RulesPal
Chat
Rulebook
Agents of Mayhem: Pride of Babylon thumbnail

Agents of Mayhem: Pride of Babylon

Agents of Mayhem: Pride of Babylon Rulebook

Table of Contents

Table of Contents

  • Introduction
    • How to Use These Rules
    • Rulebook Contents
    • Cast
  • Basic Rules
    • The Map
    • Elite Unit Boards
    • Sequence of Play
      • 1. Draw Phase
      • 2. Action Phase
      • 3. Refresh Phase
    • Movement
    • Jumping and Entering the Map
    • Attacking and Choosing a Target
      • 1. Choosing a Target
    • Attacking and Rolling Attack
      • 2. Rolling Attack Dice
  • Advanced Rules
    • New Gadgets & Upgrades
      • End of Mission Rewards
      • Gadgets
      • Upgrades
    • Weapon Bonuses and Area of Effect
      • Weapon Bonus
      • Area of Effect (AoE)
    • Explosion Markers
    • Building Destruction
    • Mayhem Cards
    • Timer Markers
    • Aimed Attacks
  • Mission Generator
    • Generating Missions
    • Mission Generation Steps
  • Story Campaign
    • Campaign Introduction
    • Starting a New Campaign
    • Drawing Campaign Cards
    • Generating Campaign Missions
    • Campaign Cards
      • Objective Cards
      • Event Cards
      • Choice Cards
      • Trigger Cards
      • Campaign VP Cards
      • Doomsday Device Cards
      • Gadget and Ally Cards

Introduction

Agents of Mayhem - Pride of Babylon is a tactical Board game based on the Agents of Mayhem video game. Compete in fast-paced and destructive combat on a 3D Board with 2 to 4 players.

Play on the side of either LEGION or MAYHEM. As LEGION, take command of LEGION lieutenants, troopers, and doomsday devices as you try to complete your evil schemes. As MAYHEM, choose a team of three uniquely skilled agents who will do whatever it takes to stop LEGION.

Each Unit you control is represented by a figure on the Map and a Unit Board with a unique supply of resources and available Actions.

You and your opponent will alternate taking Turns. On your Turn, you will complete 3 phases in order.

  1. Draw Phase: Draw a Refresh Card.
  2. Action Phase: Activate one of your Unit Boards. Spend Action Cubes to take Actions with the Activated Unit.
  3. Refresh Phase: Regenerate the Action Cubes shown on the Refresh Card drawn during the Draw Phase on each of the 2 Unit Boards that you did not Activate.

You and your opponent will continue to alternate Turns until the Mission ends. You are able to Activate any Unit on each of your Turns, even if that means the same Unit takes multiple Turns in a row.

You will gain Victory Points by completing Mission Objectives. The player who earns the most wins the Mission and will receive extra upgrades to attach to their Units, enhancing their abilities in future Missions.

The Mission Book includes several exciting Missions that will require you to complete unique objectives, use crazy technologies, destroy buildings, and out-think your opponent.

A procedurally generated story campaign is also included to allow you and your opponent to play through a series of connected story Missions. As you complete objectives in each campaign Mission, your triumphs and follies will generate future Missions and dictate the path the story takes.

Choose your Agents and marshal your Hell Troopers. The fate of the world is in your hands.

How to Use These Rules

The rulebook is broken up into several Sections indicated by a tab on the edge of the page. The content and page number of each Section is summarized in the Table of Contents below. The title at the top of each page also summarizes what the page covers.

The main body of the rules is written to be easily referenced with a bolded key word at the beginning of each paragraph or at the beginning of a grouping of rules. Several rule aids are provided on each page to reinforce important concepts. Each type of aid is shown in its own unique aid box.

  • Examples: Examples appear directly next to the rules to which they pertain or are grouped together on the facing page. Circles marked with numbers and letters are used to match the rules to the examples on the page.
  • Important Game Terms: Phrases that are important to comprehension of the rules are introduced in the main body and also listed and described in the Important Game Term aid boxes. Game terms are capitalized in the main rules body. A list of all game terms is also available at www.AoMTheBoardGame.com.
  • Designer's Notes: These comments, directly from the designer (Gunter), give insight on the reasoning behind a rule, to help you understand and remember them.

Thematic public service announcements are also included at the bottom of most pages. These are not important for understanding how to play.

In the next Section (Basic Rules), Designer's Notes will periodically direct you to set up and play through a short tutorial that will reinforce rules. The tutorial starts in the MAYHEM Mission Book. Leave a tutorial set up after completion, because each tutorial continues on from the last. By the end of the Basic Rules Section, you will be set up and ready to play your first full Mission!

Several elements covered in the Advanced Rules are referenced in the Basic Rules but are not used for your first game and are marked in the Basic Rules with an Advanced Rules symbol. These game elements will be used once you are playing with the Advanced Rules.

Visit www.AoMTheBoardGame.com for teaching videos, free Missions, support content, expansions, and more.

Rulebook Contents

  • Introduction (p. 2): Backstory, Game Overview, How to Use these Rules, Cast.
  • Basic Rules (p. 5): The Map, Elite Unit Boards, Sequence of Play, Movement, Combat, Gadgets, LEGION Squads, and Winning the Game.
  • Advanced Rules (p. 25): Upgrading, Aimed Attacks, Weapon Bonuses, Area of Effect, Explosions, Destroying Buildings, MAYHEM, Reinforcing Squads, Reviving Units, Allies, Doomsday Devices, Vehicles, and Mission Setup.
  • Mission Generator (p. 41): Developing your own Missions.
  • Story Campaign (p. 43): Playing through a procedurally-generated campaign.
  • Index and Credits (p. 47).

Cast

  • Persephone Brimstone: Leader of LEGION's Ministry of Gluttony. On Devil's Night she was in charge of the Helleporter, transporting LEGION troops all around the world. She betrayed LEGION, stole the Helleporter (now the ARK), and founded MAYHEM to stop LEGION's evil plans.
  • Doctor Babylon: Works directly for the mysterious leader of LEGION, Morningstar. Babylon leads LEGION's Ministry of Pride, which performs LEGION's research and weapons development. An expert in Dark Matter Crystals, Babylon has been working to deliver a large Dark Matter Crystal to Morningstar.
  • LEGION Lieutenants (available to play through expansions): Steeltoe (a man more machine, obsessed with transcending his humanity); AISHA (a pop star AI made up of five personalities); Hammersmith (LEGION's genius weapon designer); Ariadne (a computer genius forced through a control chip to work for Dr. Babylon); August Gaunt (uses auto-tuning and mind control to spread propaganda against MAYHEM).
  • MAYHEM ARK Team: Friday (Agent Field Logistics and the ARK's teleporter), Claymore (designs and makes MAYHEM's weapons), Mixer (runs the VR training room), Quartermile (designs and outfits vehicles), Relic (smuggles art, relics, money, and tech from LEGION controlled areas), Gremlin (R&D, providing Gadgets and Upgrades).
  • MAYHEM Strike Teams: Franchise Force (Fortune, Hollywood, and Hardtack; included in this game). Firing Squad (Scheherazade, Kingpin, and Oni) and Bombshells (Joule, Redcard, and Rama) are available in Strike Team Expansions. Carnage a Trois (Braddock, Daisy, and Yeti) will be available in a future expansion.

Basic Rules

The Map

Parts of the Map

  • Map Tile: Play Missions on a Map made of modular Map Tiles. The Mission's Map is assembled from Map Tiles that often have buildings on them. Game rules often refer to a Map Tile for game effects and setup placement.
  • Level: Assemble Map Tiles from Levels that are numbered. A Map Tile is made of one or more Levels that are attached to each other using Posts. Level in the rules and on cards refers to a single Tile. Map Tile 7 is made of 2 Levels. Each Level has its own Map Label. Map Tile 7's Level 1 is labeled as 7-1.
  • Map Label: Every Level is marked with a Label in one corner (for example 7-1).
  • Map Tile Number: The first number indicates which Map Tile a Level is part of.
  • Level Number: The second number specifies what Level it is on that Map Tile. Some Levels have a reverse side that has a letter in place of a Level Number.

Map Tile Assembly

  • Posts: Hold up each Level above 1 with four plastic Posts.
  • Base Screws: Place Base Screws underneath Level 1 through the holes of a Map Tile and screw Posts to them.

Follow these steps to assemble a Map Tile:

  1. Collect all Levels that have the matching Map Tile Number.
  2. Place a Base Screw through the bottom of each hole if the building has more than 1 Level.
  3. Screw a post into the top of each Base Screw. The square top of any post can be inserted into the square hole in the bottom of a Base Screw to help screw a Base Screw into a Post.
  4. Place Level 2 on top of the posts, inserting the screw of each post through a hole. Each Level has one hole outlined in a bold color. All Levels should have this hole lined up with the other outlined holes.
  5. If the Map Tile has a remaining Level, screw 4 more Posts onto the previous Levels' Posts and place the next Level onto those Posts.
  6. Repeat step 5 until the last Level has been placed.

Disassembly: The top of any post can fit into the bottom of a Base Screw to help unscrew it from the bottom of a Map Tile.

Areas of a Map Tile

  • Spaces: Each Map Tile is made up of square Spaces.
  • Inside Spaces: All Spaces that have a Level above them are considered Inside. These spaces make up rooms of a building.
  • Outside Spaces: All Spaces that do not have a Level above them are considered Outside. These include the Spaces not within a building on the first Level and the topmost roof Level of a building.
  • Area: An Area is all the Inside Spaces of a Level or all the Outside Spaces of a Level. The first Level of a Map Tile usually has an Inside Area and an Outside Area. A Map Tile Level has Inside Space Areas that form a room of a building and/or Outside Space Areas that include the roof of a building.
  • Building: All Levels of a Map Tile's Inside Areas form a Building.

Tutorial Mission 1: You are now ready to play Tutorial Mission 1. Play it before you move onto the next page.

Elite Unit Boards

MAYHEM (Agent) and LEGION (Boss) Elite Units each have their own Elite Board that lists all of their information. Elite Boards have the following features:

  • A. Wells: Each Elite Board has Wells that store Shield, Armor, Action, and Mayhem Cubes. The number of matching colored Cubes that fit in each Well is limited by the physical size of the Well.
    • Shields: Stores gray Shield Cubes. Shield Cubes are removed to negate Hits and will be regained periodically.
    • Armor: Stores black Shield Cubes. Once a Unit has no more Shield Cubes, Hits they receive will remove Armor Cubes. Some characters have no Armor and will not have an Armor Well.
    • Action: Each Unit Board stores three different colors of Action Cubes that are spent to take Actions. The types of Action Cubes are:
      • Speed: Green Cubes used to Move, Jump and Attack.
      • Focus: Yellow Cubes used to Dash, Block, and make Aimed Attacks.
      • Tech: Blue Cubes used to activate Gadgets.
    • Mayhem: Stores purple Mayhem Cubes. Mayhem is spent to draw and play Mayhem Cards. MAYHEM and LEGION have different symbols for their Mayhem Cubes.
  • B. Health: The number of Wound Cubes a Unit can receive before it is overwhelmed and removed from the Map. Units receive Wound Cubes when they take Hits and have no Shields or Armor.
  • C. Basic Actions: Each Unit has several Basic Actions. Basic Actions have the following features:

Sequence of Play

Sides: Each player takes the Side of MAYHEM or LEGION.

2 to 4 players: This Section is written for 2-player games where one player plays on the MAYHEM Side and the other plays on the LEGION Side. 3-player and 4-player games are covered at the end of the Basic Rules (page 24).

Initiative: The Mission will indicate which Side takes their Turn first.

Turns: Complete the 3 Phases in order during a Side's Turn.

1. Draw Phase

Draw a Refresh Card into your Hand from your Refresh Deck.

Designer's Note: The Refresh Card is drawn at the beginning of the Turn to allow players to choose which Unit Board to activate based on what their other Boards will receive at the end of the Turn. Place the Refresh Card next to the Board you Activate to make clear which Board is taking Actions and which will be Refreshing.

Pro Tip: While your opponent Refreshes, you can begin your draw phase and draw your Refresh Card. This will allow you to plan your Action Phase while they finish their Turn.

2. Action Phase

Activate: Choose one Unit Board to Activate and take one or more Actions with it.

Pay: Remove Action Cubes from the Activated Board to pay the cost of an Action (shown above the open hand symbol) before the Action is performed.

Free Action: A cost of FREE means no cubes have to be paid.

Action Types: Each type of Action has the following rules:

  • Main Actions: Only one Main Action may be performed each Turn.
  • Add-on Actions: Any number of Add-on Actions may be used. Each Add-on Action may only be used once in a Turn.
  • Instant Actions: Instant Actions may be used any number of times during your Turn by any Unit, no matter which Board you Activate. Instant Actions can also be used during your opponent's Turns. During your opponent's Turns, Instant Actions may be used:
    • During the Draw, Action, or Refresh Phases.
    • After an Action is paid for but before any part of the Action is performed.
    • Before an Attack Roll.
    • Before a Unit uses a Movement Point (page 9).

Each Unit may only perform one Instant Action before an Action, Movement Point, or Attack Roll is completed. If multiple Sides want to execute an Instant Action at the same time, the Side whose Turn it is decides the order in which the Instant Actions are resolved.

One Unit Board must be Activated every Turn but a player can choose not to take any Actions or to just take Add-on Actions. Actions can be performed in any order.

Action Phase example: The MAYHEM player activates Hardtack. Hardtack has 2 Main Actions (Sprint and Shotgun Attack) and can choose up to one. Hardtack decides to use Sprint by paying the 1 green Speed Action Cube shown above the open hand symbol. The cube is removed from Hardtack's Unit Board. Part-way through his Sprint Action, Hardtack also decides to use the Add-on Action Jump by paying an additional cube. It is removed from Hardtack's Unit Board. He then completes his Sprint Action. The MAYHEM player declares that he is done with Hardtack's Action Phase and moves on to the Refresh Phase.

3. Refresh Phase

Reveal the Refresh Card you drew. Each Unit Board that you did not Activate Refreshes and gains the benefits of the symbols on the card. Cubes are not gained if there is no space in the corresponding Well.

  • Refresh An Action Cube: Place any one Speed, Focus, or Tech Action Cube into a matching Action Cube Well.
  • Refresh Shield Cube: Place one gray Shield Cube into the Shield Cube Well.
  • Remove Wound Cube: Remove one red Wound Cube from any Well.
  • Refresh Special: Has no effect unless a Unit's Abilities, Upgrades, or Gadgets give the symbol an effect. All of a Unit's Special Refresh Effects are Activated by one Special Refresh symbol.
  • Remove Status: Remove a Positive and Negative Status Marker from each Unit Board. Covered in the Status Rules later in the Basic Rules (Page 22).

Some further Refresh symbols (marked as Advanced) will be covered in the Advanced Rules Section and should be ignored until then.

First Turn: On each Side's first Turn of the Mission, they skip the Draw and Refresh Phases.

Next Turn: After you finish Refreshing your Units, discard the Refresh Card. Your opponent then starts their Turn with the Draw Phase.

Refresh Phase example: After the MAYHEM player finishes his Action Phase with Hardtack, he Refreshes Fortune and Hollywood (the two Unit Boards that he did not Activate this Turn) using Refresh Card 05, which he drew at the beginning of the Turn. Fortune uses the two Refresh symbols to place a Speed Cube and a Focus Cube in her corresponding empty Wells. The Refresh Shield symbol allows her to place a Shield Cube in her empty Shield Well. The Remove Status symbol requires Fortune to remove one of the two blue Positive Statuses and the one Negative Status. Hollywood's Shield Well is full and he has no Status Markers, so he gains no benefit from the Shield and Status Refresh symbols. He only has one empty space among his Speed, Focus, and Tech Wells, so he can only use one of the two Action Refresh symbols to place a Speed Action Cube. The MAYHEM player's Refresh Phase and Turn are now over, and the LEGION player begins her Turn. She had already drawn her Refresh Card to plan out her Action Phase while the MAYHEM player Refreshed.

Alternating Turns: Sides alternate taking Turns until the Mission ends.

