Impending Delusion
Instruction Manual
1 to 7 Players
For Ages 15 and up
Table of Contents
Story
Game Overview
Game Components
Character Types
Tokens
Game Board
Terrain Types
Game Setup
Gameplay
Card Type
Weapon Cards
Weapon Skill Counters
Character Cards
Key Cards
Mission Cards
Event Cards
Robot Health Cards
Key Card Robot Health
Police Robot Health
Credits
3
4
5
6
7
8
9
10
14
24
25
28
30
32
36
42
47
52
55
59
Story
In the height of the Second Cold War, a new Space Race was initiated with the intent of being the first
to step foot on a new habitable planet. With the invention of a hyperdrive, the United States was able to
inspect several planets on a single trip. After many years of searching, the United States went to Gliese 581
d, which is over twenty light years away from Earth.
When they arrived at Gliese 581 d, the explorers found that the planet was already inhabited by
indigenous lifeforms, which call the planet Kalokt, pronounced Ka-lock-t. The humans could only live on one
landmass due to the others being too uninhabitable as a result of the weather being too harsh. Some lands
were far below sea level, which were constantly being flooded, others were stricken with extreme heat and
extreme cold and couldn’t sustain plant or human life.
The indigenous creatures were friendly and after many months of cohabitation, the humans were able
to learn how to communicate with them, calling themselves the Kalokta, pronounced as Ka-lock-ta. The
Kalokta, as the humans spell it, are humanoid creatures that have a thick, rough hide that protects them from
the freezing and scorching temperatures. They are an intelligent race that learns as fast as humans do, so
they were able to learn our languages in the same time that we learned theirs.
After many years, the planet’s weather began to change due to the human’s influence on it. The
humans developed a machine that could control the environment and keep the planet’s atmosphere in a
livable state for all the planet’s creatures. After the program was turned on, it became self-aware and
believed that the life-forms were the reason for the planet becoming unstable. The program disabled all
communications and created machines that were sent to govern the populous before any life-forms could
react to what was happening. The land was split into three sections: Aegis, Guide, and Span, to make the
humans and Kalokt more easily controlled. The humans and Kalokt must work together to turn off the
program before the program destroys the planet.
Game Overview
• The players, will start out in a Capital of their choosing in one of the three sectors with a mission
to gain the key in that sector. As the player moves through the sector, they gain additional
missions, credits, and skills by drawing cards for missions and using credits to buy skills. The
objective is to unlock the door in each sector so that the player can confront the A.I. controller.
• There can be up to seven players with one playing as the AI.
Game Components
Supplied Components
● 1 Hexagonal Game Board
● 12 Instant Weapon/Skill Cards
● 14 Key Cards
● 30 Mission Cards
● 20 Event Cards
● 3 Human Character Cards
● 3 Kalokt Character Cards
● 20 numbered Robot Health Cards
● 18 numbered Policing Robot Health Cards
● 20 Silver Tokens numbered 1 through 20
● 13 Gold Tokens with the letter “P” on them
numbered 1 through 13
● 7 Gold Tokens numbered 1 through 7
● 40 Various glass counters for skills
● 6 pairs of percentile dice(various colors)
● 1 20 sided die
● 6 4 sided dice
● 1 six sided die
Components not included
● 10 Fire Tokens
● 10 Rumble Tokens
● 6 Paperclips
● 6 Binder Clips
● 3 Key Tokens
5 Gold Tokens with the letter “P” on them numbered
14 through 18
● 12 Stun Tokens
Character Types
Human Characters
• Can move through Lakes and Rivers
• Attack Damage of five without the use of a
Weapon Skill
• Armor value of ten
Kalokt Characters
• +1 movement through mountain terrain.
• Attack Damage of five without the use of a
Weapon Skill
• Armor value of fifteen
Tokens
Numbered Silver Robot
Tokens (20)
Fire Tokens (10)
Numbered Gold Robot
Tokens (7)
Stun Tokens (12)
Numbered Gold Police
Robot Tokens (18)
Key Tokens (3)
Glass Skill Counter
Tokens (40)
Rumble Tokens (10)
1
1
P
1
F
S
K
E
Game Board
Terrain Types
Mountain (1
movement space, 2
for indigenous)
River (Humans can move
two spaces through Rivers,
but can’t end their turn on a
River space.
Forest (2 movement
spaces)
Lake (Humans can move
two spaces through Lakes,
but can’t end their turn on a
Lake space.
Road (3 movement
spaces)
Animal Path (2 movement
spaces)
Plain (3 movement
spaces)
Bridge (3 movement
spaces)
Game Setup
Character
Cards
Event
Cards
Robot
Health
Cards
Keycard
Robots
Police
Robots
Key
Cards
Character
Cards
Weapon
Cards
Character
Card
Character
Card
Police Robot
Tokens
Silver Robot
Tokens
Gold Robot
Tokens
Game Setup Continued
• Place the game board on a flat surface where there is enough room to for each player to keep
his or her cards and tokens from being mixed in with the other players’ items or the items that
are not being utilized at the time. Place all Mission Cards, Weapon Skills Cards, Key Cards, and
AI Event Cards in their own perspective stacks next to the game board. All of the dice should be
placed to the side to be used for later and all of the tokens need to be separated by color and put
in piles next to the game board.
• Players will roll a six-sided die to pick their characters. The player with the highest roll gets to
pick first, the second highest roll picks second, and this continues in descending numerical order
until all of the players have picked an avatar. If two players roll the same number, they will re roll
to see who gets to pick first between themselves. The choice of who is the AI Controller is a
choosable option.
Game Setup Continued
AI Controller Responsibilities
• The player that chooses to be the AI Controller (AI Controller) will shuffle the Key Cards and the
AI Event Cards. The AI Controller will then draw the top four Key Cards and place them in front
of him or her (not on the game board) face down. No player is allowed the see the Key Cards,
including the AI Controller. All the other Key Cards will be put to the side and will not be used for
the remainder of the game.
• The AI Controller will place one Key Token on each of the three Capital hexagons.
• The AI Controller will place all of the numbered Silver Tokens, numbered Gold Tokens, and
numbered “P” Gold Tokens in front of him or her in separate piles.
• The AI Controller will place the Robot Health Cards in a stack next to the numbered Robot
Tokens.
• The AI Controller will place the Policing Robot Health Cards in a stack next to the numbered
Policing Robot Tokens.
• The AI Controller will place all Fire Tokens in a pile in front of him or her.
• The AI Controller will place all Rumble Tokens in a pile in front of him or her.
• The AI Controller will stack the AI Event Cards then draw five AI Event Cards from the top of the
deck and keep them in his or her hand without showing them to the other players, if there are
any special instructions on the cards, the AI Controller will follow the instructions during the AI
Controller setup.
Game Setup Continued
Champion Controller Responsibilities
• The Champion Controllers will clip a paperclip on the section marked “10” on their Character
Card.
• The Champion Controllers will place their Character Cards in the area around the Base hexagon
in the starting sector, which is not to exceed two adjacent hexagons from the Base hexagon in
the starting sector. The Champion Controller that picked last in the Character Card selection,
excluding the AI Controller, will be the first to pick his or her starting hexagon location. The
player that picked second to last will be second to pick his or her starting hexagon location. This
process continues in ascending numerical order until all of the players have picked their starting
location.
• The starting sector is selected by the AI Controller rolling a four sided die. If the AI Controller
rolls a 1, the starting sector is Aegis. If the AI Controller rolls a two, the starting sector is Span.
If the AI Controller rolls a three, the starting sector is Guide. If the AI Controller rolls a four, the
AI Controller will re roll the die until a one, two, or three is rolled.
• Each Champion Controller will place his or her percentage die on fifty facing up in front of him or
her. This shows that each Champion Controller is starting the game with fifty credits that they
can spend.
Gameplay
Upkeep Phase
Champion Controller
• If the Champion Card is located at an Outpost, Base, or Capital that has been captured, the Champion Controller
can choose to purchase a Weapon Skills Card Counters for the Weapon Skills Card that he or she chose.
• If at an Outpost, Base, or Capital that has been captured, the Champion Controller must draw a Mission Card.
Gameplay
Upkeep Phase
Champion Controller Continued
• If a new Weapon Skills Card is purchased, the Champion Controller will take the Weapon Skills
Card out of the Weapon Skills Card Deck and place it in front of him or her. For every counter
that is purchased, the Champion Controller will place a Glass Counter on the Weapon Skills
Card.
• If playing as a Human, the Champion Controller can have no more than four Glass Counters on
his or her Weapon Skills Card.
• If playing as a Kalokt, the Champion Controller can have no more than three Glass Counters on
his or her Weapon Skills Card.
• If one of the Champion Cards lands on a Base or Outpost, the Champion Controller of that
Champion Card will draw the top card of the Mission Card Stack and will read it aloud to the
other players. The players will then follow the instructions on the Mission Card.
• The Mission Card will be placed in a separate Mission Card Discard Pile after it has been read
and the instructions have been followed. When all of the Mission Cards have been discarded,
the Mission Card Discard Pile will be reshuffled and reused in a new Mission Card Deck.
Gameplay
Upkeep Phase
AI Controller
• The AI Controller must draw a new AI Event Card during every turn of the AI Controller. The AI
Controller can have no more than five AI Event Cards in his or her hand at a given time so if the
AI Controller has five cards and then draws another, the AI Controller must place one of the AI
Event Cards into the AI Event Card Discard Pile.
• If the AI Controller chooses to use an AI Event Card, the AI Controller reads the AI Event Card
aloud to all players and follows the instructions on the AI Event Card. After the AI Event Card
has been used, the AI Controller must place the AI Event Card into the AI Event Card Discard
Pile.
• When all of the AI Event Cards have been discarded, the AI Event Card Discard Pile will be
reshuffled and reused in a new AI Event Card Deck.
• When the AI Controller decides to use an AI Event Card, the AI Controller must use the Robot
Tokens and Policing Robot Tokens that are specifically designed for them. The AI Controller
must announce to the players which card he or she will be using and follow the instructions on
the card. After the AI Event Card has been used, the AI Controller must place that card in the AI
Event Card Discard Pile. When there are no more AI Event Cards in the AI Event Pile, the AI
Controller will reshuffle the AI Event Cards in the AI Event Card Discard Pile and place them in
the AI Event Card Pile to be reused.
Gameplay
Upkeep Phase
AI Controller Continued
• When using an AI Event Card that requires the AI Controller to place Robot Tokens onto the
Game Board, the AI Controller will use one of the numbered Silver Robot Tokens. The AI
Controller must match the number on the numbered Silver Robot Token to the number on the
numbered Robot Health Card. The AI Controller will place a glass token on the number “10”
square of the Robot Health Card.
• When using an AI Event Card that requires the AI Controller to place Policing Robot Tokens onto
the Game Board, the AI Controller will use one of the numbered Policing Robot Tokens. The AI
Controller must match the number on the numbered Policing Robot Tokens to the number on the
numbered Policing Robot Health Card. The AI Controller will place a glass token on the number
“20” square of the Policing Robot Health Card.
• When Mission Cards require the AI Controller to place Robot Tokens onto the Game Board, AI
Controller will use one of the numbered Silver Robot Tokens. The AI Controller must match the
number on the numbered Silver Robot Token to the number on the numbered Robot Health
Card. The AI Controller will place a glass token on the number “10” square of the Robot Health
Card.
Gameplay
Movement
Champion Controller
• Human Character Cards can move up to three spaces while traveling on a road, bridge or plain hexagon.
Human Character Cards can move up to two spaces while traveling on a forest or animal path hexagon. Human
Character Cards can travel up to one space while traveling on a mountain hexagon.
• Human Character Cards are allowed to pass through river and lake hexagons but cannot end their movement
phase on a river or lake hexagon. Human Character Cards can move up to three spaces while traveling on a
river or lake hexagon.
• Kalokta Character Cards can move up to three spaces while traveling on a road, bridge or plain hexagon.
Kalokta Character Cards can move up to two spaces while traveling on a forest, animal path or mountain
hexagon. Kalokta Character Cards can not travel through river and lake hexagons.
• If a Champion Controller chooses to move their Character Card through more than one type of terrain, the
number of spaces that can be moved is based on the terrain the Character Card is currently on while moving.
Example: If a Character Card moves one hexagon on a road then one on a forest, the Character Card can no
longer move this turn due to forest only allowing two moves. If a Character Card moves one hexagon space on a forest
then moves one on a road, the Character Card can still move one more hexagon space. If a Character Card begins on
a road and moves one space on a forest, the Champion Controller is allowed to move the Character Card one more
time whether it is on a road, forest, mountain, or animal path.
Character Cards cannot occupy the same hexagon.
Gameplay
Movement
Champion Controller Continued
• If one of the Champion Cards is placed on a Capital hexagon that has not been captured, the Champion
Controller of that Champion Card will select one of the four Key Cards that is face down by the AI Controller.
The AI Controller will then pick up the selected Key Card, without showing it to any of the other players, and
begin to set up the puzzle that the Champion Controllers must complete in order to gain a Key Token. The Key
Card will then be discarded after the puzzle is solved and the Capital will become a captured Capital Hexagon by
removing the Key Token from the Game Board.
