all his or her characters still on the
board and adjusts the counter on the Hand track.
Then the game turn is split up into 3 Phases as
follows:
3 . 1 D RAW PHASE
During this game phase, players draw the
Action cards they will use during the Main
Phase. Starting with the player with the lowest
Initiative score, each player follows these steps:
Example:
At the beginning of the 2nd turn, Lena has the lowest
Initiative score, shes not the Active Player. Her cha-
racters give her a Hand score of 12. Her League is
made of a bully, two characters with ranged weapons
and two Etheromancers.
She has 4 cards left in hand, and decides to get rid
of 2 of her Fire cards that she estimates to be inappro-
33
priate to the tactical situation, leaving her 2 cards in
hand: she can now draw a maximum of 10 cards. One
of her distance fighters being engaged in close combat,
she announces her intention to draw 5 CC cards, 2
MS cards and 3 ETH cards. Lena then draws those
cards, for a total of 12 cards in hands; her maximum.
With a higher Initiative, it is now her opponents
time to draw cards.
3 . 2 M AIN PHASE
The Main Phase is made of many Active Phases
following one another. The Active Player (the
one with the highest Initiative score) plays the
first Active Phase.
SMOG - R U L E B O O K
3 . 3 E ND OF TURN
This short game phase concludes the game turn.
Its purpose is to resolve any persistent effects
generated during the Main Phase and check
victory conditions.
Examples:
1. Miss Ticklenott is armed with a mysterious gun
that spits a corrosive substance. When she wounds
an opponent from a distance with a Fire, the MS
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card is placed on the victims Profile Sheet as a
reminder. During the Resolution step, that cha-
racter loses 1 LP unless his or her player discards
an ETH card. The MS card used as a reminder is
then put in the MS decks discard pile.
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4
ACTIVE PHASES
D
his or her Active Phase, a character
uring
can spend as many Action Points as its
AP characteristic. Each action costs a
certain amount of AP:
4 . 1 M O VE ACTION
Subtle tactical moves to take advantage of the sur-
roundings are of vital importance for those who aspire
to survive Londons turbulent nights.
SMOG - R U L E B O O K
4.1.1 Engagement
The engagement is a move into an opponents
Contact Zone that allows to engage him or her
in Close Combat. That move is only possible if
the Active Player has at least one CC card left
in hand and if the character will have at least 1
AP left after his or her move. The Active Player
must spend this characters next AP to play a CC
ACTI V E P H A S E S
4.1.3 Orientation
During a Move action, as long as the Active
Character is not engaged in Close Combat, he or
she can be reoriented by his or her player.
4 . 2 C L O S E COMBAT ACTION
Very few are the foolhardy that wander around White
Chapel at night without a strong cane or a well shar-
40
pened blade.
Example:
Allans Baron Mantes and Little Alice characters both
are in Close Combat with Victors Canopic Beast.
Allan becomes the Active Player, and he knows that
only a head wound can defeat the monstrous zombie-
crocodile because of its Sacred Pin Talent. Allan
SMOG - R U L E B O O K
4 . 3 F IRE ACTION
Even though prohibited, firearms are very popular.
Amongst the weirdest and rarest ones, those using
Ether are particularly sought-after... at least by those
who can afford them!
4 . 4 C L EAR ACTION
Clearing a jammed weapon costs 3 AP and
requires that the Active Player discards 1 MS
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card. The reminder Malfunction MS card is
then removed from the profile sheet and goes
to the MS deck discard pile. The character s
weapon now functions normally again, he or
she recovers his MS characteristic, and can take
a Fire action if he or she did not already this turn.
Clearing a jammed weapon is not a Fire action.
A character cannot clear a Jammed weapon
more than once per turn.
4 . 5 R E L OAD ACTION
Reloading a weapon costs 1 AP and requires
that the Active Player discards 1 MS card. The
reminder Empty! MS card is then removed
SMOG - R U L E B O O K
4 . 6 E T HER ACTION
Ether mastery is a rare gift. That is, on the surface,
because flaunting such dispositions has a tendency to
drastically shorten your life line. Especially if youre
not as good as you pretend to be...
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For 1 AP, a character can take a unique Ether
action during his or her Active Phase. To do so,
the Active Character must chose a target in his or
her Visual Field and the Active Player must have
at least one ETH card in hand. In these condi-
tions, the Active Player can play an ETH card.