Multiple Turns example (continuing from the above): LEGION Turn 2: draws a Refresh Card from the LEGION Refresh Deck; activates Dr. Babylon and Attacks Fortune; refreshes her Squad Board and Golem with the Refresh Card. MAYHEM Turn 3: draws a Refresh Card; activates Hollywood and takes out a bunch of Troopers; refreshes Fortune and Hardtack. LEGION Turn 3: draws a Refresh Card; activates Dr. Babylon again to destroy a building Fortune is in; refreshes her Squad Board and Golem. MAYHEM Turn 4: draws a Refresh Card; activates Hardtack and Teleharpoons Dr. Babylon; refreshes Fortune and Hollywood. Turns continue...

Important Game Terms

  • Sides: Play on either the Side of MAYHEM or LEGION.
  • Turn: Sides alternate taking Turns made up of a Draw, Action, and Refresh Phase.
  • Round: A Mission is made up of a fixed number of Rounds which is made up of several Turns. A Round ends when both Sides have no Refresh Cards to draw from their Refresh Decks.

Rounds: When both Sides have no more Refresh Cards remaining to draw:

  1. The Round ends.
  2. The Round Marker is Moved down the Round/VP Track.
  3. Each Side shuffles their discarded Refresh Cards.
  4. The new Round begins and the next Side takes their Turn.

Last Turn: During the last Round of the Mission (when the Round Marker is on the 1 Space), each player takes 1 last Turn when they have no Refresh Cards remaining but they skip the Draw and Refresh Phases.

End of the Mission: Each Mission will indicate the number of Rounds. When the Round Marker Reaches 0, the Mission immediately ends.

Winning: At the end of the Mission, the side with the most Victory Points wins! A Mission can end in a tie.

Timing Conflicts: When multiple Actions or Events happen or Trigger at the same time, like at the beginning of a Refresh Phase, the Side whose Turn it is decides the order things are resolved in.

Tutorial Mission 2: You are now ready to play Tutorial Mission 2. Play it before you move onto the next page.

Movement

Spaces: Spaces are separated by Edge Lines and Corner Dots. One Unit can occupy each Space.

Movement Points: An Action with the Move symbol gives the Unit the listed number of Movement Points (MP).

Moving: Spend MP to Move a Unit into any of the adjacent 8 Spaces, orthogonally or diagonally. Units may Move multiple Spaces until they run out of MP.

Movement Actions: Most Actions allow some Movement. On most Elite Boards, both the Sprint Action and the Board's Weapon Action provide MP.

Corner Dots: The MP cost to Move diagonally depends on the Corner Dot that a Unit Moves through.

  • Clear: 1 MP cost to Move through. White dots indicate that there is nothing that would block a character's path.
  • Obstacle: 3 MP cost to Move through. Red shields indicate terrain features that require a Unit to Move around or vault over, thereby reducing a Unit's Movement but also providing Protection.
  • Cover: Cannot be Moved through. Black shields show the corners that flank an opening like a door or window. Cover provides Protection but blocks diagonal Movement.

Edge Lines: The MP cost to Move orthogonally depends on the Edge Line that a Unit Moves over.

  • Clear: 1 MP cost to Move over. Black Edge Lines will usually be capped on at least one end by a Clear or Cover Corner Dot.
  • Obstacle: 3 MP cost to Move over. Red Edge Lines will usually be capped by Obstacle Corner Dots on both ends.
  • Wall: Cannot be Moved through. Solid black lines indicate the walls of buildings.
  • Openings: 1 MP cost to Move through. Openings in a Wall represent doors and windows. Openings are identifiable by the symbol pointing out of the Opening and usually have black Cover Corner Dots. If an Opening on a Map Tile's Edge runs into a Wall, the Opening may not be Moved through.
  • Corner Arrows: The Obstacle Corner Dots have arrows that point to Obstacle Edge Lines. Cover Corner Dots have arrows that point to opening Edge Lines in a Wall.

Stairs: 1 MP cost to Move up or down. A Unit on a Space with a Stairs symbol can Move to the space above or below if there is also a Stairs symbol in that Space.

Map Tile Edges: Two Map Tiles can have different Corner Dots and Edge Lines on the edge where they meet. Use the Corner Dot or Edge Line in the following priority: 1. Wall, 2. Cover, 3. Obstacle, 4. Clear and Openings.

Reading the Map: The Corner Dots and Edge Lines are designed to be easy to read, but to not obscure the Map art where there are many humorous details and Saint's Row references. Obstacle Lines and Dots always match up with an obstacle in the Map art to make reading the Map intuitive. If it is unclear, you can always identify an Obstacle Edge Line by looking at the arrows pointing from an Obstacle Corner Dot.

Movement Example 1 (Fortune): Fortune can Move through a Clear Corner Dot for 1 MP; can Move over Clear Edge Lines for 1 MP; can Move through Obstacle Corner Dots for 3 MP; can Move over an Obstacle Edge Line for 3 MP; can not Move through a Wall. In a second example, Fortune can Move through Obstacle Corner Dots for 3 MP, can Move over a Clear Edge Line for 1 MP, can Move through an Opening in the Wall for 1 MP, and cannot Move through Cover Corner Dots.

Occupied: A Space occupied by an Enemy Unit may not be Moved into or through. A space occupied by a Friendly Unit may be Moved through, but a Unit may not end its Movement in another Unit's Space.

Zone of Control (ZoC): 3 MP cost to Move between two spaces in enemy ZoC. A Unit's ZoC includes the 8 Spaces that surround it and the Space the Unit is in. ZoC does not cross through Walls. You do not have to pay the extra cost when moving to or from a non-ZoC Space. Moving over an Obstacle between two Zone of Control Spaces is not cumulative and only costs 3 MP. A Unit's ZoC does not include adjacent Spaces on another Level.

Zone of Control Example: Hardtack can Move from a red Swarm Trooper's Zone of Control to a Space in a yellow Swarm Trooper's Zone of Control for 3 MP; can Move from the red Swarm Trooper's Zone of Control to another Space in its Zone of Control for 3 MP; and can Move over an Obstacle from the red Swarm Trooper's Zone of Control to another Space in its Zone of Control for 3 MP. The cost of moving through an Obstacle and between Zone of Control spaces is not cumulative.

Front Facing: The flat edge of a Unit's base indicates the direction it is facing. A Unit may choose to change its facing before any Action it performs and anytime while it Moves.

Turret Facing: The LEGION Hell Turret can only change facing with its Rotate Action.

Binary Costs: To keep things easy to remember, there are only two MP Movement costs in the game: 1 MP and 3 MP.

Important Game Terms

  • Space: The Map is made up of square Spaces.
  • Movement Points (MP): Players Spend MP to Move between Spaces. The cost is either 1 MP or 3 MP.
  • Corner Dots: Indicate the cost to Move diagonally between Spaces. They also determine what Protection a Unit has when being Attacked (page 15).
  • Edge Lines: Indicate the cost to Move orthogonally between Spaces.
  • Zone of Control: The 8 Spaces around a Unit.

Jumping and Entering the Map

Jumping: Any Action with a Sprint Move and Jump symbol allows a Unit to Move up a Level and ignore obstacles while moving. The number next to the up-arrow is how many Levels the Unit may Move up. The number next to the other Jump symbol is how many Spaces the Unit may Move while ignoring Obstacles, Zone of Control, and elevation before it must drop down to the Level of the Space below it. The Jump number does not give the Unit MP. It only allows a Unit to spend MP gained from Move symbols while ignoring Elevation, Zone of Control, and Obstacles.

Jump Action: Modifies MP to allow a Unit to Jump. It does not provide extra MP.

Uninterrupted Move: A Unit may start a Jump at any time during a Movement and may continue spending MP normally after a Jump, if they have any left.

Jumping Over Things: A Unit may only ignore Obstacles and Zone of Control if it can jump to a Level above them. If a Unit jumps to the highest Level it can and it Moves through an Obstacle or enemy ZoC at that Level, then it cannot jump over the Obstacle or ZoC and must pay the additional cost. Empty Spaces floating in the air next to a Unit do not count as Zone of Control. A Unit may not jump over Obstacles or Zone of Control when it is moving into an Inside Space.

Controlled Fall: When a Unit uses one of their Actions to Move, they do not take any damage from falling down any number of Levels. A Unit who is forced to Move will take damage; see page 17. A Unit may fall without harm if it uses an Action to fall or while falling.

Attacking While Jumping: A Unit may Attack from mid-air while Jumping but cannot gain any Attack Bonuses from being higher.

Jump Example (Fortune): Fortune has 6 MP from the Sprint Main Action she is performing. She has chosen to do a Jump Add-on Action. Her Jump allows her to Move 4 Spaces while ignoring terrain and to Move 1 Level up from her Current Level. She jumps to Space A on Level 3. If she only had 3 MP left when she started to jump, she would only be able to reach Space B, because her Jump Action does not give her extra MP.

Hardtack's Movement: The MAYHEM player Activates Hardtack on her Turn. Hardtack only has one green Speed Action Cube left, so she decides to disengage with Dr. Babylon and get Hardtack to a defensible position while he Refreshes cubes during future Turns. She spends Hardtack's one remaining green Speed Action Cube to use his Sprint Action, giving Hardtack 9 Movement Points (MP). Hardtack's first Movements are through Clear Edge Lines and the Opening in the Wall, so each Space only costs 1 MP to Move. Hardtack has 6 MP left after these Movements. Note that Hardtack can change his facing at any time during his Movement and does not have to Move in the direction he is facing. Hardtack's next Move is across an Obstacle Corner Dot. This costs him 3 MP. Hardtack uses his remaining MP to Move to a Space behind Protection, where his flank is protected by a Wall. Note that the Edge Line between two Obstacle Corner Dots is sometimes Clear. The MAYHEM player then Refreshes her other two Boards and ends her Turn.

Dr. Babylon's Movement: The LEGION player Activates Dr. Babylon on his Turn. Dr. Babylon wants to get into a good position to attack Hardtack on future Turns while Hardtack is vulnerable without Action Cubes. He spends one Green Speed Action Cube to use Babylon's Sprint Action which gives him 9 MP. Babylon's first Movements are through Clear Edge Lines and the Opening in the Wall, so each Space only costs 1 MP to Move. Babylon has 4 MP left after these Movements. Babylon then spends a Blue Tech Action Cube to Jump with his remaining MP. His Jump Action allows him to Move up to two Levels up and ignore Obstacles and Zone of Controls below him for up to four Spaces. He uses his four remaining MP to Jump over the Obstacle Edge Line and the Space Hardtack is in. He ends his Movement by jumping through an Opening (window) on Level 2 in a Space behind Hardtack. The LEGION player then Refreshes his other two Boards and ends his Turn.

Entering the Map: Some Units will not start on the Map but will be allowed to enter the Map on a particular Round as instructed by the Mission. Units will be instructed to enter the Map in one of two ways:

  • Enter Map Edge: The Unit may Move onto any Space of any Level along a Map edge indicated in the Mission. The Unit must pay the cost to Movement over any Corner Dots or Edge Lines at the Map's edge. ZoC is ignored when entering. Units may not enter with a Jump.
  • Reinforce from Above: Place all entering Units on Outside Spaces on the same Map Tile. The Units may not be placed on a Map Tile that has any of the following: an Enemy Unit; an Enemy Objective Marker; an Event Marker of your Side.

Tutorial Mission 3: You are now ready to play Tutorial Mission 3. Play it before you move onto the next page.

Attacking and Choosing a Target

Attack: An Attack is made up of 3 Parts.

  1. Choosing a Target
  2. Rolling Attack Dice
  3. Applying Attack Results

Weapon Action: Every Elite Unit Board has a unique Weapon Action that is the Unit's main way to Attack. Weapon Actions have the following features:

  • A. Name: Each character's Weapon Action is named differently.
  • B. Action Type: Main, Add-on, or Instant Action.
  • C. Cost: The cost must be paid before the Attack's Target is chosen.
  • D. Range: A weapon's three Ranges are shown after the Range symbol.
  • E. Dice: The number of Attack Dice that are rolled.
  • F. Movement: Most Weapon Actions allow Movement before or after the attack is made. The MP gained from the Weapon Action may not be split before and after the attack.
  • G. Ability: Each Weapon Action has one or more Abilities. An overview of the Action's Abilities is provided on the character's summary sheet and the symbology is explained at the end of the Basic Rules (page 23). Some abilities are labeled with a name so that they can be referred to by other game abilities.

Important Game Terms

  • Weapon Action: Every Unit has a Basic Weapon Action that is its primary form of attack.
  • Ability: Weapon Actions have Abilities that take effect when the Weapon Action is used.
  • Attack: Any Action that targets another Unit is considered an Attack.
  • Target: The Space being Attacked and any Units or Targetable Objects in the Space are considered Targets.
  • Attacker: The Unit making the Attack.
  • Enemy: A Unit not on the Attacker's Side.

1. Choosing a Target

Target: Choose a Space to Target with the Attack. An enemy Unit and any Targetable objects within the Target Space will be the Target of the Attack.

Targetable Objects: A Mission will specify whether a non-Unit game piece like Objective and Event Markers are Targetable Objects. Targetable Objects do not have a Front or Flank. Roll a separate Attack against a Targetable Unit and Object in the same Space.

Target Requirements: A Target must meet 3 requirements:

  • Be in Front of the Unit.
  • Be in LOS of the Unit.
  • Be in Range of the Unit.

Front: A Target must be within the Attacking Unit's Front. Spaces in a Unit's Front include all Spaces in front of a Unit in the direction that it is Facing, and the two Spaces directly to the Unit's left and right.

Flank: All Spaces outside of a Unit's Front Facing.

Range: An Attacker must be within a number of Spaces of the Target to be within Range. Attacks have 3 Ranges:

  • Red Short Range: Roll red d12 dice within the Range listed in the red square.
  • Yellow Mid Range: Roll yellow d8 dice when not within Short Range but within the Range listed in the yellow square.
  • White Long Range: Roll white d6 dice when not within Mid Range but within the Range listed in the white square.

Attacks beyond Long Range cannot be made. Colored Ranges with no number are ignored. Colored Ranges are sometimes in a different order. This is the case for the Snipe Trooper which rolls white Short Range, Red Mid range, and yellow Long Range dice.

Diceless Range: An Attack that does not require dice to be rolled will just have a single range for the Attack to use the Attack's Abilities against the Target.

Range Example: Hardtack's Attack has the following ranges: red Short Range 1, yellow Mid Range 3, white Long Range 7 (Spaces beyond are out of Range).

Line of Sight (LOS): Trace an imaginary line between the corner dots that are closest, from a Corner Dot of the attacking Unit's Space and a Corner Dot of the Target Space. If multiple Corner Dots are equidistant, the Attacker may choose which to use. If LOS passes through any of the following, it is blocked:

  • Walls
  • Edge Lines and Corner Dots of Openings (doors and windows)
  • The floor or roof of a Level.

LOS: Since only buildings block LOS, you should be able to tell by eye if an attack has LOS. If you need to check for LOS, you can use a piece of string, a rubber band, the edge of a summary sheet, or an Academy Games LOS Tool to trace the line between the corners of two Spaces.

  • Plateau Effect: A Level blocks LOS if an attacker or target at a higher Level is not at the edge of the Level.
  • Building Corners: LOS can be traced through the Obstacle Corner Dots at the corner of a building.
  • Along Walls: LOS can be traced along a wall, as long as it does not cross the Wall.
  • Up and Down Walls: LOS cannot be traced between openings and from the edge of the roof up and down the same Wall face.
  • Openings: Attacks can be made from and to the Cover Corner Dots of an Opening. Otherwise, attacks cannot be made between Inside and Outside Spaces.

LOS Example: Dr. Babylon does not have LOS on any of the Spaces marked with a red X because they are blocked by a Wall. Spaces A, B, and C are the only Inside Spaces he can see because LOS can be traced to the Opening's Corner Dots. If Dr. Babylon was one Space to the right, he would not have LOS on Space C.

Attacking and Rolling Attack

2. Rolling Attack Dice

Attack Roll: Make an Attack, after a valid Target Space is chosen.

Number of Dice: Roll the number of Attack Dice listed that matches the color of the Range the Attack is within.