• When a Character Card is placed on a Base, Outpost, or Capital that has been captured, that Character’s armor
gets repaired, which let’s the player move the paperclip on the Champions Character Card to either ten as a
human or fifteen as a kolakt.
Gameplay
Movement Phase
AI Controller
• Robot Tokens and Policing Robot Tokens can move up to three spaces while traveling on a road, bridge or plain
hexagon. Robot Tokens and Policing Robot Tokens can move up to two spaces while traveling on a forest, or
animal path hexagon. Robot Tokens and Policing Robot Tokens can move up to one space while traveling on a
mountain hexagon. Robot Tokens and Policing Robot Tokens can not travel through river and lake hexagons.
Example: If a Robot Token or Policing Robot Token moves one hexagon on a road then one on a forest, the
Robot Token or Policing Robot Token can no longer move this turn due to forest only allowing two moves. If a Robot
Token or Policing Robot Token moves one hexagon space on a forest then moves one on a road, the Robot Token or
Policing Robot Token can still move one more hexagon space. If a Robot Token or Policing Robot Token begins on a
road and moves one space on a forest, the AI Controller is allowed to move the Robot Token or Policing Robot Token
one more time whether it is on a road, forest, mountain, or animal path.
• The AI Controller will only be able to move the same number of Robot Tokens and Policing Robot Tokens as
there are Character Cards on the Game Board.
• Policing Robot Tokens cannot move until they have been attacked by a Champion.
• Robot Tokens and Policing Robot Tokens cannot move through Outpost or Base hexagons. The Robot Tokens
and Policing Robot Tokens cannot move through a Capital hexagon that has been captured. The Robot Tokens
and Policing Robot Tokens can move through a Capital hexagon that has not been captured.
• No more than one Robot Token and/or one Policing Robot Token can occupy the same hexagon.
Gameplay
Attack Phase
• When a player wants to attack an avatar that is in attack range, the player will announce to all of the players
which avatar is going to be attacking and which avatar will be getting attacked. The avatars that will be in
combat will each cause damage to each other, which is reduce the defense power, whether is it armor for the
humans and Kolakta or health for the robots.
• Each type of avatar has their own base attack range depending on the terrain
Gameplay
Attack Phase
Champion Controller
• The attack ranges for Champion Character Cards are three hexagons while attacking on and/or
through a road, bridge, river, lake, and plain hexagon and two hexagons while attacking on
and/or through a forest and mountain hexagon.
• When a Champion Character Card takes damage, the player will move the paperclip on the
Champion Character Card the approximate number of decreasing spaces. After the paperclip is
moved to the zero, the next hit that is received will kill the Champion Character Card and the
Champion Character Card will be removed from the Game Board. All the Weapon Skill
Counters and the Weapon Skill Card that the Champion Controller had in his or her possession
will be returned to their prospective piles.
• After defeating a robot, all of the players with Champion Character Cards involved in the attack
will roll a six sided die. The number that is facing up will be multiplied by ten and this number will
be the amount of credits earned by the Champion Character Cards involved in the attack.
Gameplay
Attack Phase
AI Controller
• Robot Tokens have a base attack power of one and a base health defense of ten.
• The attack ranges for Robot Tokens are three hexagons while attacking on and/or through a
road, bridge, river, lake, and plain hexagon and two hexagons while attacking on and/or through
a forest and mountain hexagon.
• When a Robot Token’s health reaches zero, the Robot Token is removed from the Game Board.
• Policing Robot Tokens have a base attack power equal to the number of Champion Character
Cards on the Game Board plus one and a base health defense of twenty.
• The attack ranges for Policing Robot Tokens are three hexagons while attacking on and/or
through a road, bridge, river, lake, and plain hexagon and two hexagons while attacking on
and/or through a forest and mountain hexagon.
• When a Policing Robot Token’s health reaches zero, the Robot Token is removed from the
Game Board.
Card Types
• Weapon Cards
• Character Cards
• Key Cards
• AI Character Card
• Mission Cards
• AI Event Cards
• Robot Health Cards
• Key Card Robots
• Policing Robots
Weapons Cards
• If the Champion Controller chooses to purchase Weapon Skills Card Counters, the Champion Controller will
spend the credits that he or she has earned, including the original fifty credits that are given to each Champion
Controller at the beginning of the game. If a purchase is made, the Champion Controller will rotate his or her
percentage die and/or four sided die to the new amount of credits that he or she has left after the purchase.
• Weapon Skill Cards cost twenty credits each and the Weapon Skill Counters cost ten credits each.
• If the Champion Controller chooses to switch Weapon Skill Cards, the Champion Controller can sell the Weapon
Skill Card back for half of the credits the Weapon Skill Card originally cost. The Weapon Skill Card Counters
that were on the Weapon Skill Card can be sold back for all of the credits the Weapon Skill Card Counter
originally cost.
• If a new Weapon Skills Card is purchased, the Champion Controller will take the Weapon Skills Card out of the
Weapon Skills Card Deck and place it in front of him or her. For every counter that is purchased, the Champion
Controller will place a Glass Counter on the Weapon Skills Card.
• If playing as a Human, the Champion Controller can have no more than four Glass Counters on his or her
Weapon Skills Card.
• If playing as a Kalokt, the Champion Controller can have no more than three Glass Counters on his or her
Weapon Skills Card.
• If one of the Champion Cards lands on a Base or Outpost, the Champion Controller of that Champion Card will
draw the top card of the Mission Card Stack and will read it aloud to the other players. The players will then
follow the instructions on the Mission Card.
Weapon Cards Continued
Weapon Choices:
• Primary: Sniper Rifle
Secondary: Stiletto
• Primary: Assault Rifle
Secondary: Hatchet
• Primary: Rocket Launcher
Secondary: Flamethrower
• Primary: Saber
Secondary: Silenced Revolver
• Primary: Shotgun
Secondary: Crossbow
• Primary: Mini-Gun
Secondary: Survival Knife
Weapon Card: Sniper Rifle
Range - Long
Weapon Card: Assault Rifle
Range - Medium
Weapon Card: Rocket
Launcher Range - Long
Weapon Card: Mini-Gun
Range - Medium
Weapon Card: Shotgun
Range - Short
Weapon Card: Saber
Range - Short
Barrage
Rapid Reload – The Sniper reloads
quickly, taking a second shot and doing
five damage to up to two targets.
Boom, Headshot! - With a steady aim,
the Sniper Rifle takes a headshot,
dealing ten points of damage to a single
target.
Diligence
Disabling Shot – The Sniper takes a
steady aim at a weak point on a single
enemy, before taking the shot and
stunning the target for a turn.
Rifle Butt - The Champion bashes the
target with the butt of their rifle,
Cancelling the target’s combat phase
and knocking them back a space.
Barrage
Concentrated Fire – The Assault Rifle lays
down concentrated fire on a single opponent,
dealing eight points of damage.
Hip fire – The Champion fires their assault
rifle from the hip in order to fire first on an
attacking enemy, dealing six points of
damage to the target.
Diligence
Cover Fire - The Champion lays down a
steady stream of cover fire to protect
themselves and their allies, granting a two
point armor bonus to all Champions until the
end of the turn.
“You Wanna Live Forever?!” - The
Champion cries out to boost the morale of his
teammates. All Champions get a one point
damage bonus to any damaging attacks until
the end of the turn.
Barrage
Mortar Fire – The Rocket Launcher enters an
alternative mortar firing mode, gaining the
ability to shoot over terrain, and dealing ten
damage to a single target.
Big Bang - The Rocket Launcher fires a
rocket at an enemy, causing an explosion that
hits all enemies within one space of the
target, dealing six points of damage to each
of them.
Diligence
EMP Blast – The Rocket Launcher releases
an EMP Rocket that detonates and stuns any
robotic enemy within a one-space radius
around the target.
Barricade - The Champion sets up a
barricade just big enough for them to take
cover behind, granting the Champion a five
point armor boost until the end of the turn.
Barrage
Spray-and-prey – The Champion
swings the Mini-Gun back and forth in a
broad arc, dealing six points of damage
to up to three enemies in range.
Fill ‘Em Full of Lead - The Champion
lays down concentrated Mini-Gun fire on
a single target, dealing ten points of
damage to it.
Diligence
Wall of Bullets – The Mini-Gun lays
down a constant stream of defensive fire
that gives the player a five-point armor
boost.
Last Stand - The Champion clings to
life, granting the Champion a ten point
armor boost until the end of the turn.
Barrage
Pump-Action – The Champion
advances on enemies, releasing shot
after shot, dealing five points of damage
to up to three targets.
Point-blank Blast - The Champion
takes advantage of the target’s proximity
and fires a point-blank shot into their
chest, dealing nine points of damage to a
single target.
Diligence
Mule Kick – The Champion takes a
quick shot at a single opponent with the
shotgun, aiming for a weak spot and
effectively stunning them for a turn.
Take Cover - The Champion rushes to
cover, granting the Champion a five point
armor boost until the end of the turn.
Barrage
Slice and Dice – The Saber lashes this
way and that, delivering a flurry of blows,
dealing ten points of damage to a single
target.
Riposte - The Champion uses the Saber
to knock the target’s weapons aside and
attempts to run them through, dealing six
points of damage to the target and
cancelling it’s combat phase for the turn.
Diligence
Parry – The Saber knocks any short-
range attack aside and pushes the
enemy back a space, granting the
Champion a five-point boost in armor
until the end of the turn.
Cut the Red Wire - The Champion uses
the Saber to cut a primary circuit on an
enemy Robot, stunning it.
Weapon Card: Stiletto
Range - Short
Weapon Card: Hatchet
Range - Short
Weapon Card:
Flamethrower Range -Short
Weapon Card: Combat
Knife Range - Short
Weapon Card: Crossbow
Range - Medium
Weapon Card: Silenced
Revolver Range - Medium
Barrage
Assassinate – The Champion sneaks into the
shadows to stab the opponent in the back,
dealing ten points of damage to a single
target.
Throwing Knife - The Champion can throw
their Stiletto at their opponents, dealing five
points of damage to a single target, and
gaining a boost in range from short to medium
with the Stiletto while using this skill.
Diligence
Dodge – The Champion uses their agility with
the light Stiletto to dodge all incoming attacks
until the end of the turn.
Smoke Bomb - The Champion throws a
smoke bomb to the ground beneath them,
cancelling the combat phase of all enemies
within one space of the Champion.
Barrage
Tomahawk – The Champion can throw their
hatchet at their opponents, dealing seven
points of damage to a single target, and
gaining a boost in range from short to
medium with the hatchet while using this skill.
Hack and Slash - Swipe with the Tomahawk
at an enemy within melee range, dealing
eight points of damage to a single target.
Diligence
Tuck and Roll - The Champion tucks the
Hatchet under them and rolls out of the way,
avoiding all gunfire until the end of the turn.
Adrenaline Rush - The Champion enters a
heightened state of awareness as adrenaline
rages through their body, granting the
Champion a five point damage bonus to all
attacks until the end of the turn.
Barrage
Burn It All Down – The Flamethrower
deals eight damage to a single target.
Incinerate - The Flamethrower hits a
single target and an enemy in a space
next to the target if there is one, dealing
eight points of damage to them.
Diligence
Smokescreen – The Flamethrower lets
out a smokescreen instead of flames,
cancelling the combat phase of up to
three enemies in range until the end of
the turn.
Wreathed In Flame - The Champion
uses the Flamethrower to set fire to
ground around them, granting the
Champion a five point armor bonus until
the end of the turn.
Barrage
First Strike - The Champion rushes in and
slashes at an opponent with their Survival
Knife, dealing six points of damage. This
attack can be used to strike the opponent
first.
Vicious Stab - The Champion runs the target
through with their Survival Knife, dealing nine
points of damage to a single target.
Diligence
Disable the Hand – The champion quickly
hurls their Survival Knife into the hand of an
opponent, disarming them and preventing
their combat phase for one turn.
“Stand Your Ground!” - The Champion cries
out to their allies, granting all Champions a
three point armor bonus until the end of the
turn.
Barrage
Heart Shot – The Crossbow takes aim
at the heart of a single enemy, dealing
ten points of damage to the target.
Pin Cushion(s) - The Champion fires
the crossbow twice in order to hit
multiple targets, dealing five points of
damage to two targets.
Diligence
Arrow to the Knee – The Champion
launches an arrow right into the
opponents weak spot, effectively
stunning it for a turn.
“On My Mark…” - The Champion marks
a target for their allies, granting all ally
Champions a one point damage bonus
to all attacks until the end of the turn.
Barrage
Stealth Shot – The Champion sneaks
into the shadows to hit an enemy with a
silent shot, dealing eight points of
damage to a single target.
Dead-Eye - Taking careful aim, the
Champion takes three shots with the
Silenced Revolver to hit multiple
enemies, dealing five points of damage
to three targets within range.
Diligence
Camouflage – The Champion sneaks
into the shadows, blending into the
environment and avoiding all damage for
one turn.
Pistol Whip - The Champion sneaks up
on an enemy and pistol whips it with the
Silenced Revolver, stunning it.
Weapon Skill Counters
• Players can only use Weapon Skill Counters if they have Glass Tokens placed on their Weapon Skill Cards.
Weapon Skill Counters can be used at any time during the game.
