This document provides a quick reference for the rules of a board game, summarizing key concepts like activations, rounds, states, actions, rolls, and tactics. It is organized with headings for different sections of gameplay. Activations allow a character to gain action points and then perform actions. Rounds consist of planning, turns with initiative and character activations, checking objectives and end game, and recovery. States modify characters and are applied during their activation. Actions require meeting requirements and making a roll to resolve effects. Rolls can be modified by states and tactics provide additional abilities.
This document provides a quick reference for the rules of a board game, summarizing key concepts like activations, rounds, states, actions, rolls, and tactics. It is organized with headings for different sections of gameplay. Activations allow a character to gain action points and then perform actions. Rounds consist of planning, turns with initiative and character activations, checking objectives and end game, and recovery. States modify characters and are applied during their activation. Actions require meeting requirements and making a roll to resolve effects. Rolls can be modified by states and tactics provide additional abilities.
This document provides a quick reference for the rules of a board game, summarizing key concepts like activations, rounds, states, actions, rolls, and tactics. It is organized with headings for different sections of gameplay. Activations allow a character to gain action points and then perform actions. Rounds consist of planning, turns with initiative and character activations, checking objectives and end game, and recovery. States modify characters and are applied during their activation. Actions require meeting requirements and making a roll to resolve effects. Rolls can be modified by states and tactics provide additional abilities.
This document provides a quick reference for the rules of a board game, summarizing key concepts like activations, rounds, states, actions, rolls, and tactics. It is organized with headings for different sections of gameplay. Activations allow a character to gain action points and then perform actions. Rounds consist of planning, turns with initiative and character activations, checking objectives and end game, and recovery. States modify characters and are applied during their activation. Actions require meeting requirements and making a roll to resolve effects. Rolls can be modified by states and tactics provide additional abilities.
Characters affected by this State can only choose A. PREPARATION STEP (PAGE 13) A. PLANNING PHASE (PAGE 13) the Character that provoked it as the target for 1. The Active Character has zero Action Points and Players place their Initiative cards facedown on their Attacks. zero Movement Points. their Running Order slots, ordered from left to 2. Beginning of the Preparation Step. The right. Stunned Activation begins. B. TURNS PHASE (PAGE 18) i Targets affected by this State must Nullify a 2 before the Switches step of each of their Rolls. 3. The Active Character gains as many Action This phase repeats four times. Points as their eEnergy. REMEMBER: The symbol 8 is not affected by 4. If the Character was benched, place its model in 1. INITIATIVE this State, as it’s not a 2. the HexaDome. Both players reveal their leftmost Initiative card. The player with the highest yInitiative decides Focused End of the Preparation Step. 5. the order. In the case of a tie, the Underdog decides the order. k Targets affected by this State may remove this B. ACTIONS STEP (PAGE 3) State before making a Roll to add a . to that Roll. 1. Beginning of the Actions Step. ACTIVATIONS 2. Smoke 2. During the Actions Step, the Active Character Both Characters activate in turn. Smoke tokens affect the visibility in the may spend Action Points to perform Actions. HexaDome, blocking the Line of Sight but not C. OBJECTIVES PHASE (PAGE 12) 3. End of the Actions Step. movement. 1. CHECK OBJECTIVES • All spaces, even Free Spaces, with a Smoke C. STATES STEP (PAGE 17) Players gain Victory Points according to the token block Line of Sight. 1. The Active Character loses all remaining Action Scenario. • Targets inside a space with a Smoke token Points and Movement Points. 