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Visual Design: Mélanie MARLIER
Person in charge of plastic production : Benoit LOPEZ , Benjamin
MAILLET
Visual Design of Game Cards and Boards: Mélanie MARLIER, Remy
BOSTAL
Rules Creation: Mohamed AIT-MEHDI, Frederic MAENDLY
First édition rule creation (Ravage 2011) : Mohamed AIT-MEHDI,
Fabrice TRAN, Thibault SARELS,
Rules Writing and Revision: Mohamed AIT-MEHDI, Frédéric ‘Berf’
MAENDLY, Johan FRAICHARD, Nicolas OUDIN
English translation: Eric HARLAUX , Olivia DELAME , Nicolas
OUDIN
Character Design: Loïc ‘Greencat ‘ MUZY, Mohamed AIT-MEHDI,
Stephane LOUIS , Didier POLI
Artwork: Loïc ‘greencat’ MUZY, Stéphane LOUIS, Mohamed AIT-MEHDI,
Remy BOSTAL
Background: Cedric ‘Kroryn’ GALLEY
Background Revision: Adrien ‘La Fureur’ FABIANI, Frédéric ‘Berf’
MAENDLY, Pierre ‘Jugger’ JOANNE
Miniature Sculpture: Gaël GOUMON, Benoit CAUCHIES, Mohamed
AIT-MEHDI
Miniature Painting: Mohamed AIT-MEHDI, Alexandre ROSINI
INTRODUCTION : A NEW EDEN You hold between your hands the fruits of
the work of many game enthusiasts. This version of Escape will help
you dive into an epic battle that you may fight on your own,
against your friends or with them!
This game will make you enter the deepest corridors and face the
most dangerous missions : your Resistant team will have to foil the
plans of the International Scientific Council’s henchmen to restore
Mankind’s former glory.
I urge you to be part of the adventure through the game mode that
will suit you best.
Mohamed AIT-MEHDI
THANKS
As usual, I would like to send a series of thanks to all the people
without whom this game could not have come to life. Thanks to
Frederic Maendly for his participation in the new version of the
rules. Fabrice TRAN, who always believed in me and who accepted to
spend time in this adventure Thibault, for his wise advises and his
vision about the game. Cedric «Kroryn» GALLEY, who gave words to
the twisted universe that was mine until he mastered it to
perfection To the whole AIT-MEHDI family for its support.
I could not end this without thanking Benoït LOPEZ and his family
for their efforts. Without them, the Eden universe would still be
in my portfolios To Pierre «Jugger» Joanne, who brought his rigour.
A grand thank to Loic «Greencat» Muzy, Stephane Louis, Remy Bostal
and Didier Poli who brought their talent as designers.
A big thank to the kickstarter community who supported us during
the campain and without whom this whole adventure would not have
come to life. I have to thank particularly Johan Fraichard,
Gregoire Boisbelaud, Nicolas «Mjof» Oudin, Vincent «Le Teigneux»
Carasse for their help and support at the most delicate moments. At
last, a big thanks to the EDEN players community, carried by
Gauthier «Bourrin» RENARD whoes enthusiasm is our first
salary.
Mohamed AIT-MEHDI
DEFINITIONS OF THE GAME TERMS ......... 9
THE REVOLUTION MODE .... 10
CHARACTERS DEPLOYMENT ......................... 11 a) Turn
Initiative test ................................................11
b) Resolution of the random events .................11 c) Character
Activation ...........................................12
Active character
.................................................... 12 Movement
action ................................................. 12 Combat
action ....................................................... 12
Intellect Action
...................................................... 12 Passive
character and Defense actions ......... 13
d) End of Turn
.............................................................13 e)
Game result
............................................................13
SPECIFIC RULES FOR EACH FACTION ...... 14 I.S.C
.................................................................................14
Resistance
....................................................................14
LIST OF EQUIPMENTS ........................................
14
THE COOPERATIVE MODE .. 15
SET UP OF THE MATERIAL ............................... 15 Set up of
the “Crate” and “Objective” tokens ..15 Set up of the “Equipment”
tokens .......................16 Establishment of the AI
..........................................16 Deployment of the
characters ............................16
SEQUENCE OF A GAME TURN ....................... 16 a) Drawing
Repression cards ................................16 b) Resolution
of the random events .................17 c) Activation of the
Resistance characters ......17
Active character
.................................................... 17 Passive
character ...................................................
17
d) Activation of the I.S.C. Tokens and
characters............................................................17
Characters
............................................................... 17
Tokens
......................................................................
18
e) Close the doors which are not hacked ........18 f) End of the
turn .......................................................18 g)
Result of the game
.............................................18
SPECIFIC RULES FOR EACH FACTION ...... 19 I.S.C
.................................................................................19
Resistance
....................................................................19
RANDOM EVENTS TABS ............................................
23
SUMMARY
3
Content of the box :
• Miniatures of the Resistance and the ISC set : Alice, Duncan,
Ashton, Jimmy, Freedom,
Black Ubume, Green Mamushi, Blue Rikishi • 8 Profile characters
game cards
• Miniatures of the Bots set : 6 Flybots, 6 Scarabots and 6
Wormbots • 4 Gameboards
• 1 Rules book • 1 Universe book • 5 Dices • 1 Whiteboard marker •
21 Repression cards • Gaming counters : • 8 Equipments
• 4 Broken walls • 4 Consoles • 4 Hymns to the Revolution • 4
Crates • 29 Open doors • 29 Fires • 22 Hacked • 3 Cryo-tubes • 5
Airlocks • 48 AI
You hold between your hands a copy of ESCAPE, the boardgame. The
aim of the game is to play out the events which happened
after
the uprising of some inhabitants of L.A.B. 03.
4
ES
GAME RULES
GAME PRINCIPLES
Each player leads a group of warriors, either those from the I.S.C,
or those from the Resistance. Each will have to attempt to defeat
their opponent, and to do so, you’ll have to complete your goals
before your opponent does. Good luck! To do this, the players
activate in turn the members of their squads, who can perform
various actions such as: move, attack an opponent, hack a secured
airlock door, and so forth. Most of the time, to check if any of
your warriors suc-
ceed at an action or not, you will have to roll dice. Speaking of
dice, ESCAPE is played with six-sided dice, which we will call D6.
When all the characters in a squad have been activated, the turn
ends and a new turn begins. The game ends when the victory
conditions have been met by one of the players, or when the number
of turns allowed in the scenario have been played.
CHARACTER PROFILE
Each character has a unique profile: this is detailed on a card,
which shows three statistics, Combat, Movement, and Intellect, to
which are associated figures. A profile includes one or more
skills, represented by symbols, and a Life Gauge, which indicates
the character’s health. Finally his ranking is illustrated by the
means of stars. The more stars a character has, the more his
ranking is high.
Movement, Combat and Intellect The Movement statistic (Mvt) is used
for the character’s movements.
The Combat statistic (Cbt) is used to resolve melee, shooting, and
dodging actions.
The Intellect statistic (Int) is used to resolve specific actions,
such as hacking a locked door.
Each statistic has a value which represents the efficiency of the
character with this statistic and the number of actions it can
perfom with it. The higher a value, the more efficient the
character is with this statistic. To keep track of the number of
actions your characters can take, check the appropriate boxes using
the whiteboard marker, this way, you will always know which
character can perform which actions.
Example: Ashton has a Combat value of 3, he can thus make up to
three Combat actions per turn, and when he makes a Combat roll
(either Simple or Opposed), he adds 3 to the result of his dice
roll.
Faction
S
4
AMX-10: range (3) power (1). You can target a vacant square with
this equipment. Anyone in the periphery of the targeted square is
affected by this ranged attack. Each warrior who suffers at least
one Damage point from this attack immediately loses 1 Cbt action
(to a minimum of 0). Once per turn.
Anti-gravity field: when the character performs a Movement action,
he can move to a periphery square, not only an adjacent one.
Anticipation: once per turn, this character can spend one Int
action in order to modify the result on the Random events table by
one point (minus or plus).
Armless: the character is unable to pick up Crate or Equipment
tokens and cannot use Equipment either.
Armor (x): each time the character suffers Damage points, these are
reduced by X point(s) (to a minimum of 0).
Counter-attack: when this character performs a Dodge, if the
Success margin is negative, then the active character suffers 1
Damage point.