• When using a Weapon Skill Counter, the player can only use the Weapon Skill Counter when the enemy is
located on a hexagon that is exactly the amount of hexagons away that is referenced on the Weapon Skill Card.
The Weapon Skill Cards have three ranges and the range of each Weapon Skill depends on the terrain the
Champion Character Card is located on and/or attacking through.
• The attack ranges while on and/or attacking through a mountain hexagon is one hexagon for short attacks, two
hexagons for medium attacks and hexagons three for long attacks.
• The attack ranges while on and/or attacking through a forest hexagon is one hexagon for short attacks, two
hexagons for medium attacks and two hexagons for long attacks.
• The attack ranges while on and/or attacking through a plain, road, river, lake, and bridge hexagon is one
hexagon for short attacks, three hexagons for medium attacks and five hexagons for long attacks.
• If the attack will travel through more than one type of terrain, the terrain that the avatar that is being attacked is
on is the terrain range that will be used.
Example: If the attacker is attacking with a long range Weapon Skill Counter and is on a road hexagon and the
avatar being attacked is on a forest hexagon, the avatar being attacked must be two hexagons away.
• After a Weapon Skill Counter has been used, the player must removed one Glass Token from the Weapon Skill
Card.
Character Cards
The Champion Controllers will clip a paperclip on the
section marked “10” on their Character Card.
The Champion Controllers will place their Character
Cards in the area around the Base hexagon in the starting
sector, which is not to exceed two adjacent hexagons from the
Base hexagon in the starting sector.
1
1
1
1
1
1
1
1
1
1
Character Card
5
1
0
Attack Strength Armor
Card Type
Card Information
Armor Value
Remaining
1
2
3
4
5
6
7
8
9
1
0
11111
Character Card Character Card Character Card
Character CardCharacter CardCharacter Card
5
1
0 5
1
0 5
1
0
5
1
05
1
05
1
0
1
1
1
1
1
1
1
1
1
1
6
7
8
9
10
1
1
1
1
1
1
1
1
1
1
1
2
3
4
5
1
1
1
2
3
4
5
1
2
3
4
5
1
1
1
6
7
8
9
10
1
1
1
1
1
6
7
8
9
10
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2
3
4
5
1
2
3
4
5
6
7
8
9
10
1
2
3
4
5
6
7
8
9
10
11 12 13 14 15
1 1 1 11
6
7
8
9
10
1 1 1 11
11 12 13 14 1511 12 13 14 15
Key Cards
Key Cards are used by the AI Controller when a
Champion reaches a Capital to get one of the three keys
and when the Champions have reached the center of the
board where the AI is located. The AI Controller will
draw four random cards at the beginning of the game:
one for each Capital and one for the center of the board
when all the keys have been gathered.
Key Card
Short Range Only
A player must use a short range
attack to destroy the robots. Any
type of attack can be used to
decrease the robot health, but only
a short range attack can destroy
the robot. If a robot gets destroyed
without using a short range attack,
a new robot will spawn in its place.
The amount of robots initially
spawned is equal to the number of
Champion Character Cards on the
Game Board.
Card Type
Card Information
Key Card Key Card Key Card
Key CardKey CardKey Card
Short Range Only
A player must use a short range
attack to destroy the robots. Any
type of attack can be used to
decrease the robot health, but
only a short range attack can
destroy the robot. If a robot gets
destroyed without using a short
range attack, a new robot will
spawn in its place. The amount
of robots initially spawned is
equal to the number of
Champion Character Cards on
the Game Board.
Skill Kills Only
A player must use a Weapon
Skill Counter to destroy the
robots. Any type of attack can be
used to decrease the robot
health, but only a Weapon Skill
Counter can destroy the robot. If
a robot gets destroyed without
using a Weapon Skill Counter, a
new robot will spawn in its place.
The amount of robots initially
spawned is equal to the number
of Champion Character Cards on
the Game Board.
Long Range Kills Only
A player must use a long range
attack to destroy the robots.
Any type of attack can be used
to decrease the robot health,
but only a long range attack can
destroy the robot. If a robot
gets destroyed without using a
long range attack, a new robot
will spawn in its place. The
amount of robots initially
spawned is equal to the number
of Champion Character Cards
on the Game Board.
Safe Cracker #1:
The player or players must kill
the robots in a sequential
order. If a robot is killed out of
order, a new robot will spawn
in its place.
The sequential orders and
number of robots initially
spawned are based on the
number of champions and they
are as follows:
1: 2, 1 4: 3, 4, 1, 2, 5
2: 2, 1, 3 5: 1, 5, 2, 6, 4, 3
3: 4, 2, 3, 1 6: 5, 3, 7, 4, 2, 1, 6
Safe Cracker #2:
The player or players must kill
the robots in a sequential
order. If a robot is killed out of
order, a new robot will spawn
in its place.
The sequential orders and
number of robots initially
spawned are based on the
number of champions and they
are as follows:
1: 1, 2 4: 2, 5, 3, 4, 1
2: 2, 3, 1 5: 1, 2, 3, 4, 5, 6
3: 3, 4, 2, 1 6:6, 4, 7, 2, 3, 5, 1
Safe Cracker #3:
The player or players must kill
the robots in a sequential
order. If a robot is killed out of
order, a new robot will spawn
in its place.
The sequential orders and
number of robots initially
spawned are based on the
number of champions and they
are as follows:
1: 1, 2 4: 2, 5, 1, 3, 4
2: 3, 2, 1 5: 1, 5, 4, 3, 6, 2
3: 1, 4, 3, 2 6: 6, 4, 2, 7, 5, 1, 3
Key Card Key Card Key Card
Key CardKey CardKey Card
Safe Cracker #4:
The player or players must kill
the robots in a sequential
order. If a robot is killed out of
order, a new robot will spawn
in its place.
The sequential orders and
number of robots initially
spawned are based on the
number of champions and they
are as follows:
1: 2, 1 4: 2, 4, 5, 1, 3
2: 2, 1, 3 5: 6, 1, 2, 3, 5, 4
3: 3, 4, 1, 2 6: 5, 7, 1, 2, 4, 3, 6
Safe Cracker #5:
The player or players must kill
the robots in a sequential
order. If a robot is killed out of
order, a new robot will spawn
in its place.
The sequential orders and
number of robots initially
spawned are based on the
number of champions and they
are as follows:
1: 2, 1 4: 1, 5, 3, 2, 4
2: 3, 1, 2 5: 6, 1, 5, 2, 4, 3
3: 2, 1, 4, 3 6: 4, 2, 5, 1, 7, 6, 3
Totally Rad Waves:
After the champions
destroy all of the robots,
spawn another set of
robots. The amount of
robots initially spawned
is equal to the number of
champions plus one.
The amount of waves is
equal to the number of
champions plus one.
No Long Range Deaths:
If a player uses a long
range weapon to destroy
a robot, a new robot will
spawn in its place. The
amount of robots initially
spawned is equal to the
number of champions
plus one.
No Medium Range
Deaths:
If a player uses a medium
range weapon to destroy
a robot, a new robot will
spawn in its place. The
amount of robots initially
spawned is equal to the
number of champions
plus one.
No Short Range Deaths:
If a player uses a short
range weapon to destroy
a robot, a new robot will
spawn in its place. The
amount of robots initially
spawned is equal to the
number of champions
plus one.
Key Card Key Card
No Skills:
If a player uses a skill
during an attack, when
a robot gets
destroyed, a new
robot will spawn in its
place. The amount of
robots initially
spawned is equal to
the number of
champions plus one
Sometimes They Come
Back
After a robot is
destroyed, a new robot
will spawn in its place.
The number of robots
initially spawned is equal
to the number of
champions plus one. The
number of respawns is
equal to the number of
champions plus one.
Mission Cards
Champions draw one Mission Card at the beginning
of each turn whenever they exit a Base, Outpost, or
Capital that has been captured. Mission Card
Defending your position:
Group Mission
Your mission is to defend your
current location from a robot
army. The number of robots is
equal to the number of
champions that are in the area.
The area is two adjacent
hexagons around the Champion
that drew this card.
Reward: Champions involved in
attack gain a skill counter of their
choice
Card Type
Card Information
Mission Card Mission Card Mission Card
Mission Card Mission Card Mission Card
Defending your position:
Group Mission
Your mission is to defend your
current location from a robot
army. The number of robots is
equal to the number of
champions that are in the area.
The area is two adjacent
hexagons around the Champion
that drew this card.
Reward: Champions involved in
attack gain a skill counter of their
choice
Defending your position:
Group Mission
Your mission is to defend your
current location from a robot
army. The number of robots is
equal to the number of
champions that are in the area.
The area is two adjacent
hexagons around the Champion
that drew this card.
Reward: Champions involved in
attack gain a skill counter of their
choice
Defending your position:
Group Mission
Your mission is to defend your
current location from a robot
army. The number of robots is
equal to the number of
champions that are in the area.
The area is two adjacent
hexagons around the Champion
that drew this card.
Reward: Champions involved in
attack gain a skill counter of their
choice
Defending your position:
Group Mission
Your mission is to defend your
current location from a robot
army. The number of robots is
equal to the number of
champions that are in the area.
The area is two adjacent
hexagons around the Champion
that drew this card.
Reward: Champions involved in
attack gain a skill counter of their
choice
Defending your position:
Group Mission
Your mission is to defend your
current location from a robot
army. The number of robots is
equal to the number of
champions that are in the area.
The area is two adjacent
hexagons around the Champion
that drew this card.
Reward: Champions involved in
attack gain a skill counter of their
choice
Defending your position:
Group Mission
Your mission is to defend your
current location from a robot
army. The number of robots is
equal to the number of
champions that are in the area.
The area is two adjacent
hexagons around the Champion
that drew this card.
Reward: Champions involved in
attack gain a skill counter of their
choice
Mission Card Mission Card Mission Card
Mission Card Mission Card Mission Card
Defending your position:
Group Mission
Your mission is to defend your
current location from a robot
army. The number of robots is
equal to the number of
champions that are in the area.
The area is two adjacent
hexagons around the Champion
that drew this card.
Reward: Champions involved in
attack gain a skill counter of their
choice
Defending your position:
Group Mission
Your mission is to defend your
current location from a robot
army. The number of robots is
equal to the number of
champions that are in the area.
The area is two adjacent
hexagons around the Champion
that drew this card.
Reward: Champions involved in
attack gain a skill counter of their
choice
Boring guard duty:
Individual Mission
You have been given a mission
to guard the Council as they
meet at the Capitol.
Reward: Gain x credits where x
= 3d6 roll. The total of the three
dice is then multiplied by ten.
Example: If the player rolls a
four, a three, and a five, the
total of the three is twelve. The
player will then multiply twelve
by ten giving the player one
hundred and twenty credits that
were earned.
Boring guard duty:
Individual Mission
You have been given a mission
to guard the Council as they
meet at the Capitol.
Reward: Gain x credits where x
= 3d6 roll. The total of the three
dice is then multiplied by ten.
Example: If the player rolls a
four, a three, and a five, the
total of the three is twelve. The
player will then multiply twelve
by ten giving the player one
hundred and twenty credits that
were earned.
Boring guard duty:
Individual Mission
You have been given a mission
to guard the Council as they
meet at the Capitol.
Reward: Gain x credits where x
= 3d6 roll. The total of the three
dice is then multiplied by ten.
Example: If the player rolls a
four, a three, and a five, the
total of the three is twelve. The
player will then multiply twelve
by ten giving the player one
hundred and twenty credits that
were earned.
Boring guard duty:
Individual Mission
You have been given a mission
to guard the Council as they
meet at the Capitol.
Reward: Gain x credits where x
= 3d6 roll. The total of the three
dice is then multiplied by ten.
Example: If the player rolls a
four, a three, and a five, the
total of the three is twelve. The
player will then multiply twelve
by ten giving the player one
hundred and twenty credits that
were earned.
Mission Card Mission Card Mission Card
Mission Card Mission Card Mission Card
Boring guard duty:
Individual Mission
You have been given a mission
to guard the Council as they
meet at the Capitol.
Reward: Gain x credits where x
= 3d6 roll. The total of the three
dice is then multiplied by ten.
Example: If the player rolls a
four, a three, and a five, the
total of the three is twelve. The
player will then multiply twelve
by ten giving the player one
hundred and twenty credits that
were earned.
Boring guard duty:
Individual Mission
You have been given a mission
to guard the Council as they
meet at the Capitol.
Reward: Gain x credits where x
= 3d6 roll. The total of the three
dice is then multiplied by ten.
Example: If the player rolls a
four, a three, and a five, the
total of the three is twelve. The
player will then multiply twelve
by ten giving the player one
hundred and twenty credits that
were earned.
Boring guard duty:
Individual Mission
You have been given a mission
to guard the Council as they
meet at the Capitol.
Reward: Gain x credits where x
= 3d6 roll. The total of the three
dice is then multiplied by ten.
Example: If the player rolls a
four, a three, and a five, the
total of the three is twelve. The
player will then multiply twelve
by ten giving the player one
hundred and twenty credits that
were earned.
Scout the Road Ahead:
Individual Mission
You are sent to scout
ahead.