2. CHECK END-GAME cannot draw Line of Sight beyond Range L0-1, 2. Beginning of the States Step or use their wDefense Rolls’ 2 to inflict 4 to If it’s the end of the fifth Round, or if any player 3. During this step, remove all blue-side up tokens has 8 or more Victory Points, the game ends. Attackers outside Range L1-1. from the Active Character’s card. •E very Line of Sight to a space with a Smoke 4. Flip all red-side up tokens from the Active 3. ASSIGN UNDERDOG STATUS token is blocked. Give the Underdog token to the player with the •F ree Spaces with a Smoke token don’t provide Character’s card so they are blue-side up. fewest Victory Points. If both players are tied, the Cover. 5. End of the States Step. Underdog token changes hands. •C haracters always have a Clear Line of Sight to 6. End of the Activation. The Character is no longer an Adjacent Target, ignoring Smoke rules. the Active Character. D. RECOVERY PHASE (PAGE 14) • Remove Smoke tokens at the beginning of the deploying Character’s next Activation. If 1. TERMINATE EFFECTS ACTIONS (PAGE 2) the Character is in the Infirmary, remove the All Effects that last ‘until the end of the Round’ Smoke tokens when that Activation would end at this point. 1. REQUIREMENTS have taken place. Check that all requirements are met: Range, Line of 2. NANOTHERAPY •T he maximum quantity of Smoke tokens Sight,... Move all Characters in the Infirmary to the Bench, provided with the Character determine the then impose each of those Characters a -2e maximum quantity of Smoke tokens they can 2. DECLARATION State token. deploy at the same time. Once a Character has Pay the Action Points and declare the Action. deployed all their Smoke tokens, they cannot 3. DRAW TACTICS deploy more Smoke tokens until some of their 3. ROLL Each player draws one Tactic from their deck. Smoke tokens have been removed from the Make the Roll. Hexadome. If you scored at least one Victory Point this 4. EFFECTS Round, draw one additional Tactic. Burning Apply 6 Effects. a Targets affected by this State suffer a random If you got at least one 2, apply 5 Effects. quantity of 4Damage when the blue side of this State token is revealed. 5. RESOLUTION ROLLS (PAGES 9 AND 16) When one or more ABurning State tokens are End of the Action. flipped blue-side up, roll a ,, for each flipped 1. TACTICS token: Both players may play Tactics to modify the Roll. The Underdog decides who goes first. • For each 2: The Character suffers 14. •F or each 3: Impose a new ABurning State ACTIONS 2. ROLL THE DICE token to the Character. 3. CRITICAL BLOCK • Remove the ABurning State token immediately If a player rolled a 7, they may use it to Nullify one after showing its blue side. May target anyone. By default, if it requires a roll, it will die from their opponent’s Roll. • Unlike other States, Characters can suffer more be a Simple Roll. than one instance of ABurning at the same Results of 2 do not cause 4(Damage). 4. SWITCHES time, gaining one ABurning token for each such Both players, in turn, may activate Switches using instance. the symbols they rolled. The Active Player decides •N o Character makes this roll and, because of which player gets to activate Switches first. that, players cannot modify it by playing Tactics, or activating Switches. Also, as it’s not a Roll, Cannot target Allies. 5. RESULTS the limitation of ,,, doesn’t apply. Make a Face to Face Roll against the Target’s Both players Nullify as many 2 from the opponent’s roll as 1 they obtained. Marked wDefense. Results of 2 cause 4(Damage). For Combat Rolls, each Character involved Targets affected by this State may be receives as many 4(Damage) as 2 remain on their targeted even with no Line of Sight. opponent’s roll. • Targets affected by this State cannot Benefit from Cover. REMEMBER : Defenders with no Line of Its Effects are always available, even during STATES Sight to the Attacker cannot use their Enemies’ Activations. WDefence Roll’s 2 to cause 4Damage. Dazzled ACCIONES COMUNES: Targets affected by this State cannot draw Line Hidden of Sight beyond the l0-1 Range. You cannot have a Line of Sight to Targets Poisoned affected by this State, except within Range 1-1. Targets affected by this State suffer 14 • Targets affected by this State cannot benefit when the blue side of the State token is from Cover. revealed. • Remove this State token immediately after performing an Attack, after the end of the • Remove the dPoisoned State token Action. immediately after showing its blue side. • Neither Enemies nor Allies can have Line of • Unlike other States, Characters can suffer more Sight to this Target. than one instance of dPoisoned • Targets affected by this State still block Line at the same time, gaining one dPoisoned token of Sight. for each such instance. REMEMBER: Defenders with no Line of Sight to Immobilized the Attacker cannot use their Defence 2 to Targets affected by this State cannot spend cause 4Damage. Movement Points.