Die Stats: Each of the colored dice has a different chance to Hit. Some die faces have multiple effects so the percentages do not add to 100%.

DieHitAimed HitPushbackSpecial
Short Range (red d12)66%42%25%25%
Mid Range (yellow d8)50%38%25%25%
Long Range (white d6)33%17%17%17%

Dice Distinction: The more faces it has, the better it is.

Attack Modifiers: Positioning of Units and Statuses can cause an attack to gain Attack Bonuses and Penalties. Apply any Attack Bonuses and Attack Penalties before rolling.

  • Attack Bonus: Each Attack Bonus upgrades the type of dice an Attack rolls. Each Attack Bonus allows a Unit to increase a white d6 to a yellow d8 or a yellow d8 to a red d12. If a player is already rolling all red d12s, an Attack Bonus adds another white d6 to the Attack Roll.
  • Attack Penalty: Each Attack Penalty downgrades the type of dice an Attack rolls. Each Attack Penalty forces a Unit to decrease a red d12 to a yellow d8 or a yellow d8 to a white d6. If a player is only rolling white d6s, an Attack Penalty removes one of the white d6s from the Attack Roll. Penalties can result in no Attack Dice being rolled.

Attack Bonuses: An Attacker receives two Attack Bonuses for each of the following:

  • Flanking: Attacking from a Space in the Target's Flank.
  • Higher: Attacking from a higher Level than the Level the Target is on.

Attack Penalties: An Attacker receives two Attack Penalties for each of the following:

  • Protection: If the attack's LOS is traced to an Obstacle or Cover Corner Dot of the Target's Space.
  • Lower: Attacking from a lower Level than the Level the Target is on.

Protection at Range 1: An Attacker does not receive Attack Penalties because of Protection when attacking an adjacent Target at Range 1.

Negating Bonuses: When an Attack receives both Attack Bonuses and Attack Penalties, they negate each other on a one for one basis. Any remaining Attack Bonuses or Attack Penalties are then applied.

Attack Bonus Example: Dr. Babylon is Attacking with his Weapon Action and considers what dice he would roll if he attacked any of the 3 Agents. All 3 Targets are within his yellow Range and he normally rolls 2 Dice.

  • Fortune: Dr. Babylon is on Fortune's Flank, so he would receive two Attack Bonuses. These change both his yellow d8s into red d12s.
  • Hollywood: Dr. Babylon is on a higher Level than Hollywood, so he would receive two Attack Bonuses. These change both his yellow d8s into red d12s.
  • Hardtack: Dr. Babylon is on a higher Level than Hardtack and Flanking him, so he would receive four Attack Bonuses. The first two Bonuses change both his yellow d8s into red d12s. His third Bonus lets him roll an additional white d6. The fourth bonus changes the white d6 into a yellow d8.

Attack Penalty Example: Dr. Babylon considers what dice he would roll if he Attacks one of the three Agents. All three Targets are within his yellow Range and he normally rolls 2 Dice.

  • Fortune: Dr. Babylon is on a lower Level than Fortune, so he would receive two Attack Penalties. These change both his yellow d8s into white d6s.
  • Hollywood: Dr. Babylon is Flanking Hollywood but the Target Space's closest Corner Dot is an Obstacle which provides Protection. The two Attack Bonuses and two Attack Penalties negate each other and would result in Dr. Babylon rolling two yellow d8s.
  • Hardtack: Hardtack is on a higher Level than Dr. Babylon and is behind Protection, giving Dr. Babylon's Attack four Attack Penalties. The first two Penalties reduce his two yellow d8s to d6s. The remaining two Penalties remove both white d6s and would result in Dr. Babylon rolling no dice.

Dashing: A Unit can use a Dash Action at any time to Move one Space. It is an expensive Move but can be used to avoid dangerous Attacks as they are being made. The Dash Instant Action allows a Unit to Move one Space on any Turn. Like all Instant Actions, the Dash Action may be used any number of times in a Turn.

Dash before Roll: After an Attack is paid for and a Target is chosen, Units may choose to Dash before the Attack Roll is made. The Attacker may also Dash before a Roll is made.

Modifiers after Dash: After a Unit Dashes, the Attacking Unit determines LOS, Range, and Attack Modifiers based on the Attacker's and Target Unit's new positions. If the Target Unit is no longer in LOS or within the Attacker's Front, the attack must still be made but completely misses.

Dashing Example: Dr. Babylon pays two blue Tech Action Cubes to Attack Fortune with his Weapon Action. Fortune is adjacent at Range 1 within Dr. Babylon's red Range, allowing him to roll two red d12s. Since Dr. Babylon is at Range 1, his Attack does not receive any penalties from the Obstacle Corner Dot. He is Flanking Fortune, providing his Attack with an extra yellow d8. Dr. Babylon would roll two red d12s and one yellow d8, but Fortune decides to pay to Dash before the roll is made. The Dash Action allows her to Move one Space away from Dr. Babylon and face him so that he loses his Flanking Attack Bonuses. She is also now within his yellow Range and Dr. Babylon's Attack targets an Obstacle Corner Dot. This reduces the two yellow d8 he would roll to two white d6s. He rolls the two white d6s to resolve the Attack.

Attacking and Attack Results

3. Apply Attack Results

Attack Symbols: Apply all rolled symbols to the Target.

Hit: Hits inflict Damage on a Target Elite Unit in the following order:

  1. Remove a Shield Cube from the Target. If the Target has no Shield Cubes, then
  2. Remove an Armor Cube. If the Target has no Armor Cubes, then
  3. Place a red Wound Cube in either the Speed, Focus, Tech, or Mayhem Cube Wells. The Target gets to choose which Well. If the chosen Well is full of Cubes, the Wound Cube replaces an Action or Mayhem Cube. If a Well is already filled with Wound Cubes, another Well must be chosen.

Aimed Hit: Aimed Hits have the same effect as a Hit but also provide an Aim Bonus, if the Attacker pays an extra yellow Focus Action Cube to Aim. Aimed Attacks are explained in the Advanced Rules Section.

Push: The Attacker Moves a Target Unit 1 MP farther away from the Attacker (a greater number of Spaces away).

  • A Unit may not be Pushed over an Obstacle Edge Line or Corner Dot unless 3 MP from three Push results are used.
  • A Target cannot be pushed off of the Map.
  • If a Target is prevented from being Moved farther away, the Target may be Moved to another Space that is the same number of Spaces from the Attacker.
  • If a Target still cannot be Moved, it remains in its Space.

Uncontrolled Fall: If a Unit is Pushed off of a Level, one red d12 is rolled for each Level the Unit falls.

Fall Damage: Resolve only Hits and Aimed Hits. Ignore Push and Special results.

Fall Dash: Use a Dash Action at any time during a fall to turn an Uncontrolled Fall into a Controlled Fall and ignore all damage from falling any number of Levels.

Push and Uncontrolled Fall Example: Hardtack Attacks Dr. Babylon and rolls two Push results. Hardtack can use the first Push to Move Dr. Babylon into Spaces A, B, or C. He chooses to Move him into B. With the second Push Dr. Babylon can be Moved into Spaces D, E, or F. Hardtack Moves him into F. This Moves Dr. Babylon off of the 4th Level and he has an Uncontrolled Fall down three Levels to Level 1. Three red d12s are rolled against Dr. Babylon for falling.

Special: Activate Special Effects listed on Weapon Actions, Gadget Cards, and Upgrade Tiles. Each of a Unit's Special Effects requires its own Special result to use. Each Special Effect may be used once per Attack Roll. Special results may appear alone or surrounding another result symbol on a die face. Both the Special result and the surrounded result take effect when rolled, even if the Special result is not used.

Health Pack: If an Attack inflicts at least one Damage on an enemy Unit, the Attacking Unit may use two Special results to remove one red Wound Cube from their Board.

Downed: A Unit who receives a number of Wounds equal to its Health is Downed and removed from the Map.

Downing an Elite Unit: If an Elite Unit receives a number of Wound Cubes equal to or more than their Health (usually 8), the Unit is Downed, the figure is removed from the Map, and all Cubes and Statuses are removed from the Unit's Board.

Destroying Objects: Targetable Objects will specify how many Hits are necessary to destroy the Object. All the Hits must be inflicted in a single Turn.

Block: The Block Instant Action allows a Unit to Ignore one Hit.

Block after Roll: The Block Instant Action may be used any number of times after an Attack Roll is made and any Special results are used.

Block Example: Dr. Babylon is Attacked and takes 2 Hits. He pays a yellow Focus and a blue Tech to use his Block Instant Action to ignore one of the Hits. The second Hit removes a Shield Cube.

Hits and Wounds Example: Hollywood is attacked over several Turns.

  • Attack 1: The Hit removes one of Hollywood's Shield Cubes.
  • Attack 2: The first Hit removes Hollywood's last Shield Cube. The second Hit removes Hollywood's only Armor Cube. Hollywood chooses to place the third Hit in his MAYHEM Well.
  • Attack 3: Hollywood chooses to place the first Hit in his MAYHEM Well. Not wanting to completely fill his MAYHEM Well with Wound Cubes, he places the second Hit in his Focus Well. However, there is no empty space in his Focus Well, so he must first remove a Focus Action Cube.
  • Attack 4: Hollywood chooses to place the first Hit in his MAYHEM Well, the second Hit in the empty space of his Speed Well, and the third Hit in his Tech Well. Since there is no empty space in his Tech Well, he must first remove a Tech Action Cube. Hollywood now has a total of 6 Hits on his Board.

Downed Example: Hollywood has six Wound Cubes on his Board, no Armor Cubes, and one Shield Cube. Hollywood is Attacked and takes three Hits. The first Hit removes Hollywood's Shield Cube. The last two Hits add two Wounds to Hollywood's Board resulting in Hollywood having eight Wound Cubes. Hollywood is downed and his figure is removed from the Map and placed by his Board.

Tutorial Mission 4: You are now ready to play Tutorial Mission 4. Play it before you move onto the next page.

Squad Unit Boards

Control groups of LEGION Minions (LEGION Units that are not Elite) with Squad Unit Boards. Squad Boards have the following features:

  • A. Wells: Squad Boards have Speed, Focus, Tech, and Mayhem Cube Wells but do not have Shield or Armor Cube Wells.
  • B. Name: Alpha and Bravo Squads each have a different supply of Speed, Focus, and Tech Action Cubes.
  • C. Reinforcement Well: LEGION Refresh Cards often provide Reinforcement Cubes that are stored in a Squad Board's Reinforcement Well. Spend Reinforcement Cubes to bring on new Minions. This is explained in the Advanced Rules.
  • D. Minion Slot: Place Minion Cards in Slots to control up to 3 different kinds of Minions with each Squad Board. Not all Minion Spaces have to be filled.
  • E. Upgrade Space: Each Minion Slot can have a Dark Matter and a LEGION Tech Upgrade Tile attached to it.

Minion: Minion Units are non-Elite Units. Groups of Minions are controlled by a Squad Unit Board.

Minion Cards: Each Type of LEGION Minion has their own Minion Card. The Minion Card and the Board it is placed in are used to control all Minions of that type. Minion Cards have the following features:

  • F. Defense: Minions do not take and track Hits like Elite Units. The total number of Shield, Armor, and Health listed is their Defense and the number of Hits it takes to Down a Minion. A Minion regains all of its Defenses at the end of each Turn. Extra Hits are not placed in a Squad Board's Cube Wells.
  • G. Reinforce Cost: Spend the listed amount of Reinforcement Cubes from the Squad Board to place new Units of that type on the Map.
  • H. Setup Cost: Spend the listed Scrap Cubes to customize your starting Units in a Mission.
  • I. Actions: Each Minion Card lists the Actions that the type of Minion may take. Different Actions are separated into boxes.

Group Actions: The group symbol (+N) allows extra figures of that type of Minion to perform the chosen Action. The number after the symbol indicates the number of extra Units. The Action's cost only has to be paid once.

Activating A Squad Unit Board: Take up to one Main Action and any number of Add-on and Instant Actions when you Activate a Squad Board.

Minion Actions: Choose Actions from one or multiple different Minion Cards that are in the Squad Board's Minion Slots. Each chosen Action may be taken by a single figure of the Action's type of Minion.

Minion Attacks: If multiple Minion figures are attacking, each Attack is resolved separately.

Minion Jumping: Most Minions have a single Action that lets them Move and Jump. A Minion may only Jump once during these Movement Actions.

Tracking Minion Hits: Usually you will not have to track Hits on a Minion within a single Turn. If you want to though, you can place extra Shield, Armor, and Wound Cubes next to a Minion figure to show how many Hits it has taken that Turn already.

Squad Board Activation example: The LEGION player Activates their Alpha Squad Board which has the Swarm Trooper and Hell Trooper Minion Cards assigned to it. The LEGION player performs the following Actions:

  1. Hell Trooper Reposition: Hell Trooper A is Flanked by Fortune and not behind Protection, so it uses the Reposition Add-on Action to Move behind an Obstacle and face Fortune. This costs Alpha Squad 1 green Speed Action Cube.
  2. Swarm Trooper Charge: The LEGION player pays one green Speed Action Cube to use the Charge Main Action to Move Swarm Trooper B towards Fortune. The Charge Action allows Swarm Trooper B to Jump, so the Swarm Trooper is able to Jump up next to Fortune. The Swarm Trooper's Charge Action has a +1 which allows one additional Swarm Trooper to Move. Swarm Trooper C Moves and Jumps up to Fortune's other side. Moving Swarm Trooper C does not cost anything extra.
  3. Swarm Trooper Knives: Swarm Trooper B now pays one green Speed Action Cube to use its Knives Add-on Action. It rolls two red d12s against Fortune and inflicts two Hits that remove Fortune's Shields. The Swarm Trooper also gains 1 MP when it uses its Knives Action but it remains where it is.

LEGION finishes its Turn by Refreshing its other two Unit Boards. MAYHEM draws a Refresh Card and Activates Fortune. Fortune Attacks Swarm Trooper B with her Dual Energy Pistols. She receives no Bonuses or Penalties so she rolls 2 red d12s. The Swarm Trooper has 1 Shield and 1 Health, so Fortune would need two Hits to Down and remove the Swarm Trooper figure from the Map. If the Swarm Trooper does not receive two Hits before the end of MAYHEM's Turn, it regains any lost Defenses.

Tutorial Mission 5: You are now ready to play Tutorial Mission 5. Play it before you move onto the next page.

Gadgets

Character Gadgets: Each Elite Unit Board has its own set of Gadgets specific to the character.

Features: Gadgets have the following features:

  • A. Character Portrait: The Portrait on the back of a Gadget Card identifies which character can use the Gadget.
  • B. Gadget Type: Gadgets are one of three types. An Elite Unit Board may have one of each type inserted into the matching Gadget Slot. The types of Gadgets include:
    • Action Gadget: Provides the Unit with a powerful Action.
    • Weapon Gadget: Modifies a Unit's Weapon Action. Choose whether to use the add-on Action or not each time the character's Weapon Action is used.
    • Passive Gadget: Gives a Unit an additional Ability.
  • C. Scrap Cost: Scrap is used to pay for Gadgets when advanced setup rules are used.
  • D. Action Type: Main, Add-on, or Instant Action.
  • E. Cost: The cost must be paid before the Gadget is used.
  • F. Ability: The effects or Attack that a Gadget provides. Symbology is explained on the next page.
  • G. Flavor Text: Each Gadget has a quote from the character at the bottom of the card.

Passive Ability: Some Gadget Cards (usually Passive Gadgets) have a Passive Symbol in place of an Action Type. These Gadgets' abilities are always free and in effect and don't require an Action to be taken.

Gadget Actions: Follow all the rules of Basic Actions.

Starting Gadgets: Each Side only starts with a small number of their total Gadgets for each character. Each Side's Starting Gadgets are included in the Basic Rules' Cards that you should have already opened. Undiscovered Gadgets are in the Advanced Rules Deck and will be open when you start them.

Discovered Gadgets: Store a Side's Starting Gadgets and any Gadgets Discovered in the area in the card box reserved for each Side's Discovered Gadgets.

Undiscovered Gadgets: Store each Side's Undiscovered Gadgets in the area in the card box reserved for each Side's Undiscovered Gadgets.