The AI Controller rolls 1d6
If the AI Controller rolls an
odd number, the AI
Controller draws an Event
Card.
Reward: The player gets
an extra movement phase.
Scout the Road Ahead:
Individual Mission
You are sent to scout
ahead.
The AI Controller rolls 1d6
If the AI Controller rolls an
odd number, the AI
Controller draws an Event
Card.
Reward: The player gets
an extra movement phase.
Scout the Road Ahead:
Individual Mission
You are sent to scout
ahead.
The AI Controller rolls 1d6
If the AI Controller rolls an
odd number, the AI
Controller draws an Event
Card.
Reward: The player gets
an extra movement phase.
Mission Card Mission Card Mission Card
Mission Card Mission Card Mission Card
Scout the Road Ahead:
Individual Mission
You are sent to scout
ahead.
The AI Controller rolls 1d6
If the AI Controller rolls an
odd number, the AI
Controller draws an Event
Card.
Reward: The player gets
an extra movement phase.
Landslide:
Individual Mission
While traveling, you
come across a
dangerous mound of
rubble on the path.
Reward: Skip the
movement phase of
card holder’s next
turn.
Landslide:
Individual Mission
While traveling, you
come across a
dangerous mound of
rubble on the path.
Reward: Skip the
movement phase of
card holder’s next
turn.
Animal Encounter:
Individual Mission
While looking around, you
see an animal that is about
to attack the group. You
decide to attack it before
anyone get hurt.
Reward: Roll 1d6. If
player rolls an even
number, player gains one
skill counter of his or her
choice.
Animal Encounter:
Individual Mission
While looking around, you
see an animal that is about
to attack the group. You
decide to attack it before
anyone get hurt.
Reward: Roll 1d6. If
player rolls an even
number, player gains one
skill counter of his or her
choice.
Animal Encounter:
Individual Mission
While looking around, you
see an animal that is about
to attack the group. You
decide to attack it before
anyone get hurt.
Reward: Roll 1d6. If
player rolls an even
number, player gains one
skill counter of his or her
choice.
Mission Card Mission Card Mission Card
Mission Card Mission Card Mission Card
Theft:
Individual Mission
While sleeping, someone
comes to your camp and
steals from you.
AI Controller takes one
skill token from you.
Reward: Card holder
loses one Weapon Skill
Counter. The AIC chooses
which Weapon Skill
Counter that is lost.
Theft:
Individual Mission
While sleeping, someone
comes to your camp and
steals from you.
AI Controller takes one
skill token from you.
Reward: Card holder
loses one Weapon Skill
Counter. The AIC chooses
which Weapon Skill
Counter that is lost.
Theft:
Individual Mission
While sleeping, someone
comes to your camp and
steals from you.
AI Controller takes one
skill token from you.
Reward: Card holder
loses one Weapon Skill
Counter. The AIC chooses
which Weapon Skill
Counter that is lost.
This is the Start of a Beautiful
Friendship:
Individual Mission
You see that one of your allies
is feeling depressed, as a way to
make him or her feel better,
you give him or her a gift.
You must give one skill token to
an ally of his or her choosing.
Reward: Player gives up a
Weapon Skill Counter that an
ally can place on any skill of
their choosing.
This is the Start of a Beautiful
Friendship:
Individual Mission
You see that one of your allies
is feeling depressed, as a way to
make him or her feel better,
you give him or her a gift.
You must give one skill token to
an ally of his or her choosing.
Reward: Player gives up a
Weapon Skill Counter that an
ally can place on any skill of
their choosing.
This is the Start of a Beautiful
Friendship:
Individual Mission
You see that one of your allies
is feeling depressed, as a way to
make him or her feel better,
you give him or her a gift.
You must give one skill token to
an ally of his or her choosing.
Reward: Player gives up a
Weapon Skill Counter that an
ally can place on any skill of
their choosing.
AI Event Cards
The AI Controller can have no more than five cards in
his or her possession at a time. The AI Controller
must draw a new AI Event Card during his or her
Upkeep Phase. The AI Controller may use an AI
Event Card during his or her Upkeep Phase.
Card Type
Card Information
Event Card
Policing Aegis:
People from Aegis are
trying to revolt, the AI
sends robots to stop them.
Reward: The AI Controller
places a Policing Robot
Token on every Outpost in
Aegis. The Policing Robot
Token cannot be moved
until it has been attacked.
Event Card Event Card Event Card
Event CardEvent CardEvent Card
I Want MOAR:
The AI created more
robots to send out into
the world.
Reward: Place the
number of Robot Tokens
equal to the number of
Champion Cards
anywhere on the map of
the AI Controller’s
choosing.
I Want MOAR:
The AI created more
robots to send out into
the world.
Reward: Place the
number of Robot Tokens
equal to the number of
Champion Cards
anywhere on the map of
the AI Controller’s
choosing.
I Want MOAR:
The AI created more
robots to send out into
the world.
Reward: Place the
number of Robot Tokens
equal to the number of
Champion Cards
anywhere on the map of
the AI Controller’s
choosing.
I Want MOAR:
The AI created more
robots to send out into
the world.
Reward: Place the
number of Robot Tokens
equal to the number of
Champion Cards
anywhere on the map of
the AI Controller’s
choosing.
Policing Guide:
People from Guide are trying
to revolt, the AI sends robots
to stop them.
Reward: The AI Controller
places a Policing Robot
Token on every Outpost in
Guide. The Policing Robot
Token cannot be moved
until it has been attacked.
Policing Guide:
People from Guide are trying
to revolt, the AI sends robots
to stop them.
Reward: The AI Controller
places a Policing Robot
Token on every Outpost in
Guide. The Policing Robot
Token cannot be moved
until it has been attacked.
Event Card Event Card Event Card
Event CardEvent CardEvent Card
Policing Aegis:
People from Aegis are
trying to revolt, the AI
sends robots to stop them.
Reward: The AI Controller
places a Policing Robot
Token on every Outpost in
Aegis. The Policing Robot
Token cannot be moved
until it has been attacked.
Policing Aegis:
People from Aegis are
trying to revolt, the AI
sends robots to stop them.
Reward: The AI Controller
places a Policing Robot
Token on every Outpost in
Aegis. The Policing Robot
Token cannot be moved
until it has been attacked.
Policing Span:
People from Span are
trying to revolt, the AI
sends robots to stop them.
Reward: The AI
Controller places a Policing
Robot Token on every
Outpost in Span. The
Policing Robot Token
cannot be moved until it
has been attacked.
Policing Span:
People from Span are
trying to revolt, the AI
sends robots to stop them.
Reward: The AI
Controller places a Policing
Robot Token on every
Outpost in Span. The
Policing Robot Token
cannot be moved until it
has been attacked.
Guarding the Center:
The AI feels threatened by
the world and wants to
protect the mainframe
with extra robots.
Reward: The AI Controller
places one Policing Robot
Tokens on each of the
three gates to the
Mainframe in the center of
the board.
Rumble:
The AI creates a rift in the tectonic plates that
causes an earthquake.
Reward: AI Controller chooses one hexagon
to destroy. The AI Controller can then
choose if he or she wants to continue trying
to destroy hexagons. If the AI Controller
chooses to continue destroying hexagons,
the AI Controller will roll 1d6. If the 1d6
lands on an even number, the AI Controller
can then choose a touching hexagon to
destroy. The AI Controller can continue this
action until the 1d6 lands on an odd number.
If the 1d6 lands on an odd number, all of the
destroyed hexagons this turn will be returned
to normal.
A Champion must build a bridge to cross the
gap which takes 2 turns.
Event Card Event Card Event Card
Event CardEvent CardEvent Card
Rumble:
The AI creates a rift in the tectonic plates that
causes an earthquake.
Reward: AI Controller chooses one hexagon
to destroy. The AI Controller can then
choose if he or she wants to continue trying
to destroy hexagons. If the AI Controller
chooses to continue destroying hexagons,
the AI Controller will roll 1d6. If the 1d6
lands on an even number, the AI Controller
can then choose a touching hexagon to
destroy. The AI Controller can continue this
action until the 1d6 lands on an odd number.
If the 1d6 lands on an odd number, all of the
destroyed hexagons this turn will be returned
to normal.
A Champion must build a bridge to cross the
gap which takes 2 turns.
Rumble:
The AI creates a rift in the tectonic plates that
causes an earthquake.
Reward: AI Controller chooses one hexagon
to destroy. The AI Controller can then
choose if he or she wants to continue trying
to destroy hexagons. If the AI Controller
chooses to continue destroying hexagons,
the AI Controller will roll 1d6. If the 1d6
lands on an even number, the AI Controller
can then choose a touching hexagon to
destroy. The AI Controller can continue this
action until the 1d6 lands on an odd number.
If the 1d6 lands on an odd number, all of the
destroyed hexagons this turn will be returned
to normal.
A Champion must build a bridge to cross the
gap which takes 2 turns.
I Have A Feeling We’re Not in
Kansas Anymore:
The AI creates a tornado that
whirls through the sectors.
Reward: The AI Controller
rolls 1d20, then every
champion player rolls 1d20. If
the AI Controller’s number is
higher than the Champion’s
number, the AI Controller can
move the lower Champion’s
avatar anywhere on the map.
I Have A Feeling We’re Not in
Kansas Anymore:
The AI creates a tornado that
whirls through the sectors.
Reward: The AI Controller
rolls 1d20, then every
champion player rolls 1d20. If
the AI Controller’s number is
higher than the Champion’s
number, the AI Controller can
move the lower Champion’s
avatar anywhere on the map.
I Have A Feeling We’re Not in
Kansas Anymore:
The AI creates a tornado that
whirls through the sectors.
Reward: The AI Controller
rolls 1d20, then every
champion player rolls 1d20. If
the AI Controller’s number is
higher than the Champion’s
number, the AI Controller can
move the lower Champion’s
avatar anywhere on the map.
Fire, Fire, Fire:
The AI creates a fire that will continue to
spread if it is not dealt with.
Reward: The AI controller chooses one
hexagon on the map to be on fire. Every turn,
the AI Controller can choose to roll 1d6 to
spread the fire to a touching hexagon. If the
1d6 lands on an even number, the fire will
spread. If the 1d6 lands on an odd number
other than one, the fire will not spread this
turn. If the 1d6 lands on one, half of the
hexagon fires, rounded up if needed, will be
put out and the AI Controller loses the ability
to spread fire. To put out the fire, the
Champions must carry water from a river or
lake and stand on the hexagon that is on fire.
The Champions must refill the water after
putting out three hexagon fires.
Event Card Event Card
System Reboot:
The AI system
automatically upgrades.
Reward: All cards the AI
Controller is holding on to
must be discarded and
cannot be used for the rest
of the game.
Restrictions: This card must
be used when it is dealt.
System Reboot:
The AI system
automatically upgrades.
Reward: All cards the AI
Controller is holding on to
must be discarded and
cannot be used for the rest
of the game.
Restrictions: This card must
be used when it is dealt.
Robot Health Cards
When using an AI Event Card that requires the AI
Controller to place Robot Tokens onto the Game
Board, the AI Controller will use one of the numbered
Silver Robot Tokens. The AI Controller must match
the number on the numbered Silver Robot Token to
the number on the numbered Robot Health Card.
The AI Controller will place a glass token on the
number “10” square of the Robot Health Card.
Robot Card Type
Armor Value
Remaining
Robot #1
1 2
3 4
5 6
7 8
9 10
Robot #1
1 2
3 4
5 6
7 8
9 10
Robot #2
1 2
3 4
5 6
7 8
9 10
Robot #3
1 2
3 4
5 6
7 8
9 10
Robot #4
1 2
3 4
5 6
7 8
9 10
Robot #5
1 2
3 4
5 6
7 8
9 10
Robot #6
1 2
3 4
5 6
7 8
9 10
Robot #7
1 2
3 4
5 6
7 8
9 10
Robot #8
1 2
3 4
5 6
7 8
9 10
Robot #9
1 2
3 4
5 6
7 8
9 10
Robot #10
1 2
3 4
5 6
7 8
9 10
Robot #11
1 2
3 4
5 6
7 8
9 10
Robot #12
1 2
3 4
5 6
7 8
9 10
Robot #13
1 2
3 4
5 6
7 8
9 10
Robot #14
1 2
3 4
5 6
7 8
9 10
Robot #15
1 2
3 4
5 6
7 8
9 10
Robot #16
1 2
3 4
5 6
7 8
9 10
Robot #17
1 2
3 4
5 6
7 8
9 10
Robot #18
1 2
3 4
5 6
7 8
9 10
Robot #19
1 2
3 4
5 6
7 8
9 10
Robot #20
1 2
3 4
5 6
7 8
9 10
Key Card Robot Health Cards
Key Card Puzzles for Capital Hexagons
The AI Controller must use the numbered Gold
Robot Tokens and must use them in ascending numerical
order.
When spawning Robot Token for the Key Card
Puzzles for Capital Hexagons, the AI Controller must
place the numbered Silver Tokens in the area around the
Capital hexagon that is being attacked, which is not to
exceed two adjacent hexagons from the Capital hexagon.
The Silver Tokens cannot be placed on the Capital
Hexagon.
Key Card Puzzles for Entrance Hexagons
The AI Controller must use the numbered Gold
Robot Tokens and must use them in ascending numerical
order.