Drill (X): during his activation, this character can drill through
walls. He makes a combat action targeting an adjacent wall and
rolls a D6. If the result of this throw is equal or upper to the
value (X) of the capacity, then the targeted wall is immediately
destroyed (it is impossible to break more than one wall by turn
when using this capacity), otherwise nothing takes place. If the
result is 1 the drill is destroyed, and the “Drill” capacity can
not be used anymore until the end of the game. Some walls are
indestructible (see map legend).
Electric cudgel: when this character performs a Combat action
(melee), if the opponent suffers at least one Damage point, he
immediately loses 1 Cbt action (to a minimum of 0).
Elusive: when this character is the target of an Attack, he can
announce a Dodge after seeing the result of the opposing Combat
roll. The opponent’s roll is not rerolled, the “Elusive” character
performs his Dodge and the two results are then compared as in an
Opposed roll.
Feint: once per turn, this character can perform a Dodge action by
spending a Mvt action instead of a Cbt action.
Flamerthrower: once per turn, this character can spend one Combat
action, he places one Fire token on any peripheric square in his
line of sight and a second Fire token in the periphery of the first
token, but not across a wall or a door. A character occupying one
of these two squares suffers 1 Damage point and loses one Move
action.
Hypnosis: when this character performs a Combat action (melee), he
must use the Int value of his opponent for his Cbt Simple roll
(instead of his opponent Cbt value) and if his opponent announce a
Dodge, he still uses his Int value for the ensuing Opposed roll,
although he spends a Cbt action and not an Int action.
Infiltrate: this character doesn’t need line of sight when making a
Mvt action, he can therefore move through walls and doors.
Insignificant: the Int value of this character is not taken into
account when performing Initative tests (setup or turn) and the
special rule Hymn to the Revolution does not apply to it.
Skills The symbols stand for one or more skills, which represent
special equipment or an unusual skill.
The detailed description of each skill and the conditions of its
use (during the character’s activation or not, for example), are
detailed below and also in the rules’ summarry. If the rules of a
skill contradict the
general rules, the rules of a skill take lead over the rules found
in this rulebook.
Broken wall counter
R U
LE S
Leadership: this character allows allied warriors on adjacent
squares to him to use his Int value for anything (Int actions,
defense against the Hypnosis skill, etc.).
Locking: this character can target an adjacent hacked door with a
Hacking action. If the action is successful, the door is no longer
hacked and closes immediately.
Mechanic (X): this character can spend Int actions in order to heal
his allies. For each Int action spent, one adjacent ally recovers
(X) point(s) on his Life Gauge. This skill can only be used on a
character with the Robot skill or an ISC character.
Medic (X): this character can spend Mvt actions in order to heal
his allies. For each Mvt action spent, one adjacent ally recovers
(X) point(s) on his Life Gauge. This skill can not be used on a
character with the Robot skill.
Otaku: this character can perform a Hacking action targeting a
locked door in the same room to which it has a line of sight. If
the action is successful, the door is unlocked and immediately
opened.
Pilot: at the beginning of the game, you can designate this
character and a certain number of character with the Robot skill.
The designated Robot character(s) are now enslaved to this
character. The sum of the Robot characters’ Ranks enslaved to a
Pilot character cannot be higher than the Rank of the Pilot
character himself (a Rank 2 Pilot can enslave one Rank 2 Robot or
two Rank 1 Robots for example).
Possession: at the beginning of each turn, this character can
select one ally present on the board. The character with the
Possession skill is then considered as having the Pilot skill and
the selected character is considered as having the Robot skill and
is enslaved to the former until the end of the turn.
Powerful hit: the character can use this skill during an Attack
action. If successful, in addition to inflicting Damage points, the
player can choose to push the opponent back one square (the
opponent’s maximum number of Movement actions is not affected). The
square to which the opposing character is pushed is one of the
three squares opposite the warrior with the Digging arm and must be
vacant and accessible (not behind a wall, for example). If there
are no vacant and/or accessible squares, then this skill has no
effect.
Robot: during its activation, this character can (but is not
required to) use the actions of the character with the Pilot skill
to which he is enslaved, if that character is present on the board.
The character with the Robot skill can perform all or part of its
actions, removing them from the maximum number of allowed actions
from its Pilot character.
Scrambler: allies on a square adjacent to this character cannot be
the target of a Combat action (melee or ranged) and do not block
lines of sight. A character with this skill can never be affected
by it.
Seasoned veteran: this character can re-roll a Cbt or Int roll
(Simple or Opposed) once per turn.
Sucker punch: when this character performs an Combat action
(melee), he can traget an opponent outside of his line of
sight.
Tesla rifle: range (3) power (0). A character who suffers at least
one Damage point from this skill immediately loses 1 Cbt action (to
a minimum of 0).
Ashton,character with powerful arm capacity Ubume, targeted
character by this capacity Possible square to push away the
Ubume
Medic (X)
S
Life gauge The life gauge, or LG, which indicates the state of the
warrior’s health, is illustrated at the bot- tom of the card with a
series of small white rec-
tangles. The number of spaces of the Gauge represents the number of
Damage points the character can suffer before being Taken out. When
a character suffers Damage points (following a melee attack, for
example), check as many boxes from the LG as the number of Damage
points inflicted on the character card. As soon as all the Life
Gauge’s boxes of a character are checked, the character is Taken
out and is removed from the game board.
Rank Each character has a Rank, which indicates his position in his
faction hierarchy and his power regarding the game. The higher the
rank, the better the character is. Ranks are taken into account
when the players select their character at the beginning of a game,
or campaign. There are four Ranks in Escape:
Rank 4: the highest rank. Rank 4 characters are warriors of
exceptionnal quality. For the Resistance, it represents the squad
leaders, charismatic and cunning fighters. In the ISC, it stands
for the strongest Drones, a perpetual threat.
Rank 3: front line characters. Resistance warrior of this rank are
often the best fighters, seasoned warrior who would give their
lives for the Revolution. Rank 3 Drones are no less a threat than
their higher-up, their skills allowing them to easily out-class the
weaker humans.
Rank 2: commoner characters. The Resistance has a lot of Pilots and
support staff in this rank. The ISC uses mainly Rank 2 Drones as
scouts, searching and harrowing the Resistance and its line of
supply.
Rank 1: the basic rank. The Resistance can use a lot of freshly
drafted rank 1 fighter, Robots or others, weaker but often with one
particular helpful skill. The ISC only sends its Rank 1 when the
quantity is more important than the quality of the warrior.
Before each game, the players choose the characters they want to
field for the mission. If they want to play the whole campaign,
they won’t be able to change their respective team between each
mission though, they must keep the same team through all the
missions. A character Taken out during a game can still be played
during the next mission, we consider that a Resistance warrior has
been patched up and that a Drone is easily replaced by the
factories.
The Resistance player chooses his Rank 4 character first, then the
lower ranked characters, by complying with the following chart,
each junction being exclusive:
So he can play one Rank 4 character and either: one Rank 3, two
Ranks 2 and one Rank 1 (the team included in this box); two Ranks 3
and one Rank 2; one Rank 3, one Rank 2 and three Ranks 1. The I.S.C
player then chooses his characters, their Ranks’ number and type
depending on the chart in front of the junction chosen by the
Resistance player.
TYPES OF DICE ROLLS
There are two types of dice rolls in ESCAPE: Opposed rolls and
Simple rolls. An Opposed roll is when two warriors perform actions
which are opposed to one another (for example, if one warrior
decides to attack another, who wants to stay on defense). For this
type of roll, each player rolls a D6 and adds it to the value of
the concerned statistic (which varies according to the type of
action performed, either Combat or Intellect). Then, subtract the
passive character’s result from that of the active character (see
Activation of the characters for more details). The result of this
operation will give you the Success margin (which can be negative).
The rules will then let you know what happens depending on the Suc-
cess margin. Most of the time, a Success margin equal to or less
than 0 will cause the active character’s action to fail. Example:
Ashton (Cbt 3) makes an attack against Mamushi (Cbt 2), who chooses
to dodge. The Resistance player rolls his die and gets a 5, while
the I.S.C. player rolls his die and gets a 4. Ashton thus gets a
total of 8 and Mamushi a total of 6, which gives a Success margin
of 2 (see Passive charac- ter and Defense actions, page 13 and 17).