Mission Setup: A Mission's Setup will suggest which Gadgets you should attach to each Unit. If you have not discovered a suggested Gadget, you can search your Undiscovered Gadgets for it. Shuffle the undiscovered Gadget back into the Undiscovered Gadget Deck at the end of the Mission.

Inserting Gadget Cards: Insert a sleeved or unsleeved Gadget Card into the gap at the top of the Gadget Slot, at a shallow angle until the picture on the top half disappears and the bottom half can fit flat into the Slot.

Removing Gadget Cards: Gently press down on the button directly above the Gadget Slot with one finger to flex the card upward and remove it with your other hand.

Statuses

Status Markers: Many Actions will cause temporary conditions on one or more Units that are represented by Status Markers.

Status Effects: Statuses are separated into Positive and Negative Statuses.

Positive Status: Have a blue background and the following effects:

  • Attack Up: Gain an Attack Bonus whenever the Unit Attacks.
  • Defense Up: An Attacker receives an Attack Penalty whenever the Unit is Attacked.
  • Move Up: Gain +3 MP when a Unit is Activated, even if it does not take any Actions that provide MP.
  • Range Up: Gain +3 to all Ranges when the Unit Attacks with a Basic or Gadget Action.

Negative Status: Have a red background and the following effects:

  • Attack Down: Receive an Attack Penalty whenever the Unit Attacks.
  • Defense Down: An Attacker receives an Attack Bonus whenever the Unit is Attacked.
  • Range Down: Gain -3 to all Ranges when the Unit Attacks. Negative Ranges cannot be used.
  • Move Down: Gain -3 MP when a Unit is Activated. This reduces MP gained from Actions. Unit cannot Dash.
  • Stunned: When it Activates, a Unit must pay 2 green, yellow, or blue Action Cubes, players choice.
  • Disrupted: The opponent places an Action Cube of their choice from the Unit's supply onto the Status Marker. The Well space the Action Cube left cannot be Refreshed until the Status is removed. Place the Action Cube back into its Well when the Disrupted Status is removed or the Unit is Downed.

Permanent Status: These circular Status Markers are not removed during the Refresh Phase by a Remove Status symbol. Permanent Statuses are only lost if the condition for the Unit gaining them no longer applies.

Stacked Statuses: A character can have more than one of the same type of Status. The effects of multiple Statuses stack.

Negated Statuses: Two Status Markers that negate each other remain on the Unit until they are removed.

Running Out: On the rare occasion you run out of a type of Status Marker, stack other Status Markers under a Status to represent multiple copies of it.

Elite Unit Status: Place Statuses gained by an Elite Unit on the portrait of the Elite Unit's Board.

Minion Unit Status: Place Statuses gained by a Minion Unit next to the Unit's figure on the Map.

Solo Minions: If there is only one of a type of Minion on the Map, you can place Status Markers gained by the Minion on the portrait on the Minion's Card.

Status Refresh Phase: Remove Status symbols remove Status Markers during the Refresh Phase.

Removing Statuses: Must remove one Negative Status Marker and one Positive Status Marker, if able, from every one of a Side's Boards, including the one that was Activated.

Removing Squad Board Status Markers: Remove one Positive Status from any one Minion Unit and one Negative Status from any one Minion Unit that are part of the Squad Board.

Recent Status: Status Markers gained in a Turn can not be removed during that Turn's Refresh Phase.

Status Example: Fortune is Activated and she uses her Dual Energy Pistol Weapon Action to Attack a Hell Trooper who is 9 Spaces away.

  • Move Up: The Weapon Action provides her with 3 MP and the Move Up Status provides her with an additional 3 MP for a total of 6 MP to use during her Turn. Fortune Moves 6 Spaces towards the Hell Trooper who is now 3 Spaces away.
  • Range Down: The Range Down Status reduces each of her Attack's Ranges by 3, so her red Short Range has a range of 0 and her yellow Mid Range has a Range of 3. The Hell Trooper is within Fortune's modified yellow Mid Range.
  • Attack Up: Fortune has an Attack Up Status, so she uses the Attack Bonus to increase one of her yellow d8 to a red d12.
  • Defense Up: The Hell Trooper has 2 Defense Up Statuses, so Fortune receives 2 Attack Penalties that reduces her one red d12 to a white d6. Fortune rolls the Attack.
  • Refreshing: This Turn's Refresh Card has a Remove Status symbol on it, so the MAYHEM player removes one Positive and one Negative Status from each of her three Boards, including Fortune's. Fortune removes her Attack Up and the Range Down Status Markers. The Move Up Status remains.

Ability Symbols

Actions, like Weapon and Gadget Actions, often use symbols in place of words for common Ability effects. An Ability takes effect when its Action is used. Common Ability symbols used include (symbols are described here by name):

  • Gain: Gain the Cube or Status Marker shown with the gain arrow after the Action is completed. A Cube is only gained if there is room in the Well.
  • Give: Give the Target the Status Marker pictured with the give arrow after the Action is completed. The Faction the arrow points to indicates whether it can be given to a LEGION or MAYHEM Target. It can only be given to Targets of this Faction.
  • Pay Cube: Pay the Cube pictured above the hand if the Unit has one available.
  • Extra Attack Die: Roll an extra Attack Die of a color matching the Attack's Range. The extra die can be affected by Attack Bonuses and Penalties.
  • Reroll: May reroll an Attack Die. The new result replaces the old result.
  • Extra Die Result: Gain the pictured extra die result.
  • No Damage: Hit and Aimed Hit Results do no damage.
  • Ignore Protection: Receive no Attack Penalties because of Protection from Obstacle or Cover Corner Dots.
  • Ignore LOS: No Line of Sight is needed to make the Attack.
    • The Attack must have a Wall-free path to the Target.
    • The Attack's path determines the Range.
    • The Target's Protection from a Corner Dot is determined from the last Space the Attack's path comes from.
    • An Attacker on a higher Level does not gain Attack Bonuses against a Target on an Inside Space.

Condition Symbols: An Ability will often require a condition to be met before it takes effect. Conditions are always preceded by an equal sign (=) with the result of the condition being met shown after the =. Conditions will sometimes be written but often use common condition symbols which include:

  • If Die Result Rolled: If the pictured die result is rolled. Each matching result triggers the Ability. Multiple Abilities may be triggered by the same die result. The die result is still used normally.
  • If First Die Result Rolled: If the pictured die result is rolled. Only the first matching result triggers the Ability. Multiple Abilities may be triggered by the same die result. The die result is still used normally.
  • If Target Has: If the Target has one or more of the Status or Cube pictured with the indicator. The Faction the indicator points to shows whether the target must be LEGION or MAYHEM. Only Units of the pictured Faction can meet the condition.
  • If Acting Unit Has: If the Acting Unit has the Status or Cube pictured with the indicator. Passive Abilities with this condition are in effect as long as the condition is met.
  • If After Action: If the Ability's Action is used during or directly after the Action listed above the arrow is taken.
  • If Before Action: If the Ability's Action is used during or directly before the Action listed below the arrow. The Ability's effects, like Status Markers, take effect before the listed Action and may affect the Listed Action.
  • If In Range: If the Target is within the Range listed after the Range symbol. Attacks that don't roll dice but only trigger Abilities also use this symbol to show the Attack's flat range.
  • If Enemy Downed: If an enemy is downed using the Action. Passive Abilities are triggered any time an enemy is Downed by the Unit.
  • When Removed: The Ability takes effect when a Timer Marker is Removed.

Ability Library: Go to www.AcademyGames.com and download the AoM Guides for a comprehensive list of all symbols and descriptions of the effect of every Action and card.

Winning

Win Conditions: Each Side has their own list of Win Conditions in their Mission Book.

Example (Tutorial Win Conditions): Dark matter crystal shards are raining down from space. Gain control of the crystals and teleport them back to the ARK. MAYHEM: 1 VP at the end of a Round for each OM under MAYHEM control (remove the OM). LEGION: 1 VP immediately for each MAYHEM Unit Downed; MAYHEM: 1 VP immediately for each LEGION Unit Downed.

Goal Description: The general goal of the Mission is written in italicized text.

Condition List: Each Win Condition includes the following information:

  • VP: How many Victory Points (VP) the player is rewarded each time the Win Condition is met.
  • When: When the Win Condition can be met is in bold text.
  • How: What needs to occur to achieve the Win Condition.

VP Track: VP are tracked on the VP and Round Track that tracks the difference between the two Side's VP totals.

VP Setup: Place the VP Marker on the number of the VP Track as indicated by the Mission with indicated Side facing up. If a VP amount is not indicated, place the marker on 0 VP.

Gaining VP: If the Side whose symbol is face up on the VP Marker gains VP, move the VP Marker up the track. If the other Side gains VP, move the VP Marker down the Track.

Flip VP: If the VP Marker is on the 0 Space and a Side gains VP, flip the VP Marker to their Side's symbol and move the VP Marker up the track.

+10 VP: If a Side ever moves the VP Marker off the track, place their +10 VP Marker on the 0 Space.

Instant Win: If a Side achieves 20 VP they instantly win and the Mission ends.

Objective Markers (OM): Objective Markers (OM) represent important locations and items that MAYHEM and/or LEGION want to control.

  • OM Sides: Objective Markers (OM) are numbered 1 through 9 and have a MAYHEM and LEGION Side to show who controls the OM.
  • Taking OM: Flip an enemy OM to your Side if it is ever within one of your Unit's Zone of Control.
  • Protected: An OM within Zone of Control of Units from both Sides cannot be flipped.

3 & 4 Player Games

4 Players: When playing with four players, two players are on each Side. When it is a Side's Turn, both players on that Side resolve each phase at the same time. Both players must complete a Phase before moving on to the next. The Phases have the following differences.

  1. Draw Phase: Both players draw a Refresh Card from their Side's single Refresh Deck.
  2. Action Phase: Each player must choose a different Unit Board to Activate. The players should simultaneously take Actions. If both players want to perform Actions that interfere with each other, such as Attacking, they must then resolve the Actions one after the other in the order of their choosing. Actions listed in a Mission or on a Card that can be used by any Unit Board may be used by both Activated Boards in the same Turn.
  3. Refresh Phase: The Unit Board that a player activated and the Unit Board that neither player activated gain the benefits of the Refresh Card a player drew. This results in each Unit Board that was activated gaining the benefits of one Refresh Card and the Unit Board that was not Activated gaining the benefit of both players' Refresh Cards.

Board Choice: Players on the same Side don't just control one Board. Each player may choose any of the Boards available to their Side on each of their Turns. Players may not choose the same Board though. Players can agree to each take possession of one Board and share the third Board.

Simultaneous Play: New players will want to watch each other take Actions as they learn the game. Experienced Players on the same Side are encouraged to coordinate their Actions and resolve their Actions at the same time. This will speed up play immensely.

3 Players: When playing with three players, two players play on one Side and the third player plays as if he is two players on the opposing side. The third player will Activate two Unit Boards each Turn and apply the benefits of 2 Refresh Cards as described in the 4 player rules above.

Teammate Disagreements: If two players on the same Side cannot agree on an issue (who gets to activate Fortune or who gets to resolve their attack first), their opponents get to decide.

Tutorial Mission 6: You are now ready to play the final Tutorial Mission and then Mission 1. Play Tutorial Mission 6 and Mission 1 before you move onto the Advanced Rules on the next page.

Advanced Rules

New Gadgets & Upgrades

Character Progression: After each Mission, you will have the opportunity to discover new Gadget Cards and purchase Upgrade Tiles for your Elite Units and Minions.

Tutorial Upgrades: If you finished the Tutorial, you would have received your first new Gadgets and Upgrades. You can spend those rewards when you finish the Advanced Rules.

Switching Sides: You are encouraged to switch Sides with your opponent between any Missions in order to experience both Sides of the game. You do not have to reset any Boards when you switch Sides.

End of Mission Rewards

At the end of a Mission, each Side gains Gadgets and Dark Matter Crystals in the following ways:

  • Participation: Each Side chooses to either gain one new Gadget or a Dark Matter Crystal.
  • Winning: The Side that won the Mission chooses to either gain an extra new Gadget or Dark Matter Crystal. No one gains the extra Gadget or Crystal if the Sides tied.
  • Gadget Objective Marker: The Side that controls the Gadget OM at the end of the Mission gains an extra new Gadget.
  • Crystal Objective Marker: The Side that controls the Crystal OM at the end of the Mission gains an extra Dark Matter Crystal.
  • Boost: If you are playing with expansion characters and you used one of your characters who has the fewest Upgrades, that character gains an extra Dark Matter Crystal that can only be spent on their Upgrades.

Revealing Gadgets: You may see which new Gadget you draw before you decide whether you want to gain another new Gadget or a Dark Matter Crystal from participating or winning.

Expiring Crystals: Dark Matter Crystals cannot be saved and are lost if they are not used before the next Mission.

Gadgets

  • Undiscovered Gadget: Each Side has an Undiscovered Gadget deck that is made up of all that Side's characters' Undiscovered Gadgets shuffled together. The Undiscovered Gadgets are kept in the Card Box. Use the labeled card partitions to separate each Side's Undiscovered Gadget decks. All Gadget Cards in the Advanced Rules Deck start as Undiscovered Gadgets.
  • Discovered Gadget: Store each character's discovered Gadgets in that character's plastic tray with the figure. Each character starts with their two Gadgets in the Basic Rules Deck.
  • Drawing New Gadget: When you gain a new Gadget at the end of a Mission, draw it randomly from your Side's Undiscovered Gadget Deck and store it in the Gadget's character's tray. The Golem's discovered Gadgets are stored in the Card Box.

Upgrades

Upgrade Space: Each Elite Unit Board has eight Upgrade Spaces of three different types that include:

  • Skill Upgrades: 2 Upgrade Spaces
  • Dark Matter Upgrades: 3 Upgrade Spaces
  • LEGION Tech Upgrades: 3 Upgrade Spaces

Upgrade Tile: An Upgrade is represented by an Upgrade Tile.

  • Tile Back: The back of an Upgrade Tile pictures: Character (the Elite Unit or Minion the Upgrade belongs to); Type (what type of Upgrade it is); Cost (how many Dark Matter Crystals it costs to purchase).
  • Tile Front: The front of an Upgrade Tile shows an illustration used to identify what the Upgrade does.

Upgrades List: Each Character and the LEGION Minions have a Summary Sheet that lists all of their available Upgrades and describes their effects.

Unpurchased Upgrades: Store each character's Unpurchased Upgrades in that character's plastic tray with the figure. Store the Golem's Unpurchased Gadgets in Dr. Babylon's tray.

Purchasing Upgrades: Spend Dark Matter Crystals gained at the end of a Mission to purchase up to one new Upgrade for each Elite Unit or Squad that participated. Place the new Upgrade in an empty Upgrade Space or replace an existing Upgrade with a new one.

Two Player Sides: If more than one player is on a Side, they must decide together which Upgrades to purchase.

Resetting Boards: Upgrades remain in a Board until you decide to reset the Board. To reset a Board, remove all Upgrades from the Board and shuffle all but two of an Elite Unit's Gadgets into their Side's Undiscovered Gadget Deck.

Minion Upgrades: Each LEGION Minion can only have one Dark Matter Upgrade and one LEGION Tech Upgrade. Store unpurchased Minion Upgrades in the Minion figure tray.

Purchased Minion Upgrades: Purchased Minion Upgrades are always placed in the Upgrade Spaces above the Slot a Minion's Card is in. Upgrade Tiles Move with a Minion Card if it is placed in a different Minion Slot or Squad Board.

Weapon Bonuses and Area of Effect

Weapon Bonus

Each Unit Board's Weapon Action has a Weapon Bonus listed below the Weapon Action.

Weapon Bonus: The Weapon Bonus provides one Attack Bonus when the Unit Attacks certain Targets with its Weapon Action. The types of Weapon Bonuses and their symbols included:

  • Shields: If the Target has a Shield Cube or Shield Defense.
  • Armor: If the Target has an Armor Cube or Armor Defense.
  • Elite: If the Target is an Elite Unit or a Doomsday Device.

Single Bonus: A Unit only ever gains one Attack Bonus when their Weapon Bonus is met, even if it is met multiple times.