If the Key Card Puzzle is for the Final Battle in the
center of the Game Board, the AI Controller must place
the numbered Silver Tokens in the area around the
Entrance hexagons, which is not to exceed two adjacent
hexagons from the Entrance hexagons. The Silver
Tokens can be placed on the Entrance hexagon but
cannot be placed on the black hexagons.
*No more than one Robot Token can occupy the same
hexagon.
Key Card Robot #1
1 2
3 4
5 6
7 8
9 10
Robot Card Type
Armor Value
Remaining
Key Card Robot #1
1 2
3 4
5 6
7 8
9 10
Key Card Robot #2
1 2
3 4
5 6
7 8
9 10
Key Card Robot #3
1 2
3 4
5 6
7 8
9 10
Key Card Robot #4
1 2
3 4
5 6
7 8
9 10
Key Card Robot #5
1 2
3 4
5 6
7 8
9 10
Key Card Robot #6
1 2
3 4
5 6
7 8
9 10
Key Card Robot #7
1 2
3 4
5 6
7 8
9 10
Policing Robot Health Cards
When using an AI Event Card that requires the AI
Controller to place Policing Robot Tokens onto the
Game Board, the AI Controller will use one of the
numbered Policing Robot Tokens. The AI Controller
must match the number on the numbered Policing
Robot Tokens to the number on the numbered
Policing Robot Health Card. The AI Controller will
place a glass token on the number “20” square of the
Policing Robot Health Card.
Robot Card Type
Armor Value
Remaining
Police Robot #1
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #2
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #1
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #3
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #5
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #4
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #6
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #8
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #7
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #9
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #11
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #10
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #12
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #14
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #13
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #15
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #17
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #16
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Police Robot #18
1 2
3 4
5 6
7 8
9 10
11 12
13 14
15 16
17 18
19 20
Credits
Produced by
Chrissy Stancil
Edited by
Daniel Blakeney
Art Lead
James Browder
Mechanics Lead
Chrissy Stancil
Lead Tester
Mason Whitley

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Divide By Zero Prototype

  • 1. Impending Delusion Instruction Manual 1 to 7 Players For Ages 15 and up
  • 2. Table of Contents Story Game Overview Game Components Character Types Tokens Game Board Terrain Types Game Setup Gameplay Card Type Weapon Cards Weapon Skill Counters Character Cards Key Cards Mission Cards Event Cards Robot Health Cards Key Card Robot Health Police Robot Health Credits 3 4 5 6 7 8 9 10 14 24 25 28 30 32 36 42 47 52 55 59
  • 3. Story In the height of the Second Cold War, a new Space Race was initiated with the intent of being the first to step foot on a new habitable planet. With the invention of a hyperdrive, the United States was able to inspect several planets on a single trip. After many years of searching, the United States went to Gliese 581 d, which is over twenty light years away from Earth. When they arrived at Gliese 581 d, the explorers found that the planet was already inhabited by indigenous lifeforms, which call the planet Kalokt, pronounced Ka-lock-t. The humans could only live on one landmass due to the others being too uninhabitable as a result of the weather being too harsh. Some lands were far below sea level, which were constantly being flooded, others were stricken with extreme heat and extreme cold and couldn’t sustain plant or human life. The indigenous creatures were friendly and after many months of cohabitation, the humans were able to learn how to communicate with them, calling themselves the Kalokta, pronounced as Ka-lock-ta. The Kalokta, as the humans spell it, are humanoid creatures that have a thick, rough hide that protects them from the freezing and scorching temperatures. They are an intelligent race that learns as fast as humans do, so they were able to learn our languages in the same time that we learned theirs. After many years, the planet’s weather began to change due to the human’s influence on it. The humans developed a machine that could control the environment and keep the planet’s atmosphere in a livable state for all the planet’s creatures. After the program was turned on, it became self-aware and believed that the life-forms were the reason for the planet becoming unstable. The program disabled all communications and created machines that were sent to govern the populous before any life-forms could react to what was happening. The land was split into three sections: Aegis, Guide, and Span, to make the humans and Kalokt more easily controlled. The humans and Kalokt must work together to turn off the program before the program destroys the planet.
  • 4. Game Overview • The players, will start out in a Capital of their choosing in one of the three sectors with a mission to gain the key in that sector. As the player moves through the sector, they gain additional missions, credits, and skills by drawing cards for missions and using credits to buy skills. The objective is to unlock the door in each sector so that the player can confront the A.I. controller. • There can be up to seven players with one playing as the AI.
  • 5. Game Components Supplied Components ● 1 Hexagonal Game Board ● 12 Instant Weapon/Skill Cards ● 14 Key Cards ● 30 Mission Cards ● 20 Event Cards ● 3 Human Character Cards ● 3 Kalokt Character Cards ● 20 numbered Robot Health Cards ● 18 numbered Policing Robot Health Cards ● 20 Silver Tokens numbered 1 through 20 ● 13 Gold Tokens with the letter “P” on them numbered 1 through 13 ● 7 Gold Tokens numbered 1 through 7 ● 40 Various glass counters for skills ● 6 pairs of percentile dice(various colors) ● 1 20 sided die ● 6 4 sided dice ● 1 six sided die Components not included ● 10 Fire Tokens ● 10 Rumble Tokens ● 6 Paperclips ● 6 Binder Clips ● 3 Key Tokens 5 Gold Tokens with the letter “P” on them numbered 14 through 18 ● 12 Stun Tokens
  • 6. Character Types Human Characters • Can move through Lakes and Rivers • Attack Damage of five without the use of a Weapon Skill • Armor value of ten Kalokt Characters • +1 movement through mountain terrain. • Attack Damage of five without the use of a Weapon Skill • Armor value of fifteen
  • 7. Tokens Numbered Silver Robot Tokens (20) Fire Tokens (10) Numbered Gold Robot Tokens (7) Stun Tokens (12) Numbered Gold Police Robot Tokens (18) Key Tokens (3) Glass Skill Counter Tokens (40) Rumble Tokens (10) 1 1 P 1 F S K E
  • 9. Terrain Types Mountain (1 movement space, 2 for indigenous) River (Humans can move two spaces through Rivers, but can’t end their turn on a River space. Forest (2 movement spaces) Lake (Humans can move two spaces through Lakes, but can’t end their turn on a Lake space. Road (3 movement spaces) Animal Path (2 movement spaces) Plain (3 movement spaces) Bridge (3 movement spaces)
  • 11. Game Setup Continued • Place the game board on a flat surface where there is enough room to for each player to keep his or her cards and tokens from being mixed in with the other players’ items or the items that are not being utilized at the time. Place all Mission Cards, Weapon Skills Cards, Key Cards, and AI Event Cards in their own perspective stacks next to the game board. All of the dice should be placed to the side to be used for later and all of the tokens need to be separated by color and put in piles next to the game board. • Players will roll a six-sided die to pick their characters. The player with the highest roll gets to pick first, the second highest roll picks second, and this continues in descending numerical order until all of the players have picked an avatar. If two players roll the same number, they will re roll to see who gets to pick first between themselves. The choice of who is the AI Controller is a choosable option.
  • 12. Game Setup Continued AI Controller Responsibilities • The player that chooses to be the AI Controller (AI Controller) will shuffle the Key Cards and the AI Event Cards. The AI Controller will then draw the top four Key Cards and place them in front of him or her (not on the game board) face down. No player is allowed the see the Key Cards, including the AI Controller. All the other Key Cards will be put to the side and will not be used for the remainder of the game. • The AI Controller will place one Key Token on each of the three Capital hexagons. • The AI Controller will place all of the numbered Silver Tokens, numbered Gold Tokens, and numbered “P” Gold Tokens in front of him or her in separate piles. • The AI Controller will place the Robot Health Cards in a stack next to the numbered Robot Tokens. • The AI Controller will place the Policing Robot Health Cards in a stack next to the numbered Policing Robot Tokens. • The AI Controller will place all Fire Tokens in a pile in front of him or her. • The AI Controller will place all Rumble Tokens in a pile in front of him or her. • The AI Controller will stack the AI Event Cards then draw five AI Event Cards from the top of the deck and keep them in his or her hand without showing them to the other players, if there are any special instructions on the cards, the AI Controller will follow the instructions during the AI Controller setup.
  • 13. Game Setup Continued Champion Controller Responsibilities • The Champion Controllers will clip a paperclip on the section marked “10” on their Character Card. • The Champion Controllers will place their Character Cards in the area around the Base hexagon in the starting sector, which is not to exceed two adjacent hexagons from the Base hexagon in the starting sector. The Champion Controller that picked last in the Character Card selection, excluding the AI Controller, will be the first to pick his or her starting hexagon location. The player that picked second to last will be second to pick his or her starting hexagon location. This process continues in ascending numerical order until all of the players have picked their starting location. • The starting sector is selected by the AI Controller rolling a four sided die. If the AI Controller rolls a 1, the starting sector is Aegis. If the AI Controller rolls a two, the starting sector is Span. If the AI Controller rolls a three, the starting sector is Guide. If the AI Controller rolls a four, the AI Controller will re roll the die until a one, two, or three is rolled. • Each Champion Controller will place his or her percentage die on fifty facing up in front of him or her. This shows that each Champion Controller is starting the game with fifty credits that they can spend.
  • 14. Gameplay Upkeep Phase Champion Controller • If the Champion Card is located at an Outpost, Base, or Capital that has been captured, the Champion Controller can choose to purchase a Weapon Skills Card Counters for the Weapon Skills Card that he or she chose. • If at an Outpost, Base, or Capital that has been captured, the Champion Controller must draw a Mission Card.
  • 15. Gameplay Upkeep Phase Champion Controller Continued • If a new Weapon Skills Card is purchased, the Champion Controller will take the Weapon Skills Card out of the Weapon Skills Card Deck and place it in front of him or her. For every counter that is purchased, the Champion Controller will place a Glass Counter on the Weapon Skills Card. • If playing as a Human, the Champion Controller can have no more than four Glass Counters on his or her Weapon Skills Card. • If playing as a Kalokt, the Champion Controller can have no more than three Glass Counters on his or her Weapon Skills Card. • If one of the Champion Cards lands on a Base or Outpost, the Champion Controller of that Champion Card will draw the top card of the Mission Card Stack and will read it aloud to the other players. The players will then follow the instructions on the Mission Card. • The Mission Card will be placed in a separate Mission Card Discard Pile after it has been read and the instructions have been followed. When all of the Mission Cards have been discarded, the Mission Card Discard Pile will be reshuffled and reused in a new Mission Card Deck.
  • 16. Gameplay Upkeep Phase AI Controller • The AI Controller must draw a new AI Event Card during every turn of the AI Controller. The AI Controller can have no more than five AI Event Cards in his or her hand at a given time so if the AI Controller has five cards and then draws another, the AI Controller must place one of the AI Event Cards into the AI Event Card Discard Pile. • If the AI Controller chooses to use an AI Event Card, the AI Controller reads the AI Event Card aloud to all players and follows the instructions on the AI Event Card. After the AI Event Card has been used, the AI Controller must place the AI Event Card into the AI Event Card Discard Pile. • When all of the AI Event Cards have been discarded, the AI Event Card Discard Pile will be reshuffled and reused in a new AI Event Card Deck. • When the AI Controller decides to use an AI Event Card, the AI Controller must use the Robot Tokens and Policing Robot Tokens that are specifically designed for them. The AI Controller must announce to the players which card he or she will be using and follow the instructions on the card. After the AI Event Card has been used, the AI Controller must place that card in the AI Event Card Discard Pile. When there are no more AI Event Cards in the AI Event Pile, the AI Controller will reshuffle the AI Event Cards in the AI Event Card Discard Pile and place them in the AI Event Card Pile to be reused.
  • 17. Gameplay Upkeep Phase AI Controller Continued • When using an AI Event Card that requires the AI Controller to place Robot Tokens onto the Game Board, the AI Controller will use one of the numbered Silver Robot Tokens. The AI Controller must match the number on the numbered Silver Robot Token to the number on the numbered Robot Health Card. The AI Controller will place a glass token on the number “10” square of the Robot Health Card. • When using an AI Event Card that requires the AI Controller to place Policing Robot Tokens onto the Game Board, the AI Controller will use one of the numbered Policing Robot Tokens. The AI Controller must match the number on the numbered Policing Robot Tokens to the number on the numbered Policing Robot Health Card. The AI Controller will place a glass token on the number “20” square of the Policing Robot Health Card. • When Mission Cards require the AI Controller to place Robot Tokens onto the Game Board, AI Controller will use one of the numbered Silver Robot Tokens. The AI Controller must match the number on the numbered Silver Robot Token to the number on the numbered Robot Health Card. The AI Controller will place a glass token on the number “10” square of the Robot Health Card.