Etheromancers can target themselves with
Spells.
A Character with an ETH value equal to 0
cannot take any Ether action.
5
ACTION CARDS
A
ction cards are the core of Smogs com-
bat system.
5 . 0 T H E A C TION-REACTION
P R INCIPLE
Action cards are almost exclusively used when
a character performs a CC action, a Fire action
or an Ether action. Each card is divided in two
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parts: an action part (Attack, Fire or Spell) on the
upper half of the card and a reaction part (Parry,
Dodge or Counterspell) on its lower part.
The action part is played by the Active Player,
whose character has to spend 1 AP to take an
action as we have seen in the precedent chap-
ter. But the reaction part can be played by both
active and inactive players, as an answer to an
opponents action or reaction; a reaction does not
cost any AP to be played.
Action cards can be played one after another
until no player wants to play any more, and are
then resolved according to the cards.
SMOG - R U L E B O O K
5 . 1 CC CARDS
CC action: when a character takes a Close
Combat action, the Active Player plays a CC
card. The upper half of the card indicates where
the Attack is located (High to the head, Straight
to the chest or Low to the legs).
The opposing character can defend: his or
her player then plays a CC card as an answer
to the Attack. He or she plays the reaction part
of the card (lower half), which has to indicate
the corresponding High, Straight or Low Parry
location. If he or she does, the Attack is Parried,
causing no LP loss.
If the opposing character doesnt defend,
either because he or she can not or does not want
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to, the attacked character loses an amount of LP
equal to the attackers CC value.
Example:
File X spends 1 PA to attack Mekali and plays a
Straight Attack.
Mekali answers with a Counter-Attack (a High
Attack in reaction) on File X. For now, File Xs
Attack is not resolved.
SMOG - R U L E B O O K
5 . 2 MS CARDS
Fire action: when a character takes a Fire action,
the Active Player plays an MS card. The upper
half of the card is used, indicating the range of
the Fire. This range must be superior or equal
to the distance between the firer and his or her
target.
The targeted character can avoid the ranged
attack: his or her player plays a MS card in
answer to the Fire card, but uses the reaction
part (lower half) which indicates if the Fire is
Dodged or not.
5 . 3 ETH CARDS
Ether action: when a character takes an Ether
action, the Active Player plays an ETH card. The
upper half is used, describing the effect of the
Spell. Each Spell is particular and its effects are
detailed on the ETH card itself.
An opposing character who has the original
Spell caster in his or her Visual Field can try to
weave a Counterspell: the player attempting
the Counterspell then plays an ETH card as an
answer to the Spell, but uses the reaction part
of the card (lower half) which indicates if the
opponents spell is Countered or not.
Example:
Victors Ambassador Nail attempts to suffocate
Marks Mei Leung with a Deadly Curls of Smog
Spell.
Mei Leung has Ambassador Nail in her Visual
Field. Mark plays Objection but the Ambassador
(ETH 2) is more powerful than the young and pretty
Opiumancer (ETH 1). Mark then discards 1 ETH
card (2 - 1 = 1) to reinforce her Counterspell, foiling
the mysterious Plenipotentiarys Spell.
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Artefacts
Some ETH cards have an Artefact in their reac-
tion half. An artefact is generally an item created
by Etheromancers, like a potion, an elixir an
amulet, a talisman, a sacred weapon, a little
Automaton... Even if present in the reaction part
of the ETH card, playing an artefact counts as
an Ether action and costs 1 AP. Nonetheless,
Artefacts cannot be Countered as they are not
Spells.
All characters can play artefacts, even those
with an ETH value of 0. Once an Artefact is
played, the ETH card is placed next to the Profile
Sheet of the Active Character.
SMOG - R U L E B O O K
Examples:
1. Liz plays the Elixir of the Faeries on her Divio
Juckal. The impetuous lycanthrope spends 1 AP
then places the Artefact card next to his Profile
Sheet. The Artefact has a negative effect as long
as it is in play (-1 to Divios Inspiration) but Liz
knows that henceforth, she can sacrifice it anytime
and send the card to the ETH deck discard pile,
allowing the werewolf to regain 3 LP.