On the other hand, a Simple roll is a roll performed against a
fixed number, as defined by the rules. Depending on the
circumstances, the action is successful if the dice roll equals or
exceeds this value. Example: Jimmy (Int 2) makes a Hacking action
against a locked door with a difficulty of 7. The player rolls the
die and gets a 5, for a total of 7. As the difficulty only needs to
be equaled, the test is thus successful, albeit barely.
ESTABLISHMENT OF TEAMS
Active character: character whose activation is currently
underway.
Adjacent: element (character, square, door, equipment, crate, wall)
in contact with one of the four sides of the reference square
(usually the one occupied by a character).
Closed: a door which requires the use of a Movement action by an
active character to be opened.
Damages: when a character suffers Damage points, check as many
boxes from its LG than the number of Damage points inflicted to
it.
Distance: when distance is measured between points A and B, the
number of squares between the two points is counted while also
counting the square of point B, but not counting the one of point
A.
Fire: a square containing a Fire token (most often because of a
skill or an equipment) is considered occupied. All Fire tokens are
discarded from the board during the End of turn step (step f
).
Hacked: locked door which has been the target of a successful
Hacking action from the Resistance, can now be opened or closed
normaly.
Line of sight: A character is regarded as having a LoS on another
element (character, token, etc.) if a line can be traced between
the center of the square of the concerned character to the center
of the other one’s square. The LoS is blocked if that line crosses
a wall, a closed door or another character. If a diagonal LoS goes
between exactly 2 squares, then the LoS is blocked if both squares
are occupied or if the diagonal LoS goes between an occupied square
and a wall.
Locked: a door which can be opened by the Resistance following a
successful Hacking action. The difficulty of the required Int
Simple roll stands on the side of the door.
Occupied: square which contains a character.
Open: closed or locked door which has been opened.
Passive character: character who has either not yet been activated
at this turn or who has already been activated during this
turn.
Periphery: all eight squares surrounding the reference
square.
Room: a room is a set of squares delimited by the following things:
wall(s), door(s) and/or edge(s) of the board. Adjacent rooms
neither separated by a wall nor a door are delimited by a dotted
line between their repective squares. Two rooms with similar
colored squares but delimited by the aforementionned elements are
different rooms regarding these rules.
Secured airlock doors (Airlock): each map contains 5 secured
airlock doors: 4 on the edges of the board and one near the center
of the board (high security airlock). They represent the access to
the board. Following the conditions given in the scenario, one of
the factions can enter on the board or leave it by one or more
airlock doors.
Taken out: character whose life gauge has reached 0. The character
is immediately removed from the board when this happens.
Vacant : square in which there are no characters.
Position of the referent X (in this case Alice)
Not adjacent square
Not adjacent door
from passive character B
Active character
Passive character
Wall
Locked door Square in the line of sight Square out of the line of
sight
Open door
S
SETUP
At the beginning of the game, the players decide which fac- tion
they want to play. They then choose the scenario and proceed to set
up the various elements according to the scenario’s indications.
The players thus place the board on the proper side, then take the
number of Crate and Equip- ment tokens required by the scenario.
Once the various elements have been selected, the players then make
an Ini- tiative test, to determine who will go first when placing
the elements on the board. If the players decide to undertake the
campaign (see Cam- paign principle and Pathfinder, page 15), they
will not be able to change factions before the end of the campaign.
The first game then follows the conditions of scenario 1
“Infiltration”, with the following scenario being determined by the
results of the first game.
Setup Initiative test Each player rolls a D6 and adds to the result
the sum of all of their selected characters’ Int values. The player
who gets the highest result wins the Initiative for setup. In case
of a tie during setup, the Resistance player wins the
Initiative.
Placement of the Crates and Objectives tokens
The player who wins the Initiative starts by placing a Crate token
in the room of his choice (Crate side up), then his opponent does
the same thing, and so on, in turn, until the players have placed
all the Crate tokens required (with a maximum of 1 Crate per room).
During its activation, a character who is on the same square as an
Crate token can pick it up automatically, the player places the
token on the character’s card. A character can only carry a single
token, Crate or Equipment, at a time. The Crate tokens can be used
as projectiles and thrown at an opponent (see Combat action p.12
and 17 and the list of Equipment for the effects of a Crate). A
Crate used as a projectile is destroyed and removed from the game
board, no matter what the result of the combat action may be. An
active character (see Activation of the characters) can hand over a
Crate token to an ally who is in his periphery and to whom he has a
line of sight, at the cost of one Movement action.
On the back of the Crate tokens are the Aim tokens. These are only
used in some scenarios and the rules of their use are described in
them. The Aim tokens have different values: 1 or 2 points. A
character can turn over an Aim token on a square in their
periphery, to which they have a line of sight to learn its value. A
character who is on the same square as an Aim token can pick it up
automatically. A character can only carry a single Aim token at a
time, nor can they carry another token, Equipment or Crate,
simultaneously. During their activation, a character carrying an
Aim token can hand it over to an ally in their periphery and to
whom he has a line of sight , at the cost of a Mvt action.
Placement of the Equipment tokens
As for the setup of the Crates tokens, the player who wins the
Initiative starts by randomly drawing an Equipment token, which he
places face-down in the room of his choice, then his opponent does
the same, and so on, in turn, until players have placed all the
required Equipment tokens. There cannot be more than one Equipment
tokens per room. During its activation, a character on a square in
the peri- phery of an Equipment token and to which he has a line of
sight, can automatically turn over the token in order to see which
piece of equipment it is. A character who is on the same square as
an Equipment token can pick it up automa- tically, the player
places the token on the character’s card and can use it normally
from that moment on. A character can only carry a single token,
Crate or Equipment, at a time. An active character (see Activation
of the characters) can hand over an Equipment token to an ally who
is in his peri- phery and to whom he has a line of sight, at the
cost of one Movement action. When a character carrying an Equipment
token is Taken out, the Equipment token is returned to the board
and left on the square occupied by the warrior at the moment of his
elimination. The conditions for using an Equipment token are
specified in its description. All equipment can only be used
once.
Note: a given square can contain multiple Crate and/or Equip- ment
tokens.
RULES REVOLUTION MODE
E
Characters deployment The deployment of warriors on the board is
determined by the scenario. Two types of deployment are
possible:
Mode (Position): all warriors are placed directly on the board, in
a room specified by the scenario. A player can place his warriors
on any vacant square in the given room. Example: in Scenario 2
«Evasion», the I.S.C. characters begin the game in the “Central
room”. The I.S.C. player thus places his characters where he wants
in the central room.
Mode (Entry): warriors aren’t placed directly on the board.
Instead, each warrior will begin its activation on the first turn
with a Movement action which will allow it to enter the board by
one of the two square of one of the Secured airlock doors specified
by the scenario.
Example: in Scenario 1 «Infiltration», during their activation, the
Resistance characters successively enter the board by one of the
two squares of Airlock 1.
Advice: Be careful how you place your warriors during deploy- ment,
as your less mobile characters might hinder your more mobile
ones!
Now that the setup is complete, you can begin the first turn.
TURN SEQUENCE
A Turn is split into distinctive steps, which are resolved in the
following order:
a) Turn Initiative test b) Resolution of random events c) Character
activation d) End of Turn e) Game result
a) Turn Initiative test Each player rolls a D6 and adds the result
to the sum of the Int values of all of their characters still
present on the board at the beginning of the turn. On the first
turn, however, we still consider all characters to be present on
the board, even if they are not yet in play due to the (Entry)
deployment Mode. The player who obtained the highest result wins
the Initia- tive for the turn. In case of a tie, the player whose
characters have the highest Int value when added together wins the
roll. If the Int value does not allow players to split ties, roll
the dice again. The player who wins the Initiative chooses who will
acti- vate one of their characters first.
b) Random events The shelters sometimes hold surprises for whoever
enters. To represent that, both players roll a D6 and add the
results. They then check the total obtained on the following table
and will apply the effects for the remainder of the current
turn.
RANDOM EVENT TABLE
2 Supreme AI: the statistics of all I.S.C. characters become Mvt 7
Cbt 3 Int 3 for the duration of the turn.
3
Intervention of the Celestial Order: the I.S.C. player immediately
moves one of his characters from its original position to any
vacant square on the board, without taking into account its Mvt
value, or any obstacles or closed or locked doors. The character
can be activated normally during the turn.
4 Power-grid overload: all Resistance characters adjacent to a door
get a jolt and suffer 2 Damage points.
5 Fire alarm: all the characters, present on the board or not,
immediately lose one Movement action.