No Friendly Fire: By default, Attacks do not inflict Damage on Units on the same Side as the Attacker.

Optional Friendly Fire: Players may agree to play with the optional Friendly Fire rule, in which case all Units, friendly and enemy, take Damage from Attacks and AoE, including the Attacker.

Area of Effect (AoE)

Area Attack: Attacks that have the Area of Effect Ability make separate Attack Rolls against each enemy Unit and Targetable Object in the pictured Area.

  • Center Space: The AoE is centered on the original Target Space.
  • Empty Center Space: The Center Space may be a Space with no Units or Targetable Objects in it.
  • Center LOS: Line of Sight for the Attack must be traceable to the Center Space, and Attacks into the Center Space trace their LOS from the Attacker's Space.
  • AoE LOS: Line of Sight to non-Center Spaces is traced from the Center Space, not from the Attacker's Space, for determining LOS, Protection, and Flanking. AoE attacks allow you to Attack a Space you may not have LOS on and let you subvert Attack Penalties if a normal Attack would trace to a Cover or Obstacle Corner Dot but the AoE's Center Space does not.
  • Range 1 AoE: Spaces adjacent to the Center Space still gain the benefit of Protection from Cover and Obstacle Corner Dots.
  • AoE Level: The AoE only affects Units and Targetable Objects on the Center Space's Level.
  • AoE Dice: All Attacks within the AoE use the colored Range of the Attack on the Center Space.
  • Walls: AoE does not go through a Wall.

Area of Effect Attack Example: Hollywood uses his Weapon Action to Attack Swarm Trooper A's Space with an Attack that has a 2 Space AoE and red Range.

  • Trooper A: The Attack on Swarm Trooper A traces LOS from Hollywood since it is the Center Space, so the Trooper gains Protection from the Obstacle Corner Dot.
  • Trooper B: Trooper B does not have Cover and is Flanked since the Attack is traced from the center Space and not Hollywood's Space.
  • Trooper C: Trooper C does have Cover and is not Flanked since the Attack is traced from the center Space and not Hollywood's Space.
  • Trooper D: Dashes before the Attack Roll and is no longer within the AoE, so the Attack misses.

Explosion Markers

Explosion Markers: Many Actions and Abilities will place an Explosion Marker in the Target Space.

Explosion Supply: Unused Explosion Markers are kept randomly face down in an Explosion Pile.

Explosive Objects: Spaces with Explosive Objects are marked with an Explosive symbol and are Targetable Objects.

Triggering Explosion: Inflict 2 Hits on an Explosive Object to place an Explosion Marker in the Space. If there is already an Explosion Marker in the Space, another Explosion is not triggered. Explosive Objects do not get Protection from Obstacle or Cover Corner Dots since the Protection is often what is explosive.

Placing Explosion: Draw a random Explosion Marker and place it face down in the Target Space without looking at it.

Delayed Explosion: Explosion Markers do not go off the Turn they are placed but at the beginning of the next Turn's Refresh Phase.

Revealing Explosions: Flip the Explosion Marker face up and resolve the Explosion's Attack when it goes off.

Explosion Sizes: There are three Sizes of Explosions (Small, Medium, and Large). Each size rolls four different Attack Dice and has a different AoE.

Explosion AoE: The Explosion Attacks both Side's Units and Targetable Objects within the AoE centered on the Explosion Marker's Space.

Explosion Dice: An Explosion's Attack always rolls four dice. The Explosion Marker pictures whether white d6s, yellow d8s, or red d12s are to be rolled.

Chain Reaction: Explosions can attack Spaces with an Explosive symbol and result in another Explosion Marker being placed.

Lingering Damage: After all of an Explosion's Attack Rolls are resolved, it stays face up on the Map in the following types of Spaces:

  • Inside Spaces
  • On the topmost Level of a building.
  • Spaces with an Explosive symbol.

Resolved Explosions on other Spaces are removed and placed back into the Explosion Pile.

Explosion Status Effects: Some Abilities place Status Markers with an Explosion Marker. When the Explosion Marker goes off and Attacks, it places copies of the Status Markers on any Units in the Area of Effect (they do not have to take a Hit).

Destruction Example (1): Hollywood Attacks a Swarm Trooper who is in a Space with an Explosive Object symbol. Hollywood makes separate Attack Rolls against the Swarm Trooper and the Explosive Object, resulting in the Swarm Trooper being Downed and two Hits being inflicted on the Explosive Object. The MAYHEM player draws a random Explosion Marker and places it face down in the Space without looking at it.

During LEGION's Turn, one of the Hell Troopers Moves out of the room. At the beginning of LEGION's Refresh Phase, the Explosion Marker placed last Turn is flipped over and goes off. It is a large Explosion that rolls 4 red d12 dice against everything within 2 Spaces of the Explosion's Center Space. The Explosion rolls separate Attack Rolls against the Hell Trooper and the Explosive Object symbol to the right. The Trooper is Downed and 3 Hits are rolled against the Explosive Object resulting in an Explosion Marker being placed in its Space. Fortune is not Attacked because she is on the other side of the Wall.

Building Destruction

Building Damage: An Explosion Marker inflicts either 1, 2, or 3 Building Damage to a Building after it goes off.

Building Damage Symbol: The amount of Building Damage an Explosion Marker does is written beside the Building Damage symbol. The amount of Building Damage is also shown by the number of red edges on the Explosion Marker.

Tracking Damage: Explosion Markers that have gone off remain inside or on top of a building and are used to track the amount of damage that has been done to a building.

Damaging Abilities: Abilities that picture the Building Damage symbol place a random Explosion Marker face up in the Target Space without resolving the Marker's Attack.

Building Strength: Each Level of a building has a Strength value that depends on how tall the Level is:

  • Level 4: 4 Strength
  • Level 3: 6 Strength
  • Level 2: 8 Strength

Building Collapse: If the Building Damage in and on a building adds up to the Strength of the current topmost Level of the building, the topmost Level Collapses. Do the following to Collapse a Building Level:

  1. Remove collapsing Level from the Building.
  2. Remove the four posts that held up the collapsing Level.
  3. The highest Level of a Building has a destroyed side marked with a D. Place this Destroyed Tile face up directly on top of the new topmost Level.
  4. Remove all Explosion Markers from Inside and on top of the Building.

Note that the new topmost Level will have a new strength.

Collapsing Units: Units or Markers that were on the collapsed Level or the Level below it are placed in the same relative Space on the Destroyed Tile. If a Unit lands in the same Space as another Unit, place it in an adjacent Space.

Unit Damage: Roll 4 red Dice against any Units or Targetable Objects (except Explosive Objects) that were placed on the Destroyed Level. Ignore Push die results.

Continued Collapse: Each time a Building has taken Damage equal to the current topmost Level's Strength, Collapse the next Level until the Destroyed Tile is at Level 1.

Destruction Example (2): An Explosion Marker goes off at the beginning of LEGION's Refresh Phase on the first Level of a building. Before the new Explosion went off, the building had Explosion Markers in and on it that added up to 5 Damage (3 Damage on the roof Level, 2 Damage on the middle Level). The new Explosion Marker adds 2 more Damage for a total of 7 Damage. This exceeds the Level's 6 Strength and Destroys that Level of the building. The topmost Level of the building is removed and flipped to its destroyed side shown in red. The destroyed Tile is placed directly on top of the Level 2 Tile. All the Damage Explosion Markers are removed from the Building. Hardtack, who was on the Level 3 Tile, falls and has 4 red Attack Dice rolled against him. He survives and is placed on the same Space on the Level 2 Destroyed Tile.

Mayhem Cards

MAYHEM vs Mayhem: MAYHEM in all capital letters refers to the Faction Side and Mayhem refers to the resource players can generate and use.

Mayhem: Units generate Mayhem Cubes throughout a Mission and Spend them to draw and play Mayhem Cards, allowing a Unit to perform powerful and ridiculously over the top Actions.

Mayhem Cubes: Both MAYHEM and LEGION use Purple Cubes to represent Mayhem, though their Mayhem Cube symbols use their Side's respective logo.

Mayhem Storage: Like all Cube Wells, if a Unit gains a Mayhem Cube but does not have room for it in its Mayhem Cube Well, it does not gain the Cube.

Mayhem Status: Gain a Permanent Mayhem Status when a Board (Elite or Squad) is Activated in the Action Phase. Minions place the Mayhem Status on their Board.

Mayhem Status to Cube: If a Board receives a second Mayhem Status, both Statuses must be removed and the Board gains a Mayhem Cube. Remember that Mayhem Statuses are not removed by Remove Status symbols during the Refresh Phase. If a Unit does not have room for a Mayhem Cube, both Mayhem Statuses must still be removed.

Generating Cubes: Mayhem Cubes and Statuses can also be generated in the following ways:

  • Refreshing: Refresh Cards with a Permanent Mayhem Status pictured on them give each Board that did not Activate a Permanent Mayhem Status.
  • Actions & Upgrades: Some Actions and Upgrades gain a Unit a Mayhem Cube or Mayhem Status.
  • Making Aimed Attacks: Explained on page 31.
  • Attacking Explosive Objects: Gain a Permanent Mayhem Status when a Unit uses an Aim Bonus (page 31) to place an Explosion Marker in a Space with an Explosive symbol.

Mayhem Deck Setup: Each Elite Unit has three Mayhem Cards and each type of LEGION Minion has one associated with it. Each Side shuffles all Mayhem Cards of their Elite and Minion Units being used in the Mission to form their Side's Mayhem Deck.

Drawing Mayhem Cards: Spend two Mayhem Cubes at any time to draw a Mayhem Card from your Side's Mayhem Deck. The two cubes can be from the same or different Boards.

Mayhem Cards: Mayhem Cards have the following features:

  • A. Character Portrait: The pictured Unit is the only one able to use the Mayhem Card's Ability.
  • B. Action Type: Playing a Mayhem Card requires the Unit to use either a Main, Add-on, or Instant Action.
  • C. Cost: The cost must be paid before the Mayhem Card is resolved.
  • D. Ability: The Ability or Attack that the card provides.
  • E. Flavor Text: Each Mayhem Card has a quote from the character at the bottom of the card.
  • F. Universal Use: Mayhem Cards have an alternative use that can be used by any of your Units. The alternative use is an Instant Action that can be used at any time and costs nothing. Mayhem Cards have one of the following universal uses:
    • Gain Shield: Place a Shield Cube in a Unit's Shield Well.
    • Gain Armor: Place an Armor Cube in a Unit's Armor Well.
    • Gain Action Cube: Gain a green Speed, yellow Focus, or blue Tech Action Cube.
    • Roll Die: Roll an extra Attack Die of the Attack's colored range when making an Attack.

(Example card: Dr. Babylon deploys one of the Ministry of Pride's destructive Doomsday Devices: randomly choose a Doomsday Device and place it either side up anywhere on the map.)

Discard: Discard a Mayhem Card after it is used for its Ability or for its Universal Use.

Reshuffle: Reshuffle discarded Mayhem Cards to form a new Mayhem Deck if there are no Cards available to draw when needed.

Timer Markers

Some Actions and Abilities have either persistent or delayed effects that are tracked using the two different types of Timer Markers.

Timer Conditions: Timer Markers often appear as Conditions for Timer Abilities.

Timer Ability: An Ability with a Timer Marker as a Condition.

Placing Timer: Place a Timer Marker on the Action when it is used if it has a pictured Timer Condition.

Optional Timers: Timer Conditions are optional. You may choose to place a Timer Marker or not.

Delay Action: If Delay Action is written with the Timer Marker, the entire Action is delayed until the Marker is removed, not just the Timer Ability.

Removing Timers: A Timer Marker is removed from an Action at the beginning of the next Refresh Phase of the Side whose icon is pictured on the Timer Marker. Timer Markers are not removed the same Turn they are placed.

When Removed Timer: A Timer Ability with a When Removed Timer Condition takes effect when the When Removed Timer Marker is removed.

Delay Action Timers: If a Timer has a Delay Action condition preceding it and you want to place the Timer Marker, the entire Action must be delayed until the When Removed Timer Marker is removed.

Until Removed Timer: A Timer Ability with an Until Removed Timer Condition is in effect until the Until Removed Timer Marker is removed.

Mandatory Action Timers: A Timer Marker that is pictured after the Action type symbol of an Action must be placed on the Action and the entire Action is delayed until the Timer Marker is Removed. The Action's cost must be paid before the Timer is placed.

Multiple Timers: If a Timer Ability has multiple Timers as a condition, all pictured Timers are placed.

Removing Multiple Timers: Only one Timer can be removed per Turn from each Action and Ability.

Multiple When Removed Timers: If a Timer Ability has multiple When Removed Timer Markers as a condition, the Timer Ability triggers each time a When Removed Timer is removed.

Multiple Until Removed Timers: If a Timer Ability has multiple Until Removed Timer Markers as a condition, the Timer Ability is in effect until all the Timers are removed.

Timer Weapon Gadgets: When removing a Timer Marker allows a Weapon Action to be used when a Unit is not Activated, the Unit may still use Add-on Weapon Gadget Actions with the Attack Action.

Timing Conflicts: When multiple Timer Markers are removed at the same time at the beginning of a Refresh Phase, the Side whose Turn it is decides the order in which they are removed and resolved.

Cloak: Some Units have a Cloak Action, like the Snipe Trooper. When the Cloak Action is paid for, place an Until Removed Timer Marker on the Action. While there is a Timer Marker on the Action, the Cloaked Unit cannot be Targeted by Attacks, except by an Area of Effect Attack. Aimed Attacks cannot be made against Cloaked Units. The Timer Marker is removed after a Cloaked Unit Attacks. (Cloak Typo: the Snipe Trooper's Cloak Action should have a LEGION Until Removed Timer Marker pictured.)

Conditional Timer Example: The LEGION player Activates the Golem and uses its Weapon Action by paying one green Speed Cube and one yellow Focus Action Cube. The Action has the Charge Ability with a conditional timer that would require the Golem to delay the Action but would allow the Golem to Move 3 MP and roll an extra die when it Attacks. The LEGION player decides to place the MAYHEM When Removed Timer on the Action. Next Turn, at the beginning of MAYHEM's Refresh Phase, the LEGION player removes the Timer Marker to move up to 3 MP and performs the Attack with an extra die.

Mandatory Timer Example: The LEGION player Activates Alpha Squad and uses the Snipe Trooper's Dark Matter Sniper Rifle Weapon Action. The Action is a Main Action but has a Timer Symbol next to the Main Action symbol. This requires the LEGION player to pay the Action's two yellow Focus Cube cost, place a Timer on the Action, and delay resolving the Attack until the Timer is removed at the beginning of MAYHEM's Refresh Phase.

Aimed Attacks

Aimed Weapon Action: Aim a Weapon Action's Attack by paying an extra Focus Action Cube or by placing an enemy When Removed Timer on the character's portrait or figure. If a Timer is used, delay the Weapon Action until the Timer is removed.

Aimed Hits: Gain an Aim Bonus for each Aimed Hit Result rolled when Aiming a Weapon Action's Attack.

Aim Bonus: Choose one of the following Aim Bonuses:

  • Gain Mayhem: Gain a Mayhem Cube.
  • Gain Action Cube: Gain a green Speed, yellow Focus, or blue Tech Action Cube.
  • Disrupt: Give the Target a Disrupted Status.
  • Weak Spot: Inflict an extra Hit on the Target.
  • Trigger Explosion: Place an Explosion Marker on a Space with an Explosive symbol that is within 1 Space of the Target Space and does not already have an Explosion Marker in the Space (Page 29). The Unit gains a Permanent Mayhem Status.

Bonus Limit: Each Aim Bonus may not be chosen more than once in each Attack Roll.

Aim Bonus Conditions: Some Abilities provide an additional Aim Bonus option shown after an Aim Bonus Condition symbol. Each Aim Bonus Ability may only be used once. If an Additional Bonus is the same as one of the standard Aim Bonuses, the Aim Bonus can effectively be chosen twice, since each available Aim Bonus may still only be chosen once.