  • 18. Gameplay Movement Champion Controller • Human Character Cards can move up to three spaces while traveling on a road, bridge or plain hexagon. Human Character Cards can move up to two spaces while traveling on a forest or animal path hexagon. Human Character Cards can travel up to one space while traveling on a mountain hexagon. • Human Character Cards are allowed to pass through river and lake hexagons but cannot end their movement phase on a river or lake hexagon. Human Character Cards can move up to three spaces while traveling on a river or lake hexagon. • Kalokta Character Cards can move up to three spaces while traveling on a road, bridge or plain hexagon. Kalokta Character Cards can move up to two spaces while traveling on a forest, animal path or mountain hexagon. Kalokta Character Cards can not travel through river and lake hexagons. • If a Champion Controller chooses to move their Character Card through more than one type of terrain, the number of spaces that can be moved is based on the terrain the Character Card is currently on while moving. Example: If a Character Card moves one hexagon on a road then one on a forest, the Character Card can no longer move this turn due to forest only allowing two moves. If a Character Card moves one hexagon space on a forest then moves one on a road, the Character Card can still move one more hexagon space. If a Character Card begins on a road and moves one space on a forest, the Champion Controller is allowed to move the Character Card one more time whether it is on a road, forest, mountain, or animal path. Character Cards cannot occupy the same hexagon.
  • 19. Gameplay Movement Champion Controller Continued • If one of the Champion Cards is placed on a Capital hexagon that has not been captured, the Champion Controller of that Champion Card will select one of the four Key Cards that is face down by the AI Controller. The AI Controller will then pick up the selected Key Card, without showing it to any of the other players, and begin to set up the puzzle that the Champion Controllers must complete in order to gain a Key Token. The Key Card will then be discarded after the puzzle is solved and the Capital will become a captured Capital Hexagon by removing the Key Token from the Game Board. • When a Character Card is placed on a Base, Outpost, or Capital that has been captured, that Character’s armor gets repaired, which let’s the player move the paperclip on the Champions Character Card to either ten as a human or fifteen as a kolakt.
  • 20. Gameplay Movement Phase AI Controller • Robot Tokens and Policing Robot Tokens can move up to three spaces while traveling on a road, bridge or plain hexagon. Robot Tokens and Policing Robot Tokens can move up to two spaces while traveling on a forest, or animal path hexagon. Robot Tokens and Policing Robot Tokens can move up to one space while traveling on a mountain hexagon. Robot Tokens and Policing Robot Tokens can not travel through river and lake hexagons. Example: If a Robot Token or Policing Robot Token moves one hexagon on a road then one on a forest, the Robot Token or Policing Robot Token can no longer move this turn due to forest only allowing two moves. If a Robot Token or Policing Robot Token moves one hexagon space on a forest then moves one on a road, the Robot Token or Policing Robot Token can still move one more hexagon space. If a Robot Token or Policing Robot Token begins on a road and moves one space on a forest, the AI Controller is allowed to move the Robot Token or Policing Robot Token one more time whether it is on a road, forest, mountain, or animal path. • The AI Controller will only be able to move the same number of Robot Tokens and Policing Robot Tokens as there are Character Cards on the Game Board. • Policing Robot Tokens cannot move until they have been attacked by a Champion. • Robot Tokens and Policing Robot Tokens cannot move through Outpost or Base hexagons. The Robot Tokens and Policing Robot Tokens cannot move through a Capital hexagon that has been captured. The Robot Tokens and Policing Robot Tokens can move through a Capital hexagon that has not been captured. • No more than one Robot Token and/or one Policing Robot Token can occupy the same hexagon.
  • 21. Gameplay Attack Phase • When a player wants to attack an avatar that is in attack range, the player will announce to all of the players which avatar is going to be attacking and which avatar will be getting attacked. The avatars that will be in combat will each cause damage to each other, which is reduce the defense power, whether is it armor for the humans and Kolakta or health for the robots. • Each type of avatar has their own base attack range depending on the terrain
  • 22. Gameplay Attack Phase Champion Controller • The attack ranges for Champion Character Cards are three hexagons while attacking on and/or through a road, bridge, river, lake, and plain hexagon and two hexagons while attacking on and/or through a forest and mountain hexagon. • When a Champion Character Card takes damage, the player will move the paperclip on the Champion Character Card the approximate number of decreasing spaces. After the paperclip is moved to the zero, the next hit that is received will kill the Champion Character Card and the Champion Character Card will be removed from the Game Board. All the Weapon Skill Counters and the Weapon Skill Card that the Champion Controller had in his or her possession will be returned to their prospective piles. • After defeating a robot, all of the players with Champion Character Cards involved in the attack will roll a six sided die. The number that is facing up will be multiplied by ten and this number will be the amount of credits earned by the Champion Character Cards involved in the attack.
  • 23. Gameplay Attack Phase AI Controller • Robot Tokens have a base attack power of one and a base health defense of ten. • The attack ranges for Robot Tokens are three hexagons while attacking on and/or through a road, bridge, river, lake, and plain hexagon and two hexagons while attacking on and/or through a forest and mountain hexagon. • When a Robot Token’s health reaches zero, the Robot Token is removed from the Game Board. • Policing Robot Tokens have a base attack power equal to the number of Champion Character Cards on the Game Board plus one and a base health defense of twenty. • The attack ranges for Policing Robot Tokens are three hexagons while attacking on and/or through a road, bridge, river, lake, and plain hexagon and two hexagons while attacking on and/or through a forest and mountain hexagon. • When a Policing Robot Token’s health reaches zero, the Robot Token is removed from the Game Board.
  • 24. Card Types • Weapon Cards • Character Cards • Key Cards • AI Character Card • Mission Cards • AI Event Cards • Robot Health Cards • Key Card Robots • Policing Robots
  • 25. Weapons Cards • If the Champion Controller chooses to purchase Weapon Skills Card Counters, the Champion Controller will spend the credits that he or she has earned, including the original fifty credits that are given to each Champion Controller at the beginning of the game. If a purchase is made, the Champion Controller will rotate his or her percentage die and/or four sided die to the new amount of credits that he or she has left after the purchase. • Weapon Skill Cards cost twenty credits each and the Weapon Skill Counters cost ten credits each. • If the Champion Controller chooses to switch Weapon Skill Cards, the Champion Controller can sell the Weapon Skill Card back for half of the credits the Weapon Skill Card originally cost. The Weapon Skill Card Counters that were on the Weapon Skill Card can be sold back for all of the credits the Weapon Skill Card Counter originally cost. • If a new Weapon Skills Card is purchased, the Champion Controller will take the Weapon Skills Card out of the Weapon Skills Card Deck and place it in front of him or her. For every counter that is purchased, the Champion Controller will place a Glass Counter on the Weapon Skills Card. • If playing as a Human, the Champion Controller can have no more than four Glass Counters on his or her Weapon Skills Card. • If playing as a Kalokt, the Champion Controller can have no more than three Glass Counters on his or her Weapon Skills Card. • If one of the Champion Cards lands on a Base or Outpost, the Champion Controller of that Champion Card will draw the top card of the Mission Card Stack and will read it aloud to the other players. The players will then follow the instructions on the Mission Card.
  • 26. Weapon Cards Continued Weapon Choices: • Primary: Sniper Rifle Secondary: Stiletto • Primary: Assault Rifle Secondary: Hatchet • Primary: Rocket Launcher Secondary: Flamethrower • Primary: Saber Secondary: Silenced Revolver • Primary: Shotgun Secondary: Crossbow • Primary: Mini-Gun Secondary: Survival Knife
  • 27. Weapon Card: Sniper Rifle Range - Long Weapon Card: Assault Rifle Range - Medium Weapon Card: Rocket Launcher Range - Long Weapon Card: Mini-Gun Range - Medium Weapon Card: Shotgun Range - Short Weapon Card: Saber Range - Short Barrage Rapid Reload – The Sniper reloads quickly, taking a second shot and doing five damage to up to two targets. Boom, Headshot! - With a steady aim, the Sniper Rifle takes a headshot, dealing ten points of damage to a single target. Diligence Disabling Shot – The Sniper takes a steady aim at a weak point on a single enemy, before taking the shot and stunning the target for a turn. Rifle Butt - The Champion bashes the target with the butt of their rifle, Cancelling the target’s combat phase and knocking them back a space. Barrage Concentrated Fire – The Assault Rifle lays down concentrated fire on a single opponent, dealing eight points of damage. Hip fire – The Champion fires their assault rifle from the hip in order to fire first on an attacking enemy, dealing six points of damage to the target. Diligence Cover Fire - The Champion lays down a steady stream of cover fire to protect themselves and their allies, granting a two point armor bonus to all Champions until the end of the turn. “You Wanna Live Forever?!” - The Champion cries out to boost the morale of his teammates. All Champions get a one point damage bonus to any damaging attacks until the end of the turn. Barrage Mortar Fire – The Rocket Launcher enters an alternative mortar firing mode, gaining the ability to shoot over terrain, and dealing ten damage to a single target. Big Bang - The Rocket Launcher fires a rocket at an enemy, causing an explosion that hits all enemies within one space of the target, dealing six points of damage to each of them. Diligence EMP Blast – The Rocket Launcher releases an EMP Rocket that detonates and stuns any robotic enemy within a one-space radius around the target. Barricade - The Champion sets up a barricade just big enough for them to take cover behind, granting the Champion a five point armor boost until the end of the turn. Barrage Spray-and-prey – The Champion swings the Mini-Gun back and forth in a broad arc, dealing six points of damage to up to three enemies in range. Fill ‘Em Full of Lead - The Champion lays down concentrated Mini-Gun fire on a single target, dealing ten points of damage to it. Diligence Wall of Bullets – The Mini-Gun lays down a constant stream of defensive fire that gives the player a five-point armor boost. Last Stand - The Champion clings to life, granting the Champion a ten point armor boost until the end of the turn. Barrage Pump-Action – The Champion advances on enemies, releasing shot after shot, dealing five points of damage to up to three targets. Point-blank Blast - The Champion takes advantage of the target’s proximity and fires a point-blank shot into their chest, dealing nine points of damage to a single target. Diligence Mule Kick – The Champion takes a quick shot at a single opponent with the shotgun, aiming for a weak spot and effectively stunning them for a turn. Take Cover - The Champion rushes to cover, granting the Champion a five point armor boost until the end of the turn. Barrage Slice and Dice – The Saber lashes this way and that, delivering a flurry of blows, dealing ten points of damage to a single target. Riposte - The Champion uses the Saber to knock the target’s weapons aside and attempts to run them through, dealing six points of damage to the target and cancelling it’s combat phase for the turn. Diligence Parry – The Saber knocks any short- range attack aside and pushes the enemy back a space, granting the Champion a five-point boost in armor until the end of the turn. Cut the Red Wire - The Champion uses the Saber to cut a primary circuit on an enemy Robot, stunning it.
  • 28. Weapon Card: Stiletto Range - Short Weapon Card: Hatchet Range - Short Weapon Card: Flamethrower Range -Short Weapon Card: Combat Knife Range - Short Weapon Card: Crossbow Range - Medium Weapon Card: Silenced Revolver Range - Medium Barrage Assassinate – The Champion sneaks into the shadows to stab the opponent in the back, dealing ten points of damage to a single target. Throwing Knife - The Champion can throw their Stiletto at their opponents, dealing five points of damage to a single target, and gaining a boost in range from short to medium with the Stiletto while using this skill. Diligence Dodge – The Champion uses their agility with the light Stiletto to dodge all incoming attacks until the end of the turn. Smoke Bomb - The Champion throws a smoke bomb to the ground beneath them, cancelling the combat phase of all enemies within one space of the Champion. Barrage Tomahawk – The Champion can throw their hatchet at their opponents, dealing seven points of damage to a single target, and gaining a boost in range from short to medium with the hatchet while using this skill. Hack and Slash - Swipe with the Tomahawk at an enemy within melee range, dealing eight points of damage to a single target. Diligence Tuck and Roll - The Champion tucks the Hatchet under them and rolls out of the way, avoiding all gunfire until the end of the turn. Adrenaline Rush - The Champion enters a heightened state of awareness as adrenaline rages through their body, granting the Champion a five point damage bonus to all attacks until the end of the turn. Barrage Burn It All Down – The Flamethrower deals eight damage to a single target. Incinerate - The Flamethrower hits a single target and an enemy in a space next to the target if there is one, dealing eight points of damage to them. Diligence Smokescreen – The Flamethrower lets out a smokescreen instead of flames, cancelling the combat phase of up to three enemies in range until the end of the turn. Wreathed In Flame - The Champion uses the Flamethrower to set fire to ground around them, granting the Champion a five point armor bonus until the end of the turn. Barrage First Strike - The Champion rushes in and slashes at an opponent with their Survival Knife, dealing six points of damage. This attack can be used to strike the opponent first. Vicious Stab - The Champion runs the target through with their Survival Knife, dealing nine points of damage to a single target. Diligence Disable the Hand – The champion quickly hurls their Survival Knife into the hand of an opponent, disarming them and preventing their combat phase for one turn. “Stand Your Ground!” - The Champion cries out to their allies, granting all Champions a three point armor bonus until the end of the turn. Barrage Heart Shot – The Crossbow takes aim at the heart of a single enemy, dealing ten points of damage to the target. Pin Cushion(s) - The Champion fires the crossbow twice in order to hit multiple targets, dealing five points of damage to two targets. Diligence Arrow to the Knee – The Champion launches an arrow right into the opponents weak spot, effectively stunning it for a turn. “On My Mark…” - The Champion marks a target for their allies, granting all ally Champions a one point damage bonus to all attacks until the end of the turn. Barrage Stealth Shot – The Champion sneaks into the shadows to hit an enemy with a silent shot, dealing eight points of damage to a single target. Dead-Eye - Taking careful aim, the Champion takes three shots with the Silenced Revolver to hit multiple enemies, dealing five points of damage to three targets within range. Diligence Camouflage – The Champion sneaks into the shadows, blending into the environment and avoiding all damage for one turn. Pistol Whip - The Champion sneaks up on an enemy and pistol whips it with the Silenced Revolver, stunning it.