6 High Security Airlock: the central secured airlock can be used
during this turn by the I.S.C. for Redeployment (see Faction
specific rules).
7 RAS: nothing happens, but the atmosphere becomes increasingly
oppressive.
8 Black-Out: the Resistance player chooses a room. No character can
perform Combat actions in that room during the turn.
9 Short circuit: the Resistance player chooses a door, even a
locked one. If it’s closed, it opens, if it’s open, it
closes.
10 Firewall: during the turn, the Resistance characters can perform
a Movement action through an occupied square. They cannot end their
activation on such a square, however.
11 Interference: the Resistance player wins the Initiative for the
turn, even if he’d lost the Initiative test. Moreover, he can
activate a second character immediately after having activated his
first character.
12 Disconnection: no I.S.C. character can use its skills for the
duration of the turn.
11 ES
CA P
E
c) Character Activation In this step, the players activate their
characters in turn, starting with the player chosen by the player
who won the Initiative.
ACTIVE CHARACTER
The player who must activate a character chooses one of their
warriors, who then becomes the active character. All other warriors
on the board are passive characters, whether they have already been
activated this turn or that they have not yet been activated at
this point. The player then has their active character undertake
the various actions that the character has access to, whether by
performing actions or by using his skills or his Equipment. The
actions can be performed in any order, unless otherwise specified.
It’s not mandatory to take all of your actions or use a skill or
Equip- ment during an activation, however a warrior can only be
activated once per turn. When the player considers that their
warrior has done eve- rything he can do for that turn, he end his
activation and hands over the lead on to his opponent, who can in
turn choose one of his warriors as the new active character and
activate him normally. Here’s the list of possible actions for an
active character:
MOVEMENT ACTION
The value of a character’s Movement statistic represents the
maximum number of squares that the character can move in during his
activation. A Movement action thus allows a character to move from
a square to an adjacent and vacant square. It’s impossible to move
through a wall, a closed door or a locked door. A character on a
square adjacent to a closed door can perform a Movement action to
open the door. Likewise, a character can close an adjacent open
door by taking a Movement action. Locked doors can only be opened
by performing an Intellect action (see below). Finally, it’s
possible for a character to drop an Equipment, Crate or Aim token
in his possession on any square in their periphery to which they
have a line of sight (so not behind a wall or a close door of
course) by taking a Movement action. If the selected square is
occupied by an allied cha- racter, said character automatically
receives the dropped token.
Leaving the board: some scenarios require you to leave the board so
as to claim victory, to do so a character must be on one of the
squares of the secure airlock specified by the scenario and perform
a Movement action.
COMBAT ACTION
The value of a character’s Combat statistic represents the maximum
number of Combat actions the character can perform during the turn,
whether as an active character or as a passive one. Moreover, this
value is used during Com- bat rolls (either Opposed or Simple
ones). During his acti- vation, a warrior can perform two types of
Combat actions: melee attacks and ranged attacks. Melee attack: the
warrior makes an attack against an opposing warrior who is on a
square in their periphery and to which they have a line of sight.
To do this, they make a Simple Combat roll, the difficulty of which
is the Combat value of the targeted opponent. The result of this
Simple roll is the Attack total. If the Attack total is positive,
the attack is successful and the opposing warrior suffers the
difference between that Total and its Cbt value in Damage points.
If the Attack total is equal to or less than 0, then the attack
fails and causes no Damage points.
Ranged attack: the warrior can perform a ranged attack only if they
have a skill or equipment with the following statistics: Range (X)
and Power (Y). The value of (X) represents the distance up to which
the projectile can be used (in number of squares), the value of (Y)
represents the impact strength and is added to the Combat value of
the warrior for the subsequent simple Combat roll. A ranged attack
action must target an opposing warrior that is (X) squares or less
from the active character performing this action and to which they
have a line of sight. The warrior performing this action then makes
a Simple Combat roll (don’t forget to take into account the (Y)
value for this roll), the difficulty of which is the Combat value
of the targeted opposing warrior. The result of this Simple roll is
the Attack total. If the Attack total is positive, the targeted
warrior suffers the difference between that Total and its Cbt value
in Damage points.. If the Attack total is equal to or less than 0,
then the attack fails and causes no Damage points.
INTELLECT ACTION
As with Combat, the value of the Intellect statistic of a character
represents the maximum number of Intellect actions that they can
perform during the turn, whether as the active character or while
passive. Moreover, this value is used during Intellect rolls
(whether Opposed ones or Simple ones). During their activation, a
warrior can perform Hacking Intellect actions:
Hacking: this action does various things, depending on the
scenario. For the Resistance, this is the only way to open a locked
door. The conditions of use of this action (range, target, etc.)
are specified by the scenario, or the Equipment, as well as
its effects (opening a locked door, for example). In all cases, a
Hacking action requires a simple Intellect roll the difficulty of
which varies according to the target. For a locked door, the
difficulty level is indicated on the card, for a character, it’ll
be his Int value. The difficulty just needs to be equaled or
exceeded for a Hacking action to be successful.
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PASSIVE CHARACTER AND DEFENSE ACTIONS
A passive character is a warrior present on the game board who has
already been activated during the turn or who has not yet been
activated. Despite not being able to perform a Movement action, nor
any of the Combat or Intellect actions listed above, he can
nonetheless use his skills and equipment normally, as long as these
do not require him to be the active character. Also, the character
has the chance to perform Defense actions: Dodge or
Counter-measure. A Dodge is a type of Combat action reserved to
passive cha- racters, but which cannot be used if the warrior has
already performed the maximum number of Combat actions he can make
according to its Cbt value during the turn. Dodge: a passive
character can try to Dodge when targeted by a melee or ranged
attack. When targeted by such an action and before the resolution
of the Simple Combat roll of their opponent, the player controlling
the targeted passive character declares whether he is attempting to
Dodge or not (attempting this action is never mandatory). If he
decides not to attempt it, the roll occurs normally. If he attempts
to Dodge, the Simple roll is replaced by an Opposed Combat roll
between the two warriors. The Attack Total then becomes equal to
the Success margin of the Opposed roll. If the Success margin is
positive, then the passive character suffers this Margin in Damage
points. If the Margin is equal or lower than 0, the attack fails. A
passive character never inflicts Damage points following a
Dodge.
Example: Ashton (Cbt 3) attacks the Mamushi (Cbt 2), the I.S.C.
player chooses to dodge. The Opposed Combat roll is made: 2 for
Ashton and 3 for the Mamushi, so a total of 5 for Ashton and 5 for
the Mamushi. The Attack total being 0, the Mamushi thus suffers no
damage.
Ashton performs a new attack which the Mamushi dodges again. Result
of the Opposed roll: 4 for Ashton and 2 for the Mamushi, meaning a
total of 7 for Ashton and 4 for the Mamushi. The Attack total is 3
this time, so the Mamushi suffers 3 Damage points.
Ashton announces a third attack, the Mamushi can’t dodge (as it
only has 2 possible Cbt actions). Ashton gets a 3 on his Simple
Combat roll, giving an Attack total of 4 (3+3-2). The Mamushi
suffers 4 damage points and is Taken out.
The Counter-measure is a type of Intellect action reserved to
passive characters, which can thus not be used if the warrior has
already performed the maximum number of Intellect actions allowed
by his Int value during the turn. Counter-measure: a passive
character can perform a Counter-measure when targeted by a Hacking
action. When targeted by such an action and before the resolution
of his opponent’s Simple Intellect roll, the player controlling the
targeted passive character declares whether he is attempting a
Counter-measure or not (attempting this action is never mandatory).
If he decides not to attempt it, the roll occurs normally. If they
attempt a Counter-measure, the Simple roll is replaced by an
Opposed Intellect roll between the two warriors. If the Success
margin is positive, the Counter-measure fails and the effects of
the Hacking action are applied normally by the active
character.
d) End of Turn The turn ends once all the characters on the game
board have been activated once. At that moment, the players check
if one of the following conditions has been filled: 2. The turn
ending is the last one according to the scenario.
3. All of the Resistance player’s warriors have been Taken
out.