Aimed AoE: If an Aimed Attack has an Area of Effect or allows a Unit to attack multiple Spaces, the Aimed Attack only affects the Center Space or the original Target Space. Normal Attacks (non-Aimed Attacks) are made against the other Target Spaces.

Critical Hits: Aiming your attack represents your Unit aiming for the Target's weak point (usually the head) and possibly gaining a critical hit. Aiming is also the best way to gain Mayhem and quickly Refresh your other abilities.

Aimed Attack Example: Hardtack attacks a Shock Trooper with his Weapon Action at Range 1 which costs him two green Speed Cubes. The Action allows him to roll three red d12 dice. Hardtack has an Armor Weapon Bonus, which gives him an Attack Bonus against the Shock Trooper who has 2 Armor Defenses. This allows Hardtack to roll an extra white d6 die. Hardtack also decides to aim his Attack by spending a yellow Focus Cube before he rolls. Hardtack rolls one Hit and two Aimed Hit results. The fourth die misses completely. Four Hits are necessary to Down the Shock Trooper, so the Hit and Aimed Hit die results would not Down the Shock Trooper alone. Luckily Hardtack Aimed. He gains two Aim Bonuses from the two rolled Aimed Hit results. He spends the first Aim Bonus to gain a Mayhem Cube. He could not use the second Aim Bonus to gain a second Mayhem Cube because each Aim Bonus may only be chosen once. He instead uses his second Aim Bonus to inflict an additional Hit result. This fourth Hit is enough to Down the Shock Trooper and remove its figure from the Map. Hardtack's Weapon Action also has the Ability to Attack a second Target within 2 Spaces of the first. He chooses to Target a Space with a Hell Trooper. This additional Attack is not an Aimed Attack like the first.

Downed Units

Redeploying Downed Elite Units

Downed Elite Unit: An Elite Unit's figure is removed from the Map and all Shield, Armor, Speed, Focus, Tech, Mayhem, and Wound Cubes are removed from its Board.

Downed Unit Refreshing: Downed Units still gain the benefits of Refresh Cards.

Redeploying Elite Units: An Elite Unit's figure may be placed on the Map during any of its Side's Refresh Phases with the Cubes and Statuses it has gained from Refreshing thus far.

Placing Unit: The Unit may be placed on any Outside Space of any Tile, except for Tiles with the following:

  • An Enemy Unit
  • An Enemy Objective Marker
  • An Event Marker of their own Side

A Redeploying Unit may not Refresh during the Turn it is placed.

VP: Redeploying a Unit awards 2 VP to the enemy.

Redeployment Timing: You can redeploy a Downed Unit during your Refresh Phase after it was Downed but it will have no Action Cubes or Shields and will be extremely vulnerable. It is better to wait for a Unit to regain some of its Action Cubes before deploying it back to the battle. This is effectively a revive timer that you have some choice over.

Hacking

Some Missions and Objects will allow one or both Sides to use a Hack Action to uniquely interact with technology.

Hack Object: The Mission will specify what Objects and Markers can be Hacked.

Hack Action: Hack Actions are shown in a gray Action Box and have the following information shown below left to right:

  • Hack Die: Roll the colored die shown when Hacking.
  • Action Type: Whether Hacking is a Main or Add-on Action. Any Unit whose Side has a Hack Action may Hack.
  • Hack Difficulty: The number of Hack Symbols indicates how many Hits are necessary to roll to be successful.
  • Hack Cost: Pay the shown cost for each die rolled. A Unit may roll as many dice as they can afford. All dice must be paid for before the single Hack roll is made.
  • Hack Effects: A description of what is being hacked is written in bold followed by what the effects of a successful Hack Action are.

Elite Action: Only Elite Units may Hack unless otherwise specified by a Mission. The Golem cannot normally Hack.

Hack Range: A Unit must be within one Space of and on the same Level as a Hackable Object in order to use a Hack Action.

Hack Failure: Unless specified, there is no penalty for failing a Hack, except for the Action and paid Cubes.

Hack Example: Fortune is performing the Hack Action "Hack Shield Generator: Resolve Event Marker" on an Event Marker that represents a Shield Generator. Fortune pays 2 blue Tech Action Cubes to roll 2 yellow d8 dice. She needs to roll 2 Hits to be successful. Fortune rolls a Hit and an Aimed Hit, succeeding at the Hack roll. Fortune flips the Event Marker and resolves the numbered Event listed in LEGION's Mission Book.

LEGION Reinforcements

Reinforcement Cubes: Spend green, yellow, and blue Reinforcement Cubes to deploy new LEGION Minions onto the Map during a Mission.

Reinforcement Shape: The Reinforcement Refresh and Cube symbols are shaped like a Unit's base.

Refresh Reinforcements: The Reinforcement Refresh symbol allows each LEGION Squad that was not Activated this Turn to gain one green, yellow, or blue Reinforcement Cube of their choice.

Deploy Reinforcements: The Deploy Refresh symbol allows one LEGION Board to spend Reinforcement Cubes stored in its Squad's Reinforcement Well to purchase new LEGION Minions and place them on the Map. A Squad Board activated this Turn may be chosen.

Purchasing Reinforcements: Each new Unit costs the number of Reinforcement Cubes pictured at the bottom left of the card. Only the types of Minions that are part of the Squad Board may be purchased. Purchase any number and combination of Minions up to the number of figures available. Save unspent Reinforcement Cubes.

Placing Reinforcements: Place all purchased Units on Outside Spaces on the same Map Tile. The Units may not be placed on a Map Tile that has any of the following:

  • A MAYHEM Unit
  • A MAYHEM Objective Marker
  • A LEGION Event Marker

If there is no valid Map Tile, no reinforcements may be purchased.

Reinforce from Above: LEGION Reinforcements are deployed from drop ships and drop pods from above. They use their rocket boots to slow their descent.

Reinforcement Example: The LEGION player is controlling both Alpha and Bravo Squads. She chose to Activate Alpha Squad this Turn. She drew a Refresh card that has a Reinforcement Refresh Symbol and a Deploy Symbol. She uses the Reinforcement Refresh Symbol to give Bravo Squad a green Reinforcement Cube. Alpha Squad cannot gain a Reinforcement Cube since it Activated this Turn. She then chooses one of the Squad Boards to use to Deploy new LEGION Units. She chooses to use Alpha Squad, even though they Activated this Turn. Alpha Squad has 4 green, 3 yellow, and 2 blue Reinforcement Cubes in its Reinforcement Well. The LEGION Player uses the 4 green and 2 blue to purchase a Shock Trooper and 2 of the yellow to purchase a Hell Trooper. She saves the remaining yellow. The Shock and Hell Trooper must be placed on the same Map Tile. They cannot be placed on Road Map Tile 10 to the left because Fortune is on the Map Tile. They cannot be placed on Road Map Tile 11 on the right because a MAYHEM Objective Marker is on the Map Tile. They can be placed on Map Tile 2 in the middle on any Outside Space but not in the building.

Events

Most Missions have Events that are listed in each Side's Mission Book.

Event Box: Each Side has different Events that are listed in an Event Box in either Side's Mission Book. Your Side's Events may not be in your Mission Book. You will often be directed to set up the other Side's Event Markers or Cards.

Secret Event: Keep Events in your Mission Book secret from the other Side until they are Triggered.

Event Markers (EM) and Cards: Events are represented in the game by either Event Markers (EM) or Cards that are specific to each Side.

Event Number: Event Markers and Cards have the Side's symbol on one side and numbers on the other side that correspond to Events listed in the Side's Event Box.

Event Setup: Each Side's Mission Book describes how Event Markers and Cards should be set up. Both Markers and Cards are often not used in the same Mission.

  • Marker Setup: Place Event Markers number side down on the Map in specific Spaces.
  • Card Setup: Shuffle Event Cards into either Side's Refresh Deck at the start of a particular Round or together to form an Event Deck. Event Cards have the same back as Refresh Cards.
  • Setup Secretly: Do not look at the numbers of Event Markers and Cards that you set up. Keep them secret from your opponents too. Some Missions allow you to look at the numbers of Event Markers or Cards, and some do not.

Event Triggers: Each Event Box states how the Events in the Box are Triggered. Events can be triggered in one of the following ways:

  • When an Event Card is drawn either from a Refresh Deck or an Event Deck.
  • When a Unit Moves onto a Map Tile with an Event Marker.
  • When a Unit Moves into an Area with an Event Marker.
  • When a Unit Moves within 1 Space of an Event Marker.
  • When a Unit successfully Hacks an Event Marker.

Resolving Event: When a numbered Event is Triggered, the player with the Side's Event Box in their Mission Book that matches the Event Marker's or Card's Side reads the matching numbered Event. The italicized text is flavor text that describes what happens. The bold text is the Event's effect on the game.

Removing Marker: Remove an Event Marker after it is Triggered unless specified not to.

Drawing Card: After an Event Card is drawn from a Refresh Deck and resolved, draw a new Refresh Card.

Example MAYHEM Event Box entry: "Friday: Agent, it seems you triggered a trap that put force fields on the doors and stairs. You will have to destroy the generator on the roof to bring them down." Place an OM on the top most Level of this building. Until the OM is destroyed, Agents cannot leave or enter the room. The OM takes 2 Hits to destroy.

Large and Ally Units

Large Units

Large Unit: Any Unit that takes up multiple Spaces is a Large Unit.

  • Orthogonal Movement: When a Large Unit Moves orthogonally, it will Move into two new Spaces and stay in two of the Spaces it already occupied.
  • Diagonal Movement: When a Large Unit Moves diagonally, it will Move into three new Spaces and stay in one of the Spaces it already occupied.
  • Doesn't Fit: A Large Unit cannot Move into Indoor Spaces.
  • Large Step: Large Units ignore Obstacles. It always costs a Large Unit one MP to Move into an Outdoor Space.
  • Front: Both Spaces on either Side of a Large Unit are in its Front.
  • Big Target: Large Units do not gain Protection from Obstacles or Cover.
  • AoE: Large Units are only targeted by an AoE Attack once, even if the AoE covers multiple of the Large Unit's Spaces.

Large Unit Movement Example: Golem A and Golem B each Move on different Turns. Golem A spends 1 MP to Move orthogonally forward one Space. It occupies two new Spaces and two Spaces it already occupied. Golem B spends 1 MP to Move diagonally one Space and face a new direction. It still only costs 1 MP even though the Golem Moved over an Obstacle. It occupies three new Spaces and one Space it already occupied.

Golem Basic Actions: The Golem has two unique Basic Actions.

  • Demolish: Roll a red d12 die against a building within 1 Space of the Golem. If a Hit or Aimed Hit is rolled, place an Explosion Marker face up in the building without resolving the Explosion's Attack.
  • Regenerate: Remove a Wound Cube from the Golem's Board.

Ally Units

Ally Units are support Units that attach to a Unit Board and spend that Board's Resource Cubes to take Actions. Ally Units do not have their own Resource Cubes, Gadget Cards, Mayhem Cards, or Upgrades.

  • Ally Board: Ally Units have their own Ally Board. Place the Ally Board directly next to the Unit Board to which it is attached.
  • Ally Activation: Activate Ally Units when their Unit Board Activates.
  • Ally Actions: Take Actions with both the Unit Board and Ally Board but only one Main Action may still be taken between them. Pay for the Ally Unit's Actions with Cubes from the Unit Board to which it is attached.
  • Ally Hits: Hits affect Allies in the same order they affect Elite Units (remove Shields, remove Armor, place Wound Cubes).
  • Ally Shields and Armor: Allies set up with the number of Shield and Armor Cubes listed placed on the Ally's Board. Armor and Shield Cubes are removed from the board when they are Hit.
  • Ally Wound Cubes: Since Ally Boards do not have Wells, Wound Cubes are placed directly on the Ally's Board.
  • Downed Ally: When an Ally Unit has a number of Wound Cubes equal to or more than its Health Value or the Elite Unit it is attached to is Downed, the Ally Unit is Downed and its figure is removed from the Map. Its Ally Board remains.
  • Refreshing Ally: Refresh an Ally Unit when the Board it is attached to Refreshes. Both the Board it is attached to and the Ally Unit gain the benefits of the Shield, Heal, and Status Refresh Symbols independently from each other.
  • Ally Setup: Setup Ally Units as directed in the Mission Setup. Unless specified, Fortune always starts with Glory within 2 Spaces of her at the start of a Mission.
  • Multiple Allies: It is possible for a Unit to have multiple Ally Boards attached to itself.

Example Ally Board: the Golem has a Shield Value of 2, an Armor Value of 2, and a Health Value of 8.

Doomsday Devices

Doomsday Devices (DDD): Doomsday Devices are powerful LEGION machines that alter the rules of the game, create environmental hazards for MAYHEM, and provide LEGION with additional attack power.

  • DDD Tiles: DDDs are represented on the Map by DDD Tiles.
  • DDD Placement: Place DDDs as directed by a Mission or with a LEGION Mayhem Card. The DDD must be placed completely on a single Map Tile and completely Inside or Outside.
  • Large Units: DDDs are considered Large Units.
  • DDD Destruction: If a DDD can be Downed, it will have a health value listed and is considered a Targetable Object. Place Wound Cubes on the DDD when it takes Hits. If the DDD has a number of Wound Cubes equal to its health, remove the DDD Tile from the Map.
  • Hack DDD: If a DDD can be hacked, the Hack Action needed will be listed. The effects of the DDD being Hacked will be described.
  • Moving on DDD: Units may Move onto a DDD Tile at no additional cost.
  • DDD Status Markers: DDDs never gain Status Markers.
  • DDD Effects: The different DDD Tile effects are listed below. A DDD's effects end when it is Destroyed.
  • Additional DDDs: Visit www.AoMTheBoardGame.com for alternative versions of these DDDs with different effects. You may choose one of these in place of the effects listed when you place the DDD.

Hell Tower (Health 10): Straight from Hammersmith Industries, the Hell Tower is two Hell Turrets attached to a really big gun with some extra tank bits and armor for good measure. Watch out when the main cannon charges up!

  • During each LEGION Turn, the Hell Turret may make the following Attack: a Delay Action Attack using a Mayhem Timer (red Range 3, yellow Range 9, white Range 14, 3 dice) that inflicts three Hits.
  • When Delaying the Action, place the Timer Marker on the DDD Tile.
  • When the DDD Attacks or is being Attacked, it is considered to be one Level higher than it is.

Dark Matter Bomb (Health 7): LEGION has placed a Dark Matter Bomb. All they have to do is arm it and a whole Section of the city will be gone from our reality.

  • The DDD emits a lot of radiation that only LEGION armor shields against. A MAYHEM Unit with no Shields on the DDD's Tile receives a Wound Cube at the end of each MAYHEM Turn.
  • During any LEGION Turn, LEGION may choose to start the DDD detonation sequence. Place 3 Mayhem When Removed Timer Markers on the DDD. When the last one is removed the DDD detonates, completely destroying any building on the Map Tile and automatically Downing any MAYHEM and LEGION Units on the Map Tile.

Laser Satellite Controls (Health 10): LEGION is controlling a Laser Satellite in orbit with this control console.

  • The DDD controls a Laser Satellite. During each LEGION Turn, LEGION may place an Explosion Marker on any Outside Space.
  • Hacking the DDD allows the Side that Hacked the DDD to place the Explosion Marker on their Turn.

Gravity Dominator (Health 10): A contained miniature black hole is altering gravity in the area.

  • LEGION Units may Jump to any height and any Amount when they Move.
  • MAYHEM Units may not Jump at all.
  • Hacking the DDD switches which side is affected by each effect.

Electronic Dance Music Kinetic Siphon (EDMKS) (Health 8): LEGION is forcing people to dance to generate their kinetic motion.

  • Any one LEGION Unit receives an extra Mayhem Cube during each LEGION Refresh Phase.
  • A MAYHEM Unit that starts their Activation on the same Map Tile as the DDD must spend one Action Cube.

(The Hack DDD Action for each hackable DDD is printed beside it in the rulebook as a Hack die and Hit-count symbol set; those symbols are not available in text form.)

Vehicles

Vehicle Missions: If a Mission's Map has Roads, civilian Vehicles will Move along them and player Vehicles may be summoned.

No Vehicle Missions: Vehicles may not be used in Missions with no Roads unless otherwise specified.