Example
John, Paul, George and Ringo are playing a Smog
game. During the approach, John, Paul and George
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both have an Initiative score of 31, Ringo has only
29. Because hes born in 1940 before Paul and George,
John decides that he will go first and place his Jaybee
the Ripper (AP 4) on the board, diminishing his ini-
tiative to 27 on the Initiative track. Paul and George
are still tied, so the privilege of experience applies
again and Paul (Born 1942, George is born 1943)
decides that George will place a miniature on the
board. He couldnt have chosen John or Ringo because
theyre not Initiative-tied with him.
7 . 0 S E T- UP SPECIFICS
A
llset-ups are based on the following
model:
SET-UP NAME
Synopsis: a short introduction to define the
atmosphere.
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Assembling a League: here is indicated how
many Prestige points players are granted to
choose their characters and build their League.
Her Royal Majestys choice is the recom-
mended exact list of characters that players should
use for their first games; their Profile Sheets and
silhouettes are included in the game box.
7 . 1 T HE THIRTEEN
S T R O K E S OF MIDNIGHT
Synopsis: when you wander by night too far and too
deep into the White Chapel district, when the smog
is thicker than a blood pudding, when your thoughts
are blurred by the toxic capital, you never know who
you will meet at the next corner... upon the thirteenth
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stroke of midnight.
7 . 2 THE THRILL
O F THE HUNT
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Synopsis: it is crucial to capture an old enemy. He is
a key figure who has the information you absolutely
need! It is not time to get a blind revenge or payback.
Something big, something awful and ugly has already
started, and you want it to stop!
Special rules:
Bad situation: the hunted player must place
his or her miniature first during the approach,
even though hes very unlikely to be the
Active Player at the beginning of the game.
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Capture: the hunters are trying to capture
their prey alive, so each time damage is
inflicted to the hunted character its reduced
to 1 LP loss no matter the conditions. When
the hunted should lose his last LP, his AP is
permanently diminished by one point ins-
tead. If the hunted has no more AP to lose
that way, he is instantly captured and the
hunter wins.
Escaping the herd: in order to escape, the
hunted character must be standing in a
square adjacent to the border of the map
at the opposite side from where he or she
began the game. If in such a position during
SMOG - R U L E B O O K
7 .3 T R A P P ED BY THE SPIRITS
Synopsis: it was probably not such a good idea to have
a little spiritual experience around the Ouija board...
at White Chapel in the middle of the night! Some trea-
cherous spirit warned the enemies, and now theyre
waiting for you hidden in the smog.
7 . 4 T H E ASSAULT
Synopsis: this is too much! Now its time for a final
clash. Everyone grabs their best weapon and gets
ready for the fight, because there is only one way to
find out who will dominate the White Chapel district,
and you dont want to be on the losing side.
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Assembling a League: players secretly assemble
a League of 4 to 8 characters with a total Prestige
value of between 200 and 300. Players can agree
on a higher range for total Prestige value (for
example 400 to 500), though over 500 Prestige
value Leagues might lead to a long and encum-
bered game.
Her Royal Majestys choice: All 4 Club cha-
racters against all the other 4 characters.
Special rules:
Traitor! (optional rule): before assembling
their League, players can agree that there
might be a traitor on one side. After players
reveal their League to each other, the player
with the higher Prestige value is betrayed
by one of his or her own characters! The
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Approach is then played normally but
before the first turn begins, the betrayed
player proposes two of his miniatures and
his opponent chooses one of them as the
traitor. That character then becomes part of
the other League.
7 . 5 H I G H PRESTIGE
D R AWBACK
In addition to the set-up rules, if players Leagues
have different Prestige value at the beginning
of the game, these modifications apply for the
remainder of the game:
SET-UP
Choose a scenario
Check special rules and victory conditions
Assemble a League
A PPROACH
First calculate Hand and Initiative (place coun-
ters on tracks) then
G AME TURN
First Calculate hand and Initiative (except turn 1)
Discards up to 3 cards
Announce and blind draw CC cards
Announce and blind draw MS cards
Announce and blind draw ETH cards
Look at drawn cards
End of Turn
Resolve persistent effects / Remove remin-
der cards
Check victory
A CTIONS
Move action 1 PA Unlimited
Close Combat action 1 PA Once per turn
Fire action 1 PA Once per turn
Clear action 3 PA Once per turn
Reload action 1 PA Once per turn
Ether action 1 PA Once per turn
F.A.Q.
CC cards specify Attacks and Parries to the head,
chest or legs, is it different from High, Straight or
Low Attacks?
No. A High Attack aims the head, a Straight
Attack the chest and a Low Attack the legs.