4. The victory conditions for the scenario have been completed. If
none of these three conditions are filled, then all charac- ters
(even the ones Taken out) recover their Mvt, Cbt and Int actions,
all the Fire tokens on the board are discarded and finally the
players go back to step a) Initiative Test and start a new Turn. If
at least one of these three conditions is filled, then they
immediately move on to step e) Game Result.
e) Game result Depending on the conditions given in the End of the
Turn step, you can now determine who is the winner of the game. For
there to be a winner, the Victory Conditions of the scenario played
must have been fulfilled by one of the two players. If the last
turn of the scenario has finished and/ or all the Resistance
warriors have been Taken out, but no Victory condition has been
fulfilled, then the game is a draw. If the last turn of the
scenario has been played and/or all Resistance warriors have been
Taken out, and one of the two players has fulfilled his objectives
in accordance to their Victory conditions, then that player has won
the game. If the players have decided to play the campaign, it will
directly influence the next game (see Campaign principles and
Pathfinder, Universe Book page 15).
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I.S.C
Encrypted key: all I.S.C. characters ignore locked doors. They can
open them as if they were simple closed doors. Moreover, they can
take a Movement action to close an open door, even if that door is
still locked.
Internal factory: when an I.S.C. character is Taken out, the I.S.C.
player must return that character on the board on the turn
following their elimination, if possible (so if any airlock is
eligible as a way back). That special deployment follows the Mode
(Entry) rules, with the following exceptions:
• It is possible to deploy on any turn, not only on the first
one.
• A warrior can be deployed from any airlock, not only those
specified by the scenario (with the exception of the central one,
which can be used only through a High Security Airlock random
Event).
• If a Resistance warrior is within 3 squares of one of the two
access squares of a secure airlock and to has a line of sight, then
that airlock can not be used to deploy.
Note: Some events or scenarios change the conditions of use of the
Internal factory. In that case, the special rules prevail over
those given above.
RESISTANCE
Hymn to the revolution: when a Resistance character is Taken out or
exits the board according to the scenario specific rules, the
Resistance player gains one Revolution token, which he can spend at
any time to re-roll any of his dice rolls or allow one of his
characters to perform an extra action of any kind.
Hackers: when a Resistance character successfully performs a
Hacking action targeting an adjacent locked door, the targeted door
immediately becomes open and hacked.
EQUIPMENT LIST
Combat drugs: at any point, this equipment allows the active
character to perform an extra Combat action (melee or
ranged).
Crate: range (3) power (0). If the target suffers at least one
Damage point, he immediately loses 2 Mvt actions (to a minimum of
0).
Datadisk (I.S.C. characters only may use this equipment): at any
point, this equipment allows the active character to perform an
extra action, to be chosen between Movement, Combat, or
Intellect.
EM grenade (Resistance characters only may use this equipment):
range (3) power (1). You can target a vacant square with this
equipment. Anyone in the periphery of the targeted square is
affected by this ranged attack. Each warrior who suffers at least
one Damage point from this attack immediately loses 1 Cbt action
(to a minimum of 0).
Gas grenade (I.S.C. characters only may use this equipment)): range
(3) power (1). You can target a free square with this equipment.
Anyone in the periphery of the targeted square is affected by this
ranged attack. Each warrior who suffers at least one Damage point
from this attack immediately loses 1 Mvt action (to a minimum of
0).
Improvised shield: when an opponent announces an attack on the
owner of this shield, the character carrying it can announce that
he’s discarding this equipment to gain a free Dodge action.of
0).
Medkit (only usable by the Resistance): during his activation, the
character can use the Medkit to heal himself and immediately
recovers 2 points on his Life Gauge.
Nitro vial : when the character carrying this equipment is Taken
out, all the characters who are on a periphery square of his and
have a line of sight suffer 2 Damage points.
Radio: at the end of their activation, a character with this
equipment can choose an allied character anywhere on the board. The
chosen warrior is immediately activated, without the opponent being
allowed to activate one of his own warriors first.
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SET UP OF THE MATERIAL
At the beginning of the game, the players chose the cha- racters of
the Resistance they want to play during the game and part them
following the recruitment chart below
The player in charge of the Rank 4 character is the Leader of the
Resistance and choose a branch (be careful : a branch is exclusive,
like in the Revolu- tion Mode) allowing the other players to
control at least a cha- racter. Players have to balance the sum of
the Ranks selected among them as fairly as possible. For instance,
with three players using the standard team, one player will control
Alice, an other will control Ashton and Duncan and the last player
will control Jimmy and Freedom. If a player chooses a Pilot, he
should add at least one Robot, depending on the recruitment chart,
to be able to interact in an efficient way during the game. The
player controlling the Rank 4 character is the leader of the
Resistance. If the character of the Leader of the Resistance is
Taken Out, the player keeps the status until the end of the game
during all the choices depending on the Leader or the Resistance.
Depending on the branch chosen, the players will have to face
different ranks of I.S.C. characters. The players then choose the
sce-
nario they want to play and set the different elements of the game
up, following the instructions of the scenario. They place the
board on the proper side and take the right number of “Crate” and
“Equipment” tokens.
NB : One of the branches allows to team up to six players, which is
fully possible. The players will only have to get the additional
characters or merely download the profile cards on the website :
www.eden-the-game.com.
Set up of the “Crate” and “Objective” tokens
The Leader of the Resistance places the “crate” tokens in the rooms
of his choice (“crate” side up) with a maximum of 1 token per room.
During an activation, a character standing on the same square as a
“Crate” token may pick it up automatically and places it on his
profile card. A character can only carry one “Crate” or “Equipment”
at the same time. The “Crate” tokens may be thrown at an enemy (see
Action of combat). A thrown “Crate” is destroyed and discarded from
the board, regardless of the result of the combat action. An Active
character (see Activation of the characters) may hand a “Crate”
token over to an ally located in a periphery square on which he has
a line of sight, this costs one Move action. If a character
carrying a “Crate” token is Taken Out, the token is back into play
on the square previously occupied by the character at the time of
the elimination. The back of a “Crate” token corresponds to an
“Objective” token. These are only used in some scenarios and follow
the rules given in the scenario. The “Objective” tokens have two
different values : 1 or 2 points. A character may read the back of
an “Objective” token in a periphery square and on which he has a
line of sight. A character located on the same square as an
“Objective” may pick it up automatically. A character can carry
only one “Objective” token at a time. Nobody can carry an
“Objective” and an “Equipment” at the same time. During his
activation, a character carrying an “Objective” may hand it over to
an ally the same way you hand over a “Crate” token.
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Set up of the “Equipment” tokens The Leader of the Resistance then
places the “Equipment” tokens on the board. He picks them up
randomly and sets them face down on the rooms he wants. There may
not be more than 1 “Equipment” token per room. During an
activation, a character may read the back of a token located in a
periphery square and on which he has a line of sight to discover
what kind of piece of equipment it represents. A character located
in the same square as an “Equipment” token may pick it up
automatically, then places the token on the profile card and may
use it normal- ly from now. A character may only carry one
“Equipment” or “Crate” token at a time. An Active character (See
activation of the characters) may hand it over to an ally in a
periphery square on which he has a line of sight, at the cost of a
Move action. If a character carrying an “Equipment” token is Taken
Out, the “Equipment” token is back into play on the square
previously occupied by the character at the time of the
elimination. The way a character may use an “Equipment” is
described in its description. Equipments may be used only once in a
game.
NB : A single square may contain several “Crate” and / or
“Equipment” tokens
Establishment of the AI
The players start by picking up every Rank 1 token of each color
(Black, Green and Blue) and then agree on the type of I.S.C.
characters they will have to face besides the bots taking into
account the recruitment chart above. They choose one I.S.C.
character for each rank provided by the chart, and every token of
the proper rank and color (Black, Blue or Green). They then put
aside the proper characters, always taking the maximum number of
characters avai- lable for every type of fighter. The tokens of the
characters are then added to those of the bots of the same color
and form up three piles of tokens, one per each color (Black, Green
and Blue). The Leader of the Revolution will use these piles during
the Activation of the I.S.C. characters to allow the tokens
selected during the “Drawing of Repression cards” step to enter
play. He picks up randomly the number of tokens indicated by the
Repression cards and puts them into play following the indications
on the card. At last, the Repression cards are shuffled to form a
deck. The deck of the Repression cards symbolizes the time avai-
lable to success in the mission. Then, drawing the last card of the
deck indicates this is the last turn of the game.
Deployment of the characters The characters are deployed on the
board following the rules described in the scenario. Two types of
deployment are allowed :
Mode (Position) : all the characters are placed directly on the
board, in a room indicated by the scenario. The player may place
their characters in any empty squares of the room
Mode (Entry) : The characters are not placed on the board. Instead,
they start their activation of the first turn with a Move Action
that allows them to enter the board on any of the two squares of
the Airlocks indicated by the scenario.