Vehicle Tile: Vehicles are represented by Tiles that take up 2 Spaces.

Vehicle Side: Vehicles are marked as either being MAYHEM or LEGION.

Vehicle Stats: Vehicles have the following Stats listed on their Tile:

  • Speed: The number of MP a Vehicle can Move.
  • Maneuverability: How many Spaces the Vehicle must Move between Maneuvers like Turning.
  • Strength: How many Wounds the Vehicle can take before it is destroyed.
  • Attack: Roll four of the die type pictured when a Vehicle rams into an enemy.

Summoning Vehicle: Pay any combination of three blue Tech and purple Mayhem Cubes to place one of your Side's Vehicle Tiles.

Vehicle Placement: Place the Vehicle in any Level 1 Outside Spaces with no enemies in them. One of the Vehicle's Spaces must contain one of your Side's Units which is placed on top of the Vehicle Tile.

Vehicle Movement

  • Driving: A Vehicle is being driven if at least one of its Side's Units are in one of the Vehicle's Spaces at the beginning of a Turn. Up to two Units may be Driving a Vehicle. A Side's Vehicles may not be Driven by the enemy.
  • Riding: Any Unit can ride on top of a Vehicle but only Units of the Vehicle's Side may Drive it.
  • Moving: If a Vehicle is being driven, Move a Vehicle up to a number of Spaces equal to its Speed during each of the Vehicle's Side's Turns, even if the driver is not Activated. Vehicles may Move at any time during the Turn. Any Units on a Vehicle must Move with the Vehicle.
  • Off Roading: Vehicles do not have to stay on the Roads.
  • Straight Movement: Move a Vehicle one Space forward so that its back half occupies the Space the front half left.
  • Backwards Movement: All Vehicles' Speeds are reduced to 3 if it Moves any number of Spaces backwards.
  • Maneuvers: Vehicles may perform the following Maneuver Movements for 1 MP:
    • Turn: Move the front half of the Vehicle to the Space to the right or left. The back half Moves into the Space the front half left.
    • Shift: Move both the front and back of a Vehicle to the Spaces to the right or left.
    • Drift: Perform a Turn Maneuver and then a Shift Maneuver in the direction the Vehicle was facing before the Turn. This Maneuver only requires 1 MP even though the Vehicle Moves twice.

Vehicle Combat

  • Ramming: If a Vehicle moves into a Space with an Enemy Unit, Push the Unit 3 MP out of the Vehicle's Path and then Attack the Unit with the Vehicle's Ram Attack. If there is no Space a Unit can be Pushed into, the Vehicle does not Move into the Unit's Space and cannot move more that Turn but still Attacks.
  • Ram Attack: Roll four Dice of the type pictured on the Vehicle Tile. Ram Attacks never get Attack Bonuses or Attack Penalties. A Unit can not be Attacked with a Ram Attack more than once from each Vehicle in a Turn though it can be Pushed multiple times.
  • Side Swipe: If a Vehicle Downs an enemy while performing a Drift Maneuver, one of the Units Driving gains a Permanent Mayhem Status Marker.
  • Attacking Vehicles: Vehicles are Targetable Objects. Attacks are made against both a Unit and a Vehicle in the same Space. Vehicles within two Spaces of an AoE's Attack are only Attacked once. Vehicles have no Front or Flank.
  • Damaging a Vehicle: Mark Hits on a Vehicle by placing Wound Cubes on the Vehicle Tile. Vehicles do not heal.
  • Destroying a Vehicle: A Vehicle is destroyed and its Tiles removed when it has a number of Wound Cubes on it equal to its Strength.
  • Pushing Vehicles: It takes 2 Push results to Push a Vehicle 1 MP.
  • Vehicle Statuses: Vehicles never gain Status Markers.

Drone Vehicles

Non-player Vehicles like Drones Move at the beginning of each player's Refresh Phase.

  • Drone Movement: Each Refresh Card has a Drone Movement number in the lower left corner. Each Drone Vehicle will Move this amount along the center of a Road Tile in the direction of the arrows on the Road. Move the lead Drone closest to the end of the Road first and work back. If playing with 3 or 4 players, the Drones will use both Refresh Cards to Move.
  • Drone Exit: When the front of a Drone Vehicle Tile leaves the edge of the Map, remove the Vehicle Tile. A Unit on the Vehicle Tile is placed in the edge Space.
  • Drone Spawn: Refresh Cards with the Drone Spawn symbol place a new Drone Vehicle on the center of the Road Map Tile whose arrows point away from the edge. Place the Drone so it is fully on the Map and then move it the indicated number of Spaces. If two Drones would ever Spawn in the same Turn, only one Spawns.
  • Drone Attack: Like player Vehicles, Drones Ram any Units when they move into a Unit's Space. The Side being Rammed decides where a Unit is Pushed when it is Rammed.
  • Traffic: If a Unit Moves within 3 Spaces directly in front of a Drone Vehicle, the enemy reveals their top Refresh Card. If a Side's Refresh Deck is empty, shuffle the discarded Refresh Cards and reveal one. If the Movement on the card is equal to or more than the number of Spaces the Unit is away from the Drone, then the Drone Rams the Unit. Move the front of the Drone into the Unit's Space. The revealed Refresh Card is then Reshuffled into the Deck.

Vehicle Example: It is MAYHEM's Turn and the MAYHEM player Activates Hardtack who takes Actions on a part of the Map not shown.

  • Fortune was on a MAYHEM Vehicle Tile at the beginning of the Turn, so the Vehicle is being Driven and may also Move. The Vehicle has a Speed of 9, so it has 9 MP to use. The Vehicle starts by using a Maneuver to Turn. It then jumps off the ramp, moving up a Level and over the gap to be completely on the Level 1 roof Tile. This took a total of 5 MP.
  • The Vehicle has a Maneuverability of 3 and has Moved 4 Spaces since its last Maneuver, so it may Maneuver again. The Vehicle performs a Drift Maneuver where it first Turns and then Shifts to the left. The Maneuver causes the back of the Vehicle to enter the same Space as a Swarm Trooper; the Swarm Trooper is immediately Pushed back 1 Space and the Vehicle Attacks with 4 white d6 dice, Downing the Swarm Trooper. Since the Swarm Trooper was Downed by a Drift, Fortune gains a Permanent Mayhem Status.
  • After the Drift, Fortune uses a Dash Action to Move off of the Vehicle Tile. The Vehicle can finish its Movement with no Driver but can only Move straight. The Vehicle Moves off the building and Rams a Hell Trooper who is pushed back 2 Spaces but is not Downed by the 4 white d6 Attack.
  • The Hell Trooper is Pushed in front of a Drone Vehicle, so the top MAYHEM Refresh Card is revealed to show a Drone Movement value of 2, which means the Hell Trooper is hit by Traffic. It is Downed by the Attack and the Drone is Moved forward 2 Spaces. The Drone will Move again at the beginning of MAYHEM's Refresh Phase.

Mission Setup

Choose Sides: Choose to play on the Side of either MAYHEM or LEGION. Each Side can have up to two players.

Missions: Each Side has its own Mission Book that only they should look at. Choose one of the Missions to play.

Comic: A Comic introduces the Mission from the perspective of each Side. Each Side should read its own comic.

Mission Map: Place the Map Tiles as pictured in the Mission Books between the two Sides to form the Mission Map.

Objective Markers: Place the listed Objective Markers on the Spaces pictured on the Map under your Side's control.

Placement Chart: Shows the Map Tiles used and on which Tiles to place pieces.

Setup Order: Complete the Setup Steps listed in each Side's Mission Book in order. Both Sides must complete a numbered Step before moving onto the next. Sides may not be setting up the same kind of things in each Step. The Setup Order is not always the same but will be made up of the following possible Setup Steps:

  • A. Boards: Do the following to set up each of the listed Unit Boards.

    1. Place the Unit Board in front of you.
    2. Slide the listed Gadget Cards into the Unit Board's matching Gadget Slots.
    3. Place the listed Minion Cards into any of the Squad Board's Minion Slots.
    4. Insert the listed Upgrades into the Unit Board's matching empty Upgrade Spaces in addition to the Upgrades the Unit already has.
    5. Place any Ally Boards listed in parentheses next to the Unit Board.
    6. Place any Status Markers listed in parentheses onto the Unit Board.
    7. Fill the Shield, Armor, Speed, Focus, and Tech Wells with matching colored Cubes.

    If you are instructed to place a Gadget you do not yet have, you may draw it from your Side's Undiscovered Gadget Supply. At the end of the Mission, you must shuffle one Gadget Card back into your Side's Undiscovered Gadget Supply for each Gadget Card you gained at the start of the Mission.

  • B. Units: Place your Units in the Spaces where their icons are shown on the Setup Map. The Level a Unit should be placed on is shown by the white box next to the Unit's icon. Units that do not start setup on the Map will be directed to enter from a highlighted edge of the Map onto any Level. Some Units may be directed to enter after the first Round.

  • C. Refresh Cards: Shuffle the listed Refresh Cards to form your Side's Refresh Deck.

  • D. Mayhem Cards: Shuffle the 3 Mayhem Cards of each of your Elite Units and 1 Mayhem Card of each type of your Minions together to form your Side's Mayhem Deck. Draw the stated number of Mayhem Cards into your Hand. If no Mayhem Cards are listed, none are drawn during setup. If playing with 3 to 4 players, a Side shares a single Hand of Mayhem Cards.

General Supply Setup: Place the following pieces into their own piles beside the Map to form general supplies:

  • Status Markers: Place the different Status Markers into their own stacks.
  • Explosion Markers: Place all Explosion Markers into a random facedown pile.
  • Timer Markers: Place the Until Removed and When Removed Timer Markers into two piles.
  • Cubes: Place the remaining white, black, green, yellow, blue, and purple Cubes into separate piles.
  • Dice: Place the d6s, d8s, and d12s into a general supply.

Mission Special Rules: Some Missions have Special rules and Actions that a Side can take. Special rules are listed and different Special Actions are shown in their own gray Action Boxes.

Advanced Setup: Players can choose to use the Advanced Setup options in the Setup Order that lets them choose which Units to use, what Gadgets to give them, and where to set them up. Follow the following Steps to complete Advanced Setup:

  1. Choose 3 Boards to play.
  2. Gain Scrap: The Advanced Setup will give you a number of green, yellow, and blue Scrap to spend on Gadgets and Minions.
  3. Choose Gadgets: A Unit may only use its own Gadgets (their portrait will be on the back of the card). The Scrap Cost to attach a Gadget to a Board is shown on the top left of the Gadget Card. Use cubes to track your supply of scrap.
  4. Purchase Minions: Do not setup Minion Units as instructed. Instead spend Scrap to gain Minion Units for setup. The setup cost for Minions is shown on the lower right of the Minion Card. Place purchased Minion Units Cards in the Squad Board.
  5. Place your Elite and Minion Units on the Map as instructed by the Advanced Setup.

Ready to Play: You are now ready to play Missions 1 through 6 and any Missions available at www.AoMTheBoardGame.com. Play each Mission before learning how to generate your own Missions in the next Rules Section.

Mission Generator

Generating Missions

Use this Section to quickly procedurally generate your own Missions with your opponent. You and your opponent will take Turns playing Mission Cards from your hands. Each Mission Card has two Options to choose from that will add special rules, direct how you setup pieces, and give objectives that will gain you VP. Thousands of exciting and unique Missions are possible!

Mission Decks: Each Side has their own Mission Deck of Mission Cards that are shuffled before generating a Mission.

Mission Cards: A Mission Card has a top Option and a bottom Option. One Option is chosen when a card is played.

Mission Board: A Side's played cards are either placed face down on top of the Side's Mission Board or slid under the top or bottom of the Mission Board so that only the chosen option shows.

Card Options: Top and bottom Options have the following features:

  • A. Option Title: A thematic name that will help you build a story out of the cards being played.
  • B. Card Number: Each Side's Mission Cards are numbered for easy reference.
  • C. Option Type: Options are labeled as one of the following Option Types.
    • Special: Adds a special rule or setup to the Mission. Special Options are slid under the top of a Mission Board. Each Side may choose up to three Special Options.
    • Hidden: Adds a hidden event to the game. Hidden Options are placed face down on top of a Mission Board without showing the opponent. The card is revealed only when their Special Rule is triggered as described on the card. Each Side may choose up to two Hidden Options.
    • Objective: Adds a Win Condition to the Mission that the Side may complete for VP. Objective Options are slid under the bottom of a Mission Board. Each Side may choose up to three Objective Options.
  • D. Option Effects: Options have one or more of the following effects:
    1. Special Rule: Alters how the Mission is played and is in effect for the entire Mission. The Faction symbol (or symbols) before the Special Rule indicates which Sides are directly affected by it.
    2. Setup: Places pieces on the Map or a Unit Board. The Faction symbol before the Setup instructions indicates which Side completes the Setup. If both Sides' Faction symbols are shown, then both Sides complete the setup. A Unit may be placed again and Moved even if it has already been placed by another card. The order cards are played in is very important.

Mission Generation Steps

Both Sides complete the following steps in order to generate a Mission. These steps are summarized in each player's Mission Book.

  1. Draw Hand: Draw a number of cards from your Side's Mission Deck depending on the complexity you want for the Mission. You may look at your cards to strategize.
    • Simple Mission: 4 cards
    • Normal Mission: 5 cards
    • Complex Mission: 6 cards (If all your drawn cards have Hidden Top Options, draw a new hand of 6 cards)
  2. Initiative: Randomly choose a Side to be the Initiative Side. The Initiative Side goes first in the following steps and takes the first Turn in the Mission.
  3. Build Map: Sides take Turns choosing and placing Map Tiles. Place either one large Map Tile (a 6x6 Space Map Tile) with its building assembled or up to two small Map Tiles (a 3x6 or 3x3 Space Map Tile).
    • After the first placement, Map Tiles must be placed next to another Tile that has already been placed.
    • The final Map must be rectangular with no holes.
    • The final Map must be at least 12 Spaces long on its shortest Side.
    • Roads must extend from one Map edge to another. Map Tiles may not be placed so that a Road Tile creates a dead end with another Tile.
    • After each Side has taken at least 2 Turns, a Side may use its turn to place no more Map Tiles and end the building of the Map. If the Map is not rectangular or has a hole in it, the other Side may continue placing Tiles until the Map is rectangular and whole. They may not make the Map's dimensions larger and may only complete the rectangle. If there are not enough Map Tiles to make the Map rectangular and whole, the Side that did not trigger the end removes pieces until the Map can be made rectangular and whole.
  4. Crystal and Gadget Objectives: The Initiative Side places either the Crystal or Gadget OM anywhere on the Map under their control. The other Side then places the other OM anywhere under their control.

You are now ready to start the Mission. The Initiative Side takes the first Turn.

Win Conditions: In addition to Win Conditions provided by Mission Cards, every Generated Mission also has the default Win Conditions listed in the Generated Missions Mission Book page.

3-4 Player Mission: When a Side has 2 players on it, the players choose and play Mission Cards together from a single hand. The Mission is then played as a standard 3-4 player Mission.

Tutorial Video: Go to www.AcademyGames.com for a video tutorial on how to generate a Mission.

Story Campaign

Campaign Introduction

You and your opponent will play through several interconnected Generated Missions. Campaign Cards guide the story of the Campaign and are added to each Mission. Your choices during a Mission and the Campaign Objectives that you achieve or fail will determine what Campaign Cards you draw for future Missions and guide the radiant storyline. The Side with the most Campaign Victory Points at the end of the Campaign wins. Hundreds of story paths are possible, allowing the campaign to be replayed several times.

Campaign Cards: Campaign Cards are special Mission Cards that add a specific story to a Mission through choices, events, and objectives.

Campaign Deck: Campaign Cards are stored in the card box and should not be looked at until they are drawn.

Campaign Hand: Each Side will acquire Campaign Cards into their hand. These cards are kept Mission to Mission and can be stored in each Side's partition in the card box.

Locations: Unlike Generated Missions, Campaign Missions are played at prelaid out Locations. The Campaign's five Locations are shown at the end of LEGION's Mission Book.

Starting a New Campaign

When you start a new campaign, you may continue using your Unit Boards with everything they have gained.