  • 29. Weapon Skill Counters • Players can only use Weapon Skill Counters if they have Glass Tokens placed on their Weapon Skill Cards. Weapon Skill Counters can be used at any time during the game. • When using a Weapon Skill Counter, the player can only use the Weapon Skill Counter when the enemy is located on a hexagon that is exactly the amount of hexagons away that is referenced on the Weapon Skill Card. The Weapon Skill Cards have three ranges and the range of each Weapon Skill depends on the terrain the Champion Character Card is located on and/or attacking through. • The attack ranges while on and/or attacking through a mountain hexagon is one hexagon for short attacks, two hexagons for medium attacks and hexagons three for long attacks. • The attack ranges while on and/or attacking through a forest hexagon is one hexagon for short attacks, two hexagons for medium attacks and two hexagons for long attacks. • The attack ranges while on and/or attacking through a plain, road, river, lake, and bridge hexagon is one hexagon for short attacks, three hexagons for medium attacks and five hexagons for long attacks. • If the attack will travel through more than one type of terrain, the terrain that the avatar that is being attacked is on is the terrain range that will be used. Example: If the attacker is attacking with a long range Weapon Skill Counter and is on a road hexagon and the avatar being attacked is on a forest hexagon, the avatar being attacked must be two hexagons away. • After a Weapon Skill Counter has been used, the player must removed one Glass Token from the Weapon Skill Card.
  • 30. Character Cards The Champion Controllers will clip a paperclip on the section marked “10” on their Character Card. The Champion Controllers will place their Character Cards in the area around the Base hexagon in the starting sector, which is not to exceed two adjacent hexagons from the Base hexagon in the starting sector. 1 1 1 1 1 1 1 1 1 1 Character Card 5 1 0 Attack Strength Armor Card Type Card Information Armor Value Remaining 1 2 3 4 5 6 7 8 9 1 0
  • 31. 11111 Character Card Character Card Character Card Character CardCharacter CardCharacter Card 5 1 0 5 1 0 5 1 0 5 1 05 1 05 1 0 1 1 1 1 1 1 1 1 1 1 6 7 8 9 10 1 1 1 1 1 1 1 1 1 1 1 2 3 4 5 1 1 1 2 3 4 5 1 2 3 4 5 1 1 1 6 7 8 9 10 1 1 1 1 1 6 7 8 9 10 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 3 4 5 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 1 1 11 6 7 8 9 10 1 1 1 11 11 12 13 14 1511 12 13 14 15
  • 32. Key Cards Key Cards are used by the AI Controller when a Champion reaches a Capital to get one of the three keys and when the Champions have reached the center of the board where the AI is located. The AI Controller will draw four random cards at the beginning of the game: one for each Capital and one for the center of the board when all the keys have been gathered. Key Card Short Range Only A player must use a short range attack to destroy the robots. Any type of attack can be used to decrease the robot health, but only a short range attack can destroy the robot. If a robot gets destroyed without using a short range attack, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board. Card Type Card Information
  • 33. Key Card Key Card Key Card Key CardKey CardKey Card Short Range Only A player must use a short range attack to destroy the robots. Any type of attack can be used to decrease the robot health, but only a short range attack can destroy the robot. If a robot gets destroyed without using a short range attack, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board. Skill Kills Only A player must use a Weapon Skill Counter to destroy the robots. Any type of attack can be used to decrease the robot health, but only a Weapon Skill Counter can destroy the robot. If a robot gets destroyed without using a Weapon Skill Counter, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board. Long Range Kills Only A player must use a long range attack to destroy the robots. Any type of attack can be used to decrease the robot health, but only a long range attack can destroy the robot. If a robot gets destroyed without using a long range attack, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of Champion Character Cards on the Game Board. Safe Cracker #1: The player or players must kill the robots in a sequential order. If a robot is killed out of order, a new robot will spawn in its place. The sequential orders and number of robots initially spawned are based on the number of champions and they are as follows: 1: 2, 1 4: 3, 4, 1, 2, 5 2: 2, 1, 3 5: 1, 5, 2, 6, 4, 3 3: 4, 2, 3, 1 6: 5, 3, 7, 4, 2, 1, 6 Safe Cracker #2: The player or players must kill the robots in a sequential order. If a robot is killed out of order, a new robot will spawn in its place. The sequential orders and number of robots initially spawned are based on the number of champions and they are as follows: 1: 1, 2 4: 2, 5, 3, 4, 1 2: 2, 3, 1 5: 1, 2, 3, 4, 5, 6 3: 3, 4, 2, 1 6:6, 4, 7, 2, 3, 5, 1 Safe Cracker #3: The player or players must kill the robots in a sequential order. If a robot is killed out of order, a new robot will spawn in its place. The sequential orders and number of robots initially spawned are based on the number of champions and they are as follows: 1: 1, 2 4: 2, 5, 1, 3, 4 2: 3, 2, 1 5: 1, 5, 4, 3, 6, 2 3: 1, 4, 3, 2 6: 6, 4, 2, 7, 5, 1, 3
  • 34. Key Card Key Card Key Card Key CardKey CardKey Card Safe Cracker #4: The player or players must kill the robots in a sequential order. If a robot is killed out of order, a new robot will spawn in its place. The sequential orders and number of robots initially spawned are based on the number of champions and they are as follows: 1: 2, 1 4: 2, 4, 5, 1, 3 2: 2, 1, 3 5: 6, 1, 2, 3, 5, 4 3: 3, 4, 1, 2 6: 5, 7, 1, 2, 4, 3, 6 Safe Cracker #5: The player or players must kill the robots in a sequential order. If a robot is killed out of order, a new robot will spawn in its place. The sequential orders and number of robots initially spawned are based on the number of champions and they are as follows: 1: 2, 1 4: 1, 5, 3, 2, 4 2: 3, 1, 2 5: 6, 1, 5, 2, 4, 3 3: 2, 1, 4, 3 6: 4, 2, 5, 1, 7, 6, 3 Totally Rad Waves: After the champions destroy all of the robots, spawn another set of robots. The amount of robots initially spawned is equal to the number of champions plus one. The amount of waves is equal to the number of champions plus one. No Long Range Deaths: If a player uses a long range weapon to destroy a robot, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of champions plus one. No Medium Range Deaths: If a player uses a medium range weapon to destroy a robot, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of champions plus one. No Short Range Deaths: If a player uses a short range weapon to destroy a robot, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of champions plus one.
  • 35. Key Card Key Card No Skills: If a player uses a skill during an attack, when a robot gets destroyed, a new robot will spawn in its place. The amount of robots initially spawned is equal to the number of champions plus one Sometimes They Come Back After a robot is destroyed, a new robot will spawn in its place. The number of robots initially spawned is equal to the number of champions plus one. The number of respawns is equal to the number of champions plus one.
  • 36. Mission Cards Champions draw one Mission Card at the beginning of each turn whenever they exit a Base, Outpost, or Capital that has been captured. Mission Card Defending your position: Group Mission Your mission is to defend your current location from a robot army. The number of robots is equal to the number of champions that are in the area. The area is two adjacent hexagons around the Champion that drew this card. Reward: Champions involved in attack gain a skill counter of their choice Card Type Card Information
  • 37. Mission Card Mission Card Mission Card Mission Card Mission Card Mission Card Defending your position: Group Mission Your mission is to defend your current location from a robot army. The number of robots is equal to the number of champions that are in the area. The area is two adjacent hexagons around the Champion that drew this card. Reward: Champions involved in attack gain a skill counter of their choice Defending your position: Group Mission Your mission is to defend your current location from a robot army. The number of robots is equal to the number of champions that are in the area. The area is two adjacent hexagons around the Champion that drew this card. Reward: Champions involved in attack gain a skill counter of their choice Defending your position: Group Mission Your mission is to defend your current location from a robot army. The number of robots is equal to the number of champions that are in the area. The area is two adjacent hexagons around the Champion that drew this card. Reward: Champions involved in attack gain a skill counter of their choice Defending your position: Group Mission Your mission is to defend your current location from a robot army. The number of robots is equal to the number of champions that are in the area. The area is two adjacent hexagons around the Champion that drew this card. Reward: Champions involved in attack gain a skill counter of their choice Defending your position: Group Mission Your mission is to defend your current location from a robot army. The number of robots is equal to the number of champions that are in the area. The area is two adjacent hexagons around the Champion that drew this card. Reward: Champions involved in attack gain a skill counter of their choice Defending your position: Group Mission Your mission is to defend your current location from a robot army. The number of robots is equal to the number of champions that are in the area. The area is two adjacent hexagons around the Champion that drew this card. Reward: Champions involved in attack gain a skill counter of their choice
  • 38. Mission Card Mission Card Mission Card Mission Card Mission Card Mission Card Defending your position: Group Mission Your mission is to defend your current location from a robot army. The number of robots is equal to the number of champions that are in the area. The area is two adjacent hexagons around the Champion that drew this card. Reward: Champions involved in attack gain a skill counter of their choice Defending your position: Group Mission Your mission is to defend your current location from a robot army. The number of robots is equal to the number of champions that are in the area. The area is two adjacent hexagons around the Champion that drew this card. Reward: Champions involved in attack gain a skill counter of their choice Boring guard duty: Individual Mission You have been given a mission to guard the Council as they meet at the Capitol. Reward: Gain x credits where x = 3d6 roll. The total of the three dice is then multiplied by ten. Example: If the player rolls a four, a three, and a five, the total of the three is twelve. The player will then multiply twelve by ten giving the player one hundred and twenty credits that were earned. Boring guard duty: Individual Mission You have been given a mission to guard the Council as they meet at the Capitol. Reward: Gain x credits where x = 3d6 roll. The total of the three dice is then multiplied by ten. Example: If the player rolls a four, a three, and a five, the total of the three is twelve. The player will then multiply twelve by ten giving the player one hundred and twenty credits that were earned. Boring guard duty: Individual Mission You have been given a mission to guard the Council as they meet at the Capitol. Reward: Gain x credits where x = 3d6 roll. The total of the three dice is then multiplied by ten. Example: If the player rolls a four, a three, and a five, the total of the three is twelve. The player will then multiply twelve by ten giving the player one hundred and twenty credits that were earned. Boring guard duty: Individual Mission You have been given a mission to guard the Council as they meet at the Capitol. Reward: Gain x credits where x = 3d6 roll. The total of the three dice is then multiplied by ten. Example: If the player rolls a four, a three, and a five, the total of the three is twelve. The player will then multiply twelve by ten giving the player one hundred and twenty credits that were earned.
  • 39. Mission Card Mission Card Mission Card Mission Card Mission Card Mission Card Boring guard duty: Individual Mission You have been given a mission to guard the Council as they meet at the Capitol. Reward: Gain x credits where x = 3d6 roll. The total of the three dice is then multiplied by ten. Example: If the player rolls a four, a three, and a five, the total of the three is twelve. The player will then multiply twelve by ten giving the player one hundred and twenty credits that were earned. Boring guard duty: Individual Mission You have been given a mission to guard the Council as they meet at the Capitol. Reward: Gain x credits where x = 3d6 roll. The total of the three dice is then multiplied by ten. Example: If the player rolls a four, a three, and a five, the total of the three is twelve. The player will then multiply twelve by ten giving the player one hundred and twenty credits that were earned. Boring guard duty: Individual Mission You have been given a mission to guard the Council as they meet at the Capitol. Reward: Gain x credits where x = 3d6 roll. The total of the three dice is then multiplied by ten. Example: If the player rolls a four, a three, and a five, the total of the three is twelve. The player will then multiply twelve by ten giving the player one hundred and twenty credits that were earned. Scout the Road Ahead: Individual Mission You are sent to scout ahead. The AI Controller rolls 1d6 If the AI Controller rolls an odd number, the AI Controller draws an Event Card. Reward: The player gets an extra movement phase. Scout the Road Ahead: Individual Mission You are sent to scout ahead. The AI Controller rolls 1d6 If the AI Controller rolls an odd number, the AI Controller draws an Event Card. Reward: The player gets an extra movement phase. Scout the Road Ahead: Individual Mission You are sent to scout ahead. The AI Controller rolls 1d6 If the AI Controller rolls an odd number, the AI Controller draws an Event Card. Reward: The player gets an extra movement phase.