Advice : Be careful when deploying the characters, as the less
mobile characters may block the more mobiles
When the set up of the game is over, you may start the first turn
of the game.
SEQUENCE OF A GAME TURN
A turn is composed of distinct steps, resolved successively in this
order :
a) Drawing Repression cards b) Resolution of the random events c)
Activation of the Resistance characters d) Activation of the I.S.C.
Tokens and characters e) Close the doors which are not hacked f)
End of the turn g) Result of the game
a) Drawing Repression cards The players draw as many Repres- sion
cards as indicated depending on the difficulty of the game chosen
earlier. The cards are revealed to allow the players to anticipate
the arrival of the drones to some extent. The tokens are not placed
on the board, they enter game during the “Activation of the I.S.C”
stage, fol- lowing the Mode (Entry) rules and through the Airlock
indicated on their card.
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b) Resolution of the random events The L.A.B sometimes offer
surprises to their inhabitants. To represent this, the Leader of
the Resistance rolls two dice and adds the results. He reports the
sum on the chart below and applies the effect described for the
duration of the ongoing turn.
RANDOM EVENTS CHART
2 Automatic Repression : the players draw a Repression card and add
it to those drawn previously.
3 Hidden trap : A Resistance character randomly selected will not
be able to be activated this turn. He will be able to defend
himself as any other passive character.
4 Network overload : a hacked door randomly chosen loses the
“hacked” status. It automatically closes and will have to be hacked
again to be opened later.
5 Fire alert : The Resistance characters on the board lose a Move
Action
6 Closed circuit Television : the Leader chooses a token on the
board which is immediately revealed.
7 Nothing to Report : Nothing happens but the air feels more
oppressive.
8 Firewall : During this turn, the Resistance characters will be
allowed a Move action towards an occupied square. They even can not
end an activation on such a square.
9 Short circuit : Ignore the “Close the doors which are not hacked”
stage.
10 Black-out : The players chose a room. No character will be
allowed to perform a combat action in this room for the duration of
the turn.
11 Heroism : The players earn a Revolution token.
12 Active locking : The players chose an Airlock. It may not be
used as an entry point for the duration of the turn. The Repression
card drawn earlier indicating this airlock are discarded
immediately.
c) Activation of the Resistance characters
During this stage, the players may activate their characters
alternatively. The order followed by the players do not have to be
determined beforehand, but they have to organize to accomplish
their mission. However, in case of dispute, the Leader of the
Revolution will decide who activates first (and then second,
third...).
ACTIVE CHARACTER
The player who has to activate a character chooses a cha- racter
who becomes from now the active character. All the other characters
on the board are Passive characters; they may have been activated
before or are still to be activated. The player chooses the actions
the active character may perform, either using Actions, special
abilities or “Equip- ments”. The actions may be performed in any
order, except if the contrary is mentioned. It is not compulsory to
per- form all of the actions, activate an ability or an “Equipment”
during an activation, but a character may only be activated once a
turn. When a player estimates his character has done everything he
had to do during this turn, then, he ends the activation and the
game goes to the next player, who will be able to chose one of his
characters as the active character and acti- vate him normally.
Here is a list of the actions available to an active character : a)
Move action, See page 12
b) Combat action, See page 12
c) Intellect action, See page 12
PASSIVE CHARACTER
As in the Revolution Mode, the passive characters are able to
defend themselves with a dodge or counter measure if they want to.
This only applies to the Resistance characters, therefore to the
players, the Drones never defend themsel- ves when attacked in this
game mode (see below).
d) Activation of the I.S.C. Tokens and characters
Once all the Resistance characters have been activated or if the
players agree on ending their activation stage, the game goes on to
the activation of the I.S.C. fighters. This activation is resolved
following the sequence :
1) Black characters
2) Green characters
3) Blue characters
4) Black tokens
5) Green tokens
6) Blue tokens
CHARACTERS
When the I.S.C characters activate, starting with the one of the
higher rank, followed by those of inferior ranks, in descending
order, they must follow the same rule : always head for the closest
Resistance character (taking into account the doors to open and
wall to get around if any). If several Resistance characters are at
the same distance, the Leader of the Resistance chooses where the
drone(s) head for. To do so, they must use every Move action they
have and open the doors they encounter on their way. As soon as an
I.S.C. character is in position to perform a melee attack targeting
a Resistance character, or when he has a line of sight on a
Resistance fighter in a periphery square, the cha- racters ends its
move for the turn.
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An I.S.C. character performs every combat action during its
activation, the target of the attacks are chosen by the Resis-
tance player who controls the character with the lowest Life Gauge
(including 0) or, in case of a draw, the one who owns the character
with the lowest Rank.
Bots, even being characters, do not have an individual pro- file
card, because they all have the same characteristics, indicated
below, and because it is not necessary to keep track of their life
gauge as they are Taken Out as soon as they suffer one Damage
point.
Life Gauge Move Combat Intellect
1 6 1 1
TOKENS
As for the characters, the tokens activate following the rule of
heading for the closest Resistance character, using every Move
action they have, opening the doors they encounter (Green Tokens
can never open a door). As for the characters, the Leader of the
Resistance chooses the direction a token heads for if several
characters are at the same distance. Tokens do not occupy squares
and may therefore move to a square in which there is already a
token, but may not end their activation in such a square. If a
token has to end its move in a square where there is already a
token, the move is canceled and the token is sent back to the
square it pre- viously occupied. If a Resistance character has a
line of sight on a token, it is revealed. This completely ends the
move of the token, if required. The I.S.C. Character(s)
corresponding to the value of the token is placed on the board in
the square where the token was located. If several characters,
especially bots, have to be placed, the first character is placed
in the square occupied by the token at the time it was revealed,
then the other characters are placed in periphery squares, in the
closest square to the closest Resistance character avai- lable. If
this is impossible, the extra bots are discarded. The revealed
token is put back in its color pile.
e) Close the doors which are not hacked
Once every I.S.C. character has been activated, the open doors are
closed. The hacked doors remain open.
f) End of the turn The turn ends once all the characters on the
board have been activated once. At this time, the players check if
any of these conditions is met :
1.The ending turn is the last one if the deck of Repres- sion cards
is empty.
2.All the Resistance characters have been Taken Out.
3. The victory conditions indicated by the scenario are met.
If none of these conditions is met, then, all the charac- ters
(including those who are not on the board) get their Actions (Mvt,
Cbt and Int) back, then the players discard the Fire tokens off the
board and the game goes back to stage a) Drawing Repression cards
and a new turn begins. If at least one of these conditions is met,
then, players move to step e) Result of the game
g) Result of the game Depending on the conditions detailed in the
“End of the turn” stage, it is now possible to determine If the
Resistance prevailed. If the Resistance successfully fulfilled the
Victory conditions of the scenario, then the players have won, even
if the two other conditions are also met. If the Repression deck is
empty and/or all the Resistant character have been Taken out, but
the Victory conditions are not met, then the Resistance failed and
the players have lost.
Wormbot
Scarabot
2
Blue : The bot follows the rule Armor (2).
Flybot
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SPECIFIC RULES FOR EACH FACTION
I.S.C Encrypted key : All the I.S.C. characters (tokens and
characters) ignore locked doors. They may open them as if they were
only closed.
Order 99 : During their activation, the I.S.C. character must
attack if they are able to, up to the number of times allowed by
the value of their Combat Characteristic. Furthermore, they may
never perform a Defense action, even if they still have Combat or
Intellect action set apart. At last, they may never pick tokens
up.
Material restrictions : I.S.C. characters of rank 2 and higher lose
all of their abilities, except those listed below, depending on
their color :
• Black : The character follows the rule Anti-gravity-field.
• Green : The character follows the rule Infiltrate.
• Blue : The character follows the rule Armor (X) without changing
this value.
RESISTANCE Hymn to the Revolution : If a Resistance character is
Taken Out or gets out of the board following the rules of the
scenario, the controlling player gets a “Revolution” token. This
token may be used at any time by the player to allow him to re-roll
a dice or give one of his characters still on the board, or an ally
character of his choice, an extra action.
Hackers : When a Resistance character successfully hacks an
adjacent locked door, the door becomes Hacked and Opened.
LIST OF EQUIPMENTS
Crate : Range (3) power (0). If the target suffers at least the
loss of one point of Damage, it gets a -2 modifier on its Move
characteristic (reducing its number of maximum actions
available).
Datadisk : The character may discard this equipment to perform a
hacking action without spending an intellect action.
Combat Drugs : A any time, allows to perform an extra combat action
(range or melee).
EM grenade : range (3) power (1). You can target a vacant square
with this equipment. Anyone in the periphery of the targeted square
is affected by this ranged attack. Each warrior who suffers at
least one Damage point from this attack immediately loses 1 Cbt
action (to a minimum of 0).
Nitro vial: when the character carrying this equipment is Taken
out, all the characters who are on a periphery square of his and
have a line of sight suffer 2 Damage points.
Gaz grenade : Range (3), Power (0). You may target a vacant square
with this equipment. The occupant of the targeted square and all
those in its periphery are affected by this range attack. Place a
“Fire” token on the affected squares.
Makeshift shield : The character may discard this equipment to
perform a dodge without spending a combat action.
Medikit : During his activation, the character may discard this
equipment to heal. He immediately recovers two points of his Life
Gauge.
Radio : The character may discard this Equipment to automatically
success in a hacking action targeting an adjacent door.
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L Melee attack 12
Objectives tokens 10,15 Occupied 9 Open 9 Ordre 99 19
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SUMMARY OF SKILLS
AMX-10: range (3) power (1). You can target a vacant square with
this equipment. Anyone in the periphery of the targeted square is
affected by this ranged attack. Each warrior who suffers at least
one Damage point from this attack immediately loses 1 Cbt action
(to a minimum of 0). Once per turn.
Anti-gravity field: when the character performs a Movement action,
he can move to a periphery square, not only an adjacent one.
Anticipation: once per turn, this character can spend one Int
action in order to modify the result on the Random events table by
one point (minus or plus).
Armless: the character is unable to pick up Crate or Equipment
tokens and cannot use Equipment either.
Armor (x): each time the character suffers Damage points, these are
reduced by X point(s) (to a minimum of 0).
Counter-attack: when this character performs a Dodge, if the
Success margin is negative, then the active character suffers 1
Damage point.
Drill (X): during his activation, this character can drill through
walls. He makes a combat action targeting an adjacent wall and
rolls a D6. If the result of this throw is equal or upper to the
value (X) of the capacity, then the targeted wall is immediately
destroyed (it is impossible to break more than one wall by turn
when using this capacity), otherwise nothing takes place. If the
result is 1 the drill is destroyed, and the “Drill” capacity can
not be used anymore until the end of the game. Some walls are
indestructible (see map legend).
Electric cudgel: when this character performs a Combat action
(melee), if the opponent suffers at least one Damage point, he
immediately loses 1 Cbt action (to a minimum of 0).
Elusive: when this character is the target of an Attack, he can
announce a Dodge after seeing the result of the opposing Combat
roll. The opponent’s roll is not rerolled, the “Elusive” character
performs his Dodge and the two results are then compared as in an
Opposed roll.
Feint: once per turn, this character can perform a Dodge action by
spending a Mvt action instead of a Cbt action.
AMX-10
Anticipation
S U
M M
A RY
Flamerthrower: once per turn, this character can spend one Combat
action, he places one Fire token on any peripheric square in his
line of sight and a second Fire token in the periphery of the first
token, but not across a wall or a door. A character occupying one
of these two squares suffers 1 Damage point and loses one Move
action.
Hypnosis: when this character performs a Combat action (melee), he
must use the Int value of his opponent for his Cbt Simple roll
(instead of his opponent Cbt value) and if his opponent announce a
Dodge, he still uses his Int value for the ensuing Opposed roll,
although he spends a Cbt action and not an Int action.
Infiltrate: this character doesn’t need line of sight when making a
Mvt action, he can therefore move through walls and doors.
Insignificant: the Int value of this character is not taken into
account when performing Initative tests (setup or turn) and the
special rule Hymn to the Revolution does not apply to it.
Leadership: this character allows allied warriors on adjacent
squares to him to use his Int value for anything (Int actions,
defense against the Hypnosis skill, etc.).
Locking: this character can target an adjacent hacked door with a
Hacking action. If the action is successful, the door is no longer
hacked and closes immediately.
Mechanic (X): this character can spend Int actions in order to heal
his allies. For each Int action spent, one adjacent ally recovers
(X) point(s) on his Life Gauge. This skill can only be used on a
character with the Robot skill or an ISC character.
Medic (X): this character can spend Mvt actions in order to heal
his allies. For each Mvt action spent, one adjacent ally recovers
(X) point(s) on his Life Gauge. This skill can not be used on a
character with the Robot skill.
Otaku: this character can perform a Hacking action targeting a
locked door in the same room to which it has a line of sight. If
the action is successful, the door is unlocked and immediately
opened.
Pilot: at the beginning of the game, you can designate this
character and a certain number of character with the Robot skill.
The designated Robot character(s) are now enslaved to this
character. The sum of the Robot characters’ Ranks enslaved to a
Pilot character cannot be higher than the Rank of the Pilot
character himself (a Rank 2 Pilot can enslave one Rank 2 Robot or
two Rank 1 Robots for example).
Possession: at the beginning of each turn, this character can
select one ally present on the board. The character with the
Possession skill is then considered as having the Pilot skill and
the selected character is considered as having the Robot skill and
is enslaved to the former until the end of the turn.
Powerful hit: the character can use this skill during an Attack
action. If successful, in addition to inflicting Damage points, the
player can choose to push the opponent back one square (the
opponent’s maximum number of Movement actions is not affected). The
square to which the opposing character is pushed is one of the
three squares opposite the warrior with the Digging arm and must be
vacant and accessible (not behind a wall, for example). If there
are no vacant and/or accessible squares, then this skill has no
effect.
Robot: during its activation, this character can (but is not
required to) use the actions of the character with the Pilot skill
to which he is enslaved, if that character is present on the board.
The character with the Robot skill can perform all or part of its
actions, removing them from the maximum number of allowed actions
from its Pilot character.
Scrambler: allies on a square adjacent to this character cannot be
the target of a Combat action (melee or ranged) and do not block
lines of sight. A character with this skill can never be affected
by it.
Seasoned veteran: this character can re-roll a Cbt or Int roll
(Simple or Opposed) once per turn.
Sucker punch: when this character performs an Combat action
(melee), he can traget an opponent outside of his line of
sight.
Tesla rifle: range (3) power (0). A character who suffers at least
one Damage point from this skill immediately loses 1 Cbt action (to
a minimum of 0).
Ashton,character with powerful arm capacity Ubume, targeted
character by this capacity Possible square to push away the
Ubume
Medic (X)
REVOLUTION MODE COOPERATIVE MODE
2 Supreme AI: the statistics of all I.S.C. characters become Mvt 7
Cbt 3 Int 3 for the duration of the turn.
Automatic Repression : the players draw a Repression card and add
it to those drawn previously.
3 Intervention of the Celestial Order: the I.S.C. player
immediately moves one of his characters from its original position
to any vacant square on the board, without taking into account its
Mvt value, or any obstacles or closed or locked doors. The
character can be activated normally during the turn.
Hidden trap : A Resistance character randomly selected will not be
able to be activated this turn. He will be able to defend himself
as any other passive character.
4 Power-grid overload: all Resistance characters adjacent to a door
get a jolt and suffer 2 Damage points.
Network overload : a hacked door randomly chosen loses the “hacked”
status. It automatically closes and will have to be hacked again to
be opened later.
5 Fire alarm: all the characters, present on the board or not,
immediately lose one Movement action.
Fire alert : The Resistance characters on the board lose a Move
Action
6 High Security Airlock: the central secured airlock can be used
during this turn by the I.S.C. for Redeployment (see Faction
specific rules).
Closed circuit Television : the Leader chooses a token on the board
which is immediately revealed.
7 RAS: nothing happens, but the atmosphere becomes increasingly
oppressive.
Nothing to Report : Nothing happens but the air feels more
oppressive.
8 Black-Out: the Resistance player chooses a room. No character can
perform Combat actions in that room during the turn.
Firewall : During this turn, the Resistance characters will be
allowed a Move action towards an occupied square. They even can not
end an activation on such a square.
9 Short circuit: the Resistance player chooses a door, even a
locked one. If it’s closed, it opens, if it’s open, it
closes.