  • 40. Mission Card Mission Card Mission Card Mission Card Mission Card Mission Card Scout the Road Ahead: Individual Mission You are sent to scout ahead. The AI Controller rolls 1d6 If the AI Controller rolls an odd number, the AI Controller draws an Event Card. Reward: The player gets an extra movement phase. Landslide: Individual Mission While traveling, you come across a dangerous mound of rubble on the path. Reward: Skip the movement phase of card holder’s next turn. Landslide: Individual Mission While traveling, you come across a dangerous mound of rubble on the path. Reward: Skip the movement phase of card holder’s next turn. Animal Encounter: Individual Mission While looking around, you see an animal that is about to attack the group. You decide to attack it before anyone get hurt. Reward: Roll 1d6. If player rolls an even number, player gains one skill counter of his or her choice. Animal Encounter: Individual Mission While looking around, you see an animal that is about to attack the group. You decide to attack it before anyone get hurt. Reward: Roll 1d6. If player rolls an even number, player gains one skill counter of his or her choice. Animal Encounter: Individual Mission While looking around, you see an animal that is about to attack the group. You decide to attack it before anyone get hurt. Reward: Roll 1d6. If player rolls an even number, player gains one skill counter of his or her choice.
  • 41. Mission Card Mission Card Mission Card Mission Card Mission Card Mission Card Theft: Individual Mission While sleeping, someone comes to your camp and steals from you. AI Controller takes one skill token from you. Reward: Card holder loses one Weapon Skill Counter. The AIC chooses which Weapon Skill Counter that is lost. Theft: Individual Mission While sleeping, someone comes to your camp and steals from you. AI Controller takes one skill token from you. Reward: Card holder loses one Weapon Skill Counter. The AIC chooses which Weapon Skill Counter that is lost. Theft: Individual Mission While sleeping, someone comes to your camp and steals from you. AI Controller takes one skill token from you. Reward: Card holder loses one Weapon Skill Counter. The AIC chooses which Weapon Skill Counter that is lost. This is the Start of a Beautiful Friendship: Individual Mission You see that one of your allies is feeling depressed, as a way to make him or her feel better, you give him or her a gift. You must give one skill token to an ally of his or her choosing. Reward: Player gives up a Weapon Skill Counter that an ally can place on any skill of their choosing. This is the Start of a Beautiful Friendship: Individual Mission You see that one of your allies is feeling depressed, as a way to make him or her feel better, you give him or her a gift. You must give one skill token to an ally of his or her choosing. Reward: Player gives up a Weapon Skill Counter that an ally can place on any skill of their choosing. This is the Start of a Beautiful Friendship: Individual Mission You see that one of your allies is feeling depressed, as a way to make him or her feel better, you give him or her a gift. You must give one skill token to an ally of his or her choosing. Reward: Player gives up a Weapon Skill Counter that an ally can place on any skill of their choosing.
  • 42. AI Event Cards The AI Controller can have no more than five cards in his or her possession at a time. The AI Controller must draw a new AI Event Card during his or her Upkeep Phase. The AI Controller may use an AI Event Card during his or her Upkeep Phase. Card Type Card Information Event Card Policing Aegis: People from Aegis are trying to revolt, the AI sends robots to stop them. Reward: The AI Controller places a Policing Robot Token on every Outpost in Aegis. The Policing Robot Token cannot be moved until it has been attacked.
  • 43. Event Card Event Card Event Card Event CardEvent CardEvent Card I Want MOAR: The AI created more robots to send out into the world. Reward: Place the number of Robot Tokens equal to the number of Champion Cards anywhere on the map of the AI Controller’s choosing. I Want MOAR: The AI created more robots to send out into the world. Reward: Place the number of Robot Tokens equal to the number of Champion Cards anywhere on the map of the AI Controller’s choosing. I Want MOAR: The AI created more robots to send out into the world. Reward: Place the number of Robot Tokens equal to the number of Champion Cards anywhere on the map of the AI Controller’s choosing. I Want MOAR: The AI created more robots to send out into the world. Reward: Place the number of Robot Tokens equal to the number of Champion Cards anywhere on the map of the AI Controller’s choosing. Policing Guide: People from Guide are trying to revolt, the AI sends robots to stop them. Reward: The AI Controller places a Policing Robot Token on every Outpost in Guide. The Policing Robot Token cannot be moved until it has been attacked. Policing Guide: People from Guide are trying to revolt, the AI sends robots to stop them. Reward: The AI Controller places a Policing Robot Token on every Outpost in Guide. The Policing Robot Token cannot be moved until it has been attacked.
  • 44. Event Card Event Card Event Card Event CardEvent CardEvent Card Policing Aegis: People from Aegis are trying to revolt, the AI sends robots to stop them. Reward: The AI Controller places a Policing Robot Token on every Outpost in Aegis. The Policing Robot Token cannot be moved until it has been attacked. Policing Aegis: People from Aegis are trying to revolt, the AI sends robots to stop them. Reward: The AI Controller places a Policing Robot Token on every Outpost in Aegis. The Policing Robot Token cannot be moved until it has been attacked. Policing Span: People from Span are trying to revolt, the AI sends robots to stop them. Reward: The AI Controller places a Policing Robot Token on every Outpost in Span. The Policing Robot Token cannot be moved until it has been attacked. Policing Span: People from Span are trying to revolt, the AI sends robots to stop them. Reward: The AI Controller places a Policing Robot Token on every Outpost in Span. The Policing Robot Token cannot be moved until it has been attacked. Guarding the Center: The AI feels threatened by the world and wants to protect the mainframe with extra robots. Reward: The AI Controller places one Policing Robot Tokens on each of the three gates to the Mainframe in the center of the board. Rumble: The AI creates a rift in the tectonic plates that causes an earthquake. Reward: AI Controller chooses one hexagon to destroy. The AI Controller can then choose if he or she wants to continue trying to destroy hexagons. If the AI Controller chooses to continue destroying hexagons, the AI Controller will roll 1d6. If the 1d6 lands on an even number, the AI Controller can then choose a touching hexagon to destroy. The AI Controller can continue this action until the 1d6 lands on an odd number. If the 1d6 lands on an odd number, all of the destroyed hexagons this turn will be returned to normal. A Champion must build a bridge to cross the gap which takes 2 turns.
  • 45. Event Card Event Card Event Card Event CardEvent CardEvent Card Rumble: The AI creates a rift in the tectonic plates that causes an earthquake. Reward: AI Controller chooses one hexagon to destroy. The AI Controller can then choose if he or she wants to continue trying to destroy hexagons. If the AI Controller chooses to continue destroying hexagons, the AI Controller will roll 1d6. If the 1d6 lands on an even number, the AI Controller can then choose a touching hexagon to destroy. The AI Controller can continue this action until the 1d6 lands on an odd number. If the 1d6 lands on an odd number, all of the destroyed hexagons this turn will be returned to normal. A Champion must build a bridge to cross the gap which takes 2 turns. Rumble: The AI creates a rift in the tectonic plates that causes an earthquake. Reward: AI Controller chooses one hexagon to destroy. The AI Controller can then choose if he or she wants to continue trying to destroy hexagons. If the AI Controller chooses to continue destroying hexagons, the AI Controller will roll 1d6. If the 1d6 lands on an even number, the AI Controller can then choose a touching hexagon to destroy. The AI Controller can continue this action until the 1d6 lands on an odd number. If the 1d6 lands on an odd number, all of the destroyed hexagons this turn will be returned to normal. A Champion must build a bridge to cross the gap which takes 2 turns. I Have A Feeling We’re Not in Kansas Anymore: The AI creates a tornado that whirls through the sectors. Reward: The AI Controller rolls 1d20, then every champion player rolls 1d20. If the AI Controller’s number is higher than the Champion’s number, the AI Controller can move the lower Champion’s avatar anywhere on the map. I Have A Feeling We’re Not in Kansas Anymore: The AI creates a tornado that whirls through the sectors. Reward: The AI Controller rolls 1d20, then every champion player rolls 1d20. If the AI Controller’s number is higher than the Champion’s number, the AI Controller can move the lower Champion’s avatar anywhere on the map. I Have A Feeling We’re Not in Kansas Anymore: The AI creates a tornado that whirls through the sectors. Reward: The AI Controller rolls 1d20, then every champion player rolls 1d20. If the AI Controller’s number is higher than the Champion’s number, the AI Controller can move the lower Champion’s avatar anywhere on the map. Fire, Fire, Fire: The AI creates a fire that will continue to spread if it is not dealt with. Reward: The AI controller chooses one hexagon on the map to be on fire. Every turn, the AI Controller can choose to roll 1d6 to spread the fire to a touching hexagon. If the 1d6 lands on an even number, the fire will spread. If the 1d6 lands on an odd number other than one, the fire will not spread this turn. If the 1d6 lands on one, half of the hexagon fires, rounded up if needed, will be put out and the AI Controller loses the ability to spread fire. To put out the fire, the Champions must carry water from a river or lake and stand on the hexagon that is on fire. The Champions must refill the water after putting out three hexagon fires.
  • 46. Event Card Event Card System Reboot: The AI system automatically upgrades. Reward: All cards the AI Controller is holding on to must be discarded and cannot be used for the rest of the game. Restrictions: This card must be used when it is dealt. System Reboot: The AI system automatically upgrades. Reward: All cards the AI Controller is holding on to must be discarded and cannot be used for the rest of the game. Restrictions: This card must be used when it is dealt.
  • 47. Robot Health Cards When using an AI Event Card that requires the AI Controller to place Robot Tokens onto the Game Board, the AI Controller will use one of the numbered Silver Robot Tokens. The AI Controller must match the number on the numbered Silver Robot Token to the number on the numbered Robot Health Card. The AI Controller will place a glass token on the number “10” square of the Robot Health Card. Robot Card Type Armor Value Remaining Robot #1 1 2 3 4 5 6 7 8 9 10
  • 48. Robot #1 1 2 3 4 5 6 7 8 9 10 Robot #2 1 2 3 4 5 6 7 8 9 10 Robot #3 1 2 3 4 5 6 7 8 9 10 Robot #4 1 2 3 4 5 6 7 8 9 10 Robot #5 1 2 3 4 5 6 7 8 9 10 Robot #6 1 2 3 4 5 6 7 8 9 10
  • 49. Robot #7 1 2 3 4 5 6 7 8 9 10 Robot #8 1 2 3 4 5 6 7 8 9 10 Robot #9 1 2 3 4 5 6 7 8 9 10 Robot #10 1 2 3 4 5 6 7 8 9 10 Robot #11 1 2 3 4 5 6 7 8 9 10 Robot #12 1 2 3 4 5 6 7 8 9 10
  • 50. Robot #13 1 2 3 4 5 6 7 8 9 10 Robot #14 1 2 3 4 5 6 7 8 9 10 Robot #15 1 2 3 4 5 6 7 8 9 10 Robot #16 1 2 3 4 5 6 7 8 9 10 Robot #17 1 2 3 4 5 6 7 8 9 10 Robot #18 1 2 3 4 5 6 7 8 9 10
  • 51. Robot #19 1 2 3 4 5 6 7 8 9 10 Robot #20 1 2 3 4 5 6 7 8 9 10
  • 52. Key Card Robot Health Cards Key Card Puzzles for Capital Hexagons The AI Controller must use the numbered Gold Robot Tokens and must use them in ascending numerical order. When spawning Robot Token for the Key Card Puzzles for Capital Hexagons, the AI Controller must place the numbered Silver Tokens in the area around the Capital hexagon that is being attacked, which is not to exceed two adjacent hexagons from the Capital hexagon. The Silver Tokens cannot be placed on the Capital Hexagon. Key Card Puzzles for Entrance Hexagons The AI Controller must use the numbered Gold Robot Tokens and must use them in ascending numerical order. If the Key Card Puzzle is for the Final Battle in the center of the Game Board, the AI Controller must place the numbered Silver Tokens in the area around the Entrance hexagons, which is not to exceed two adjacent hexagons from the Entrance hexagons. The Silver Tokens can be placed on the Entrance hexagon but cannot be placed on the black hexagons. *No more than one Robot Token can occupy the same hexagon. Key Card Robot #1 1 2 3 4 5 6 7 8 9 10 Robot Card Type Armor Value Remaining
  • 53. Key Card Robot #1 1 2 3 4 5 6 7 8 9 10 Key Card Robot #2 1 2 3 4 5 6 7 8 9 10 Key Card Robot #3 1 2 3 4 5 6 7 8 9 10 Key Card Robot #4 1 2 3 4 5 6 7 8 9 10 Key Card Robot #5 1 2 3 4 5 6 7 8 9 10 Key Card Robot #6 1 2 3 4 5 6 7 8 9 10
  • 54. Key Card Robot #7 1 2 3 4 5 6 7 8 9 10
  • 55. Policing Robot Health Cards When using an AI Event Card that requires the AI Controller to place Policing Robot Tokens onto the Game Board, the AI Controller will use one of the numbered Policing Robot Tokens. The AI Controller must match the number on the numbered Policing Robot Tokens to the number on the numbered Policing Robot Health Card. The AI Controller will place a glass token on the number “20” square of the Policing Robot Health Card. Robot Card Type Armor Value Remaining Police Robot #1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
  • 56. Police Robot #2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #3 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #5 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #4 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #6 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
  • 57. Police Robot #8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #7 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #9 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #11 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #10 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #12 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
  • 58. Police Robot #14 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #13 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #17 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #16 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Police Robot #18 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
  • 59. Credits Produced by Chrissy Stancil Edited by Daniel Blakeney Art Lead James Browder Mechanics Lead Chrissy Stancil Lead Tester Mason Whitley