Short circuit : Ignore the “Close the doors which are not hacked”
stage.
10 Firewall: during the turn, the Resistance characters can perform
a Movement action through an occupied square. They cannot end their
activation on such a square, however.
Black-out : The players chose a room. No character will be allowed
to perform a combat action in this room for the duration of the
turn.
11 Interference: the Resistance player wins the Initiative for the
turn, even if he’d lost the Initiative test. Moreover, he can
activate a second character immediately after having activated his
first character.
Heroism : The players earn a Revolution token.
12 Disconnection: no I.S.C. character can use its skills for the
duration of the turn.
Active locking : The players chose an Airlock. It may not be used
as an entry point for the duration of the turn. The Repression card
drawn earlier indicating this airlock are discarded
immediately.
SOME DEFINITIONS
Adjacent: element (character, square, door, equipment, crate, wall)
in contact with one of the four sides of the reference square
(usually the one occupied by a character).
Line of sight: A character is regarded as having a LoS on another
element (character, token, etc.) if a line can be traced between
the center of the square of the concerned character to the center
of the other one’s square. The LoS is blocked if that line crosses
a wall, a closed door or another character. If a diagonal LoS goes
between exactly 2 squares, then the LoS is blocked if both squares
are occupied or if the diagonal LoS goes between an occupied square
and a wall.
Position of the referent X (in this case Alice)
Not adjacent square
Not adjacent door
Wall
Locked door Square in the line of sight Square out of the line of
sight
Open door
AVAILABLE ACTIONS : Active character
Movement: moving in an adjacent square, up to a maximum of squares
equal to the MVT value.
Melee attack: the player performs a Simple CBT roll, the difficulty
of which is the CBT value of the targeted opponent.
Ranged attack: Range (X) and Power (Y). The player performs a
Simple CBT roll, the difficulty of which is the CBT value of the
targeted opponent. The target must be within (X) squares of the
shooter.
Hacking: the player performs a Simple INT roll, the difficulty of
which is the locked door value or INT value of the targeted
opponent.
Passive characters
REVOLUTION MODE:
c) Character activation
d) Activation of the I.S.C. Tokens and characters
e) Close the doors which are not hacked
f) End of the turn
g) Result of the game
RANDOM EVENTS
REVOLUTION MODE COOPERATIVE MODE
2 Supreme AI: the statistics of all I.S.C. characters become Mvt 7
Cbt 3 Int 3 for the duration of the turn.
Automatic Repression : the players draw a Repression card and add
it to those drawn previously.
3 Intervention of the Celestial Order: the I.S.C. player
immediately moves one of his characters from its original position
to any vacant square on the board, without taking into account its
Mvt value, or any obstacles or closed or locked doors. The
character can be activated normally during the turn.
Hidden trap : A Resistance character randomly selected will not be
able to be activated this turn. He will be able to defend himself
as any other passive character.
4 Power-grid overload: all Resistance characters adjacent to a door
get a jolt and suffer 2 Damage points.
Network overload : a hacked door randomly chosen loses the “hacked”
status. It automatically closes and will have to be hacked again to
be opened later.
5 Fire alarm: all the characters, present on the board or not,
immediately lose one Movement action.
Fire alert : The Resistance characters on the board lose a Move
Action
6 High Security Airlock: the central secured airlock can be used
during this turn by the I.S.C. for Redeployment (see Faction
specific rules).
Closed circuit Television : the Leader chooses a token on the board
which is immediately revealed.
7 RAS: nothing happens, but the atmosphere becomes increasingly
oppressive.
Nothing to Report : Nothing happens but the air feels more
oppressive.
8 Black-Out: the Resistance player chooses a room. No character can
perform Combat actions in that room during the turn.
Firewall : During this turn, the Resistance characters will be
allowed a Move action towards an occupied square. They even can not
end an activation on such a square.
9 Short circuit: the Resistance player chooses a door, even a
locked one. If it’s closed, it opens, if it’s open, it
closes.
Short circuit : Ignore the “Close the doors which are not hacked”
stage.
10 Firewall: during the turn, the Resistance characters can perform
a Movement action through an occupied square. They cannot end their
activation on such a square, however.
Black-out : The players chose a room. No character will be allowed
to perform a combat action in this room for the duration of the
turn.
11 Interference: the Resistance player wins the Initiative for the
turn, even if he’d lost the Initiative test. Moreover, he can
activate a second character immediately after having activated his
first character.
Heroism : The players earn a Revolution token.
12 Disconnection: no I.S.C. character can use its skills for the
duration of the turn.
Active locking : The players chose an Airlock. It may not be used
as an entry point for the duration of the turn. The Repression card
drawn earlier indicating this airlock are discarded
immediately.
EQUIPMENTS
REVOLUTION MODE COOPERATIVE MODE
Combat drugs: at any point, this equipment allows the active
character to perform an extra Combat action (melee or
ranged).
Combat Drugs : A any time, allows to perform an extra combat action
(range or melee).
Crate: range (3) power (0). If the target suffers at least one
Damage point, he immediately loses 2 Mvt actions (to a minimum of
0).
Crate : Range (3) power (0). If the target suffers at least the
loss of one point of Damage, it gets a -2 modifier on its Move
characteristic (reducing its number of maximum actions
available).
Datadisk (I.S.C. characters only may use this equipment): at any
point, this equipment allows the active character to perform an
extra action, to be chosen between Movement, Combat, or
Intellect.
Datadisk : The character may discard this equipment to perform a
hacking action without spending an intellect action.
EM grenade (Resistance characters only may use this equipment):
range (3) power (1). You can target a vacant square with this
equipment. Anyone in the periphery of the targeted square is
affected by this ranged attack. Each warrior who suffers at least
one Damage point from this attack immediately loses 1 Cbt action
(to a minimum of 0).
EM grenade : range (3) power (1). You can target a vacant square
with this equipment. Anyone in the periphery of the targeted square
is affected by this ranged attack. Each warrior who suffers at
least one Damage point from this attack immediately loses 1 Cbt
action (to a minimum of 0).
Gas grenade (I.S.C. characters only may use this equipment)): range
(3) power (1). You can target a free square with this equipment.
Anyone in the periphery of the targeted square is affected by this
ranged attack. Each warrior who suffers at least one Damage point
from this attack immediately loses 1 Mvt action (to a minimum of
0).
Gaz grenade : Range (3), Power (0). You may target a vacant square
with this equipment. The occupant of the targeted square and all
those in its periphery are affected by this range attack. Place a
“Fire” token on the affected squares.
Improvised shield: when an opponent announces an attack on the
owner of this shield, the character carrying it can announce that
he’s discarding this equipment to gain a free Dodge action.
Makeshift shield : The character may discard this equipment to
perform a dodge without spending a combat action.
Medkit (only usable by the Resistance): during his activation, the
character can use the Medkit to heal himself and immediately
recovers 2 points on his Life Gauge.
Medikit : During his activation, the character may discard this
equipment to heal. He immediately recovers two points of his Life
Gauge.
Nitro vial : when the character carrying this equipment is Taken
out, all the characters who are on a periphery square of his and
have a line of sight suffer 2 Damage points.
Nitro vial: when the character carrying this equipment is Taken
out, all the characters who are on a periphery square of his and
have a line of sight suffer 2 Damage points.
Radio: at the end of their activation, a character with this
equipment can choose an allied character anywhere on the board. The
chosen warrior is immediately activated, without the opponent being
allowed to activate one of his own warriors first.
Radio : The character may discard this Equipment to automatically
success in a hacking action targeting an adjacent door.
Square in the line of sight
23
DOORS
Airlocks : Secured airlock doors (airlock): each map contains 5
secured airlock doors: 4 on the edges of the board and one (near
the center of board) high security airlock. They represent the
accesses to the board. Depending on the conditions given by the
scenario, a given faction can enter and/or leave the board by one
or more Airlock. A room containing an Airlock is named after said
Airlock (for example: the room containing the Airlock 4 is the room
4).
Open: closed or locked door which has been opened.
Closed: a door which requires the use of a Movement action by an
active character to be opened.
Hacked: locked door which has been the target of a successful
Hacking action from the Resistance, can now be opened or closed
normaly.
Locked: a door which can be opened by the Resistance following a
successful Hacking action. The difficulty of the required Int
Simple roll stands on the side of the door.
LEGEND OF THE MAPS