Starting Location Cards: Six Campaign Cards are Starting Location Cards with the pictured card back. When starting a new Campaign, shuffle these cards without looking at their fronts and place one in each of the five Locations. The one remaining Starting Location Card should be stored back on top of the Campaign Deck before Campaign Card 1.

Campaign Mission 1: You will start the Campaign by playing Campaign Mission 1. Follow the Mission's Setup and play the Mission like a standard Mission.

Mission 1 Results: Each Win Condition that your Side achieves will direct you to draw a numbered Campaign Card and start you along your unique campaign story.

Example Win Condition: 1 VP: At the end of the Mission, if OM 1 is controlled by MAYHEM. Draw Campaign Card 7.

Drawing Campaign Cards

When you are instructed to draw a numbered Campaign Card, only look at the back of the cards as you search the Campaign Deck. The card's number is on the back at the top of the card. When you find the numbered card, only the Side whose Faction Symbol is on the card's back may look at the card's front and resolve it.

Draw Effect: The Draw Effect in the top left of the card says what you do with the card when you draw it from the Campaign Deck.

  • Immediate: Immediately resolve the effects of the card.
  • Hand: Place the card into your Campaign Hand.
  • Location: Place the card in the card box at the Location of your choice. If you have multiple draw cards to place, they may not be placed at the same Location. You may look at a card before placing it.

Location Cards: Many Campaign Cards will be placed at a Location when drawn from the Campaign Deck. Each Location has a Card Partition that is used to show which Campaign Cards are at a Location.

Draw Symbol: On Campaign Cards, a small Campaign Card symbol followed by a number is used to indicate that you should draw the numbered Campaign Card. There is usually a condition to draw the card. If multiple numbers separated by commas are listed, you draw all the cards.

Discarding Cards: Place a Campaign Card back into its numbered spot in the Campaign Deck whenever it is discarded.

Generating Campaign Missions

Complete the following steps to generate a Campaign Mission. The steps to generate a Campaign Mission are summarized in each player's Mission Book.

  1. Initiative Side: The Side that won the last Campaign Mission (had the most VP) is the Initiative Side. If the last Mission ended in a tie, the Side that did not have Initiative in the previous Mission is now the Initiative Side.
  2. Choose Location: The Initiative Side first chooses one of the five Locations to have the Mission. The Locations in the LEGION Mission Book and any Location Cards with their Side's symbol on the back may be looked at before deciding. The chosen Location must have at least 1 Campaign Card. Set up the Location's Map as pictured in the LEGION Mission Book. Place the Crystal and Gadget OMs as shown.
  3. Draw Cards: Each Side takes any cards with their Side's symbol on the back from the Location and places them into their Mission Hand. The Initiative Side then decides if a 4, 5, or 6 Card Mission will be made. Each Side draws Mission Cards from their Mission Card Deck until they have the chosen amount of cards in their Mission Hand.
  4. Unit Boards: Sides choose the three Unit Boards they will use just as instructed in Step 5 of Mission Generation (page 42).
  5. Play Cards: Play cards just like in the normal Mission Generation Step 6 (page 42), except for the following changes. A Side must play any Campaign Cards they have before they play Mission Cards. Campaign Cards only have one Option that must be used. The card takes up one of the spots on your Side's Mission Board. The effects of playing Campaign Cards are described later.
  6. Spend Scrap: Spend Scrap to purchase Gadget Cards and Minions just like in the normal Mission Generation Step 7 (page 42).
  7. Place Units: Place Units on the Map just like in the normal Mission Generation Step 8 (page 42).
  8. Prepare Cards: Prepare Refresh and Mayhem Cards just like in the normal Mission Generation Step 9 (page 42).

You are now ready to start the Mission. The Initiative Side takes the first Turn.

Win Conditions: In addition to Win Conditions provided by Mission and Campaign Cards, every Campaign Mission also has the default Win Conditions listed in the Campaign Mission's Mission Book page.

Campaign Cards

Common Features: Most types of Campaign Cards have some or all of the following features:

  • A. Title: The title identifies what type of Campaign Card it is.
  • B. Draw Effect: Tells you what to do with the card when you draw it from the Campaign Deck.
  • C. Narrative: The italicized text is the story that the card adds to the Campaign. The pictured character is the one saying it. Your opponent may read any narrative of cards you play in step 5.
  • D. Key: If a Campaign Card has a numbered Key symbol in the top right, it functions as a Key Card when it is in your Campaign Hand.

Objective Cards

Location Objective Cards: Objective Campaign Cards usually have a Location Draw Effect and are used to generate a Mission at a Location. After the top part of the Objective Card is resolved, it takes up one of the three places in the Objective area of the Side's Mission Board. Only the bottom part of the card will show.

Immediate Objective Cards: Objective Cards with the Immediate Draw Effect are added to the Mission when they are drawn from the Campaign Deck. The Side that gains the card plays it immediately. It does not take a setup turn to play the card and does not take up a spot on the Mission Board. Place it face up beside the Side's Mission Board.

Objective Card Features: Objective Cards have the following features in addition to the common features:

  • E. Divider: Objective Cards are divided into top and bottom halves by a white line. Everything above the divider is resolved during Mission setup and will be covered up during the Mission. Everything below the divider is in effect during the Mission or resolved at the end.

  • F. Side Effects: Side Effects are listed directly below the card's Title. If you have the pictured numbered Key Card in your Campaign Hand when you play the card during Mission Setup, draw the numbered Campaign Card pictured directly to the right of the numbered Key symbol. Then discard the Key Card back into the Campaign Deck. When no Key appears before the draw card symbol, no Key is required and the Side Effect card is drawn when the card is played. If two Keys are shown in a row, you need both Key Cards to trigger the Side Effect. A Key can result in multiple cards being drawn. A Card will sometimes have multiple Side Effects separated by commas. Each Side Effect is resolved separate from the other.

  • G. Option Effects: Objective Cards can have Option Effects like on Mission Cards (page 41). The Option Effects include Setup, Special Rules, Actions, and Win Conditions.

  • H. Scrap: The Side whose symbol is shown gains the pictured scrap when the card is played during Mission setup.

  • I. Outcome: At the end of the Mission, check to see if any conditions for an Outcome are met. Conditions will be one of the following:

    • Achieved: If any Victory points are gained from the card's Win Condition.
    • Failed: If no Victory points are gained from the card's Win Condition.
    • Special: A condition that is specific to the card.

Event Cards

Location Event Cards: Event Campaign Cards usually have a Location Draw Effect and are used to generate a Mission at a Location. After the top part of the Event Card is resolved, it takes up one of the two places in the Hidden area of the Side's Mission Board.

Immediate Event Cards: Event Cards with the Immediate Draw Effect are added to the Mission when they are drawn from the Campaign Deck. The Side that gains the card plays it immediately. It does not take a setup turn to play the card and does not take up a spot on the Mission Board. Place it face up beside the Side's Mission Board.

Event Card Features: Event Cards use the same features as Objective Campaign Cards but also have the following additional features:

  • J. Activation: Events have a condition that must be met for them to be triggered. Common Activations include:
    • When Drawn: During setup, the card will be shuffled into either Side's Refresh Deck. The event happens when the card is drawn from the deck. Another Refresh Card is then drawn.
    • Special: A unique condition that is specific to the card.
  • K. Event: Once an Event has its Activation triggered, the Event is resolved immediately. The Event will state what is done with the card after it is resolved.

Event Card Setup: You will be instructed by many Event Cards to shuffle them into one Side's Refresh Deck at the beginning of a Mission. Cards that are not shuffled in a Refresh Deck at the start of the Mission stay face up on the Mission Board or table.

Secret Events: The Event Card is placed face up on the Mission Board unless the card's Title says it is a Secret Event, in which case it is placed face down without revealing the card to the other Side.

Win Conditions and Outcomes: Win Conditions and Outcomes are resolved whether the Event has or has not been Activated.

Choice Cards

Immediate Choice Cards: Choice Campaign Cards have an Immediate Draw Effect that has you choose one of several options. Your choice results in cards being drawn and/or a Side gaining the card as a Key Card.

Choice Card Features: Choice Cards have the common features of Campaign Cards but also have the following additional features:

  • L. Choices: Each choice is a narrative option you want your characters or Side to take. You must choose one of the options.
  • M. Choice Result: The result of your choice is shown to the left of the choice. If your choice results in you drawing one or more Campaign Cards, do so immediately. Your choice may also result in one of the Sides gaining the card as a Key Card. The Key could help or harm that Side.

Trigger Cards

Hand Trigger Cards: Trigger Campaign Cards have a Hand Draw Effect. You hold the card in your hand until the card is triggered, resulting in cards being drawn.

Trigger Card Features: Trigger Cards have the common features of Campaign Cards but also have the following additional features:

  • N. Trigger: A Trigger Card can have one or more Triggers. Each Trigger shows a number of required Keys you must discard from your Campaign Hand in order to draw the listed Campaign Cards. Each Trigger is shown on its own line.

  • O. Required Keys: The required Keys for a Trigger are shown on the left. The Keys must be discarded back into the Campaign Deck in order to draw the listed Card.

  • P. Trigger Result: When you discard the necessary Keys, draw the cards listed on the right. You then discard the Trigger Card.

  • Q. Trigger Time: Above the Triggers, it will state when Keys can or must be used to activate a Trigger. The possible times include:

    • Immediately: As soon as you have the necessary Key Cards, you must discard them and activate the Trigger.
    • Choose: When you have the required Key Cards, you may choose to not activate the Trigger immediately and activate it anytime in the future.

    There can be both Immediate and Choose Triggers on the same card.

Trigger Key Cards: A Trigger Card can also be a Key Card when in your Campaign Hand. If you use a Trigger Card as a Key Card, you discard the card without activating any Triggers. A Trigger Card cannot be a Key Card for one of its own Triggers.

Campaign VP Cards

Hand Campaign VP Cards: Campaign VP Cards have a Hand Draw Effect. When in your Campaign Hand, you have the number of Campaign Victory Points (CVP) shown.

Campaign VP Keys: Campaign Cards are also Key Cards if they have a Key symbol in the top right corner. If you choose to or have to use a Campaign VP Card as a Key Card, you lose the CVP when the card is discarded as a Key Card.

Doomsday Device Cards

In the Pride of Babylon Campaign, Dr. Babylon is designing and building a new Doomsday Device and intends to test it on a group of scientists he has captured. Throughout the Campaign, the LEGION players will collect DDD Cards which they will use to build Babylon's DDD. There are three different types of DDD Cards and you will need one of each to complete the DDD.

Hand DDD Cards: Doomsday Device (DDD) Cards have no Draw Effect symbol but still function as if they had a Hand Draw Effect.

DDD Card Types: The type of DDD Card is identified by symbol and label on the left side of the card. The three types of DDD Cards include:

  • R. Platform: The Platform defines the form the DDD takes and what the DDD's weapon is mounted on. How the DDD Moves (if it can Move) and how it is destroyed will be described on the Platform DDD Card.
  • S. Weapon: The Weapon DDD Card describes how the DDD Attacks, usually through an Attack Action that the DDD can perform.
  • T. Energy Source: The Energy Source describes what powers the DDD, providing the DDD's Weapon Card an extra effect or giving the DDD a passive Ability.

DDD Flaw: MAYHEM will also draw DDD Flaw cards that they keep in their Campaign Hand. MAYHEM may add one Flaw Card to the DDD that will provide them a way to exploit the DDD.

Example: Platform "Wrecking Ball" (Setup: place the Gravity Dominator DDD Tile as the Wrecking Ball DDD anywhere on the Map and place 4 Ramp Tiles anywhere; the DDD may Move orthogonally or diagonally until it moves through a Wall or reaches the edge of the Map; if it moves through a Wall, place an Explosion Marker anywhere in the building and the DDD stops so it occupies Spaces on both Sides of the Wall; Units may move through the DDD's Spaces through the Wall as if it were an Opening; the DDD may move up a Level by moving off of a Ramp; Destroying the DDD: the DDD takes 16 Hits to Destroy, tracked with Wound Cubes on the card). Weapon "Uber Dark Matter Laser". Energy Source "Cold Fusion" (Passive Effect: if a Unit takes at least one Hit from the DDD's Attack, it gains a Stunned Status Marker). Flaw: the DDD takes double damage from Explosion Marker Hits.

Campaign Mission 2: When LEGION has one of each type of DDD Card, Campaign Mission 2 must be played. LEGION will choose one of each type of DDD card they have in their Campaign Hand to build the DDD for the Mission.

DDD Ally: The DDD is an Ally of all LEGION Boards. When any LEGION board is Activated, the Board's Action Cubes may be used to take Actions with the DDD.

Gadget and Ally Cards

Both Sides have the potential to draw new Gadget and Ally Cards from the Campaign Deck.

Gadget Cards: Campaign Gadget Cards are gained permanently once they are drawn. The Side that gains the Campaign Card may attach it to any of their Elite Unit Boards during a Mission's setup by paying the Gadget Card's Scrap cost.

Ally Cards: Once an Ally Card is gained by a Side, they may use the Ally in any Campaign Mission by attaching the Ally Card to a Unit Board like an Ally Tile. Represent the Ally on the Map with a Generic Unit Marker. If the Ally is Downed, the Ally Card may direct that the card is discarded back into the Campaign Deck and Lost.

End of the Campaign

The Campaign Ends when all of the following conditions have been met:

  • Campaign Mission 2 has been played.
  • One of the Sides has at least 4 CVP.
  • One Side has more CVP than the other.

If no Location has a Campaign Card when a Location for a Mission must be chosen, the Mission ends immediately.

Winning the Campaign: At the end of the Campaign, the Side that has the most CVP wins the Campaign.

Replaying the Campaign: The outcome of each Campaign Card affects what Campaign Cards are drawn and the Keys you have in your Campaign Hand will alter Campaign Cards when they are played to build a Mission. This means that no two Campaigns are the same and you will only see a fraction of the possible story paths. You are encouraged to play the campaign several times to see how your choices affect the story and your options to achieve victory.

  • Attacking and Attack Results
    • 3. Apply Attack Results
  • Squad Unit Boards
  • Gadgets
  • Statuses
  • Ability Symbols
  • Winning
  • 3 & 4 Player Games
  • Downed Units
    • Redeploying Downed Elite Units
  • Hacking
  • LEGION Reinforcements
  • Events
  • Large and Ally Units
    • Large Units
    • Ally Units
  • Doomsday Devices
  • Vehicles
    • Vehicle Movement
    • Vehicle Combat
    • Drone Vehicles
  • Mission Setup
  • End of the Campaign
  • Name: Each Action has its own name that may be different on each Unit Board.
  • Type: Each Action is labeled as a Main Action, Add-on Action, or an Instant Action (each with its own symbol).
  • Icon: A symbol to make an Action easily distinguishable.
  • Cost: The number of Action Cubes that must be paid before the Action can be performed is shown above the open hand symbol.
  • Effect: The effects of each Action may differ from Unit to Unit, highlighting their differences.
  • D. Gadget Slots: Slide Gadgets into a Unit's three Gadget Slots at the start of a Mission to customize a Unit. The three slots are Passive, Weapon, and Action Gadget slots.
  • E. Upgrade Spaces: Gain Upgrades after a Mission and place them in these spaces to permanently improve a Unit.
  • F. Info: A Unit's name, primary role, and country of origin are listed here.
  • Area of Effect: The Attack has an Area of Effect.
  • Increase or Decrease Range: All the Attack's Ranges are changed by the amount shown after the Range symbol (for example +3).
  • Place Explosion: Place a random Explosion Marker face down in the Target Space without looking at it.
  • Building Damage: Place a random Explosion Marker face up in the Target Space without resolving the Marker's Attack. The building damage is still applied.
  • Place Status with Explosion: Place a random Explosion Marker face down in the Target Space with the pictured Status Markers on top.
  • Heal: Remove a Wound Cube.
  • Gain MP: Gain the listed amount of MP.
  • Action: Immediately perform the Action listed above the symbol as an Instant Action for no cost. The Action may be on an Ally's Board.
  • Use Aim Bonus: May use an Aimed Bonus gained when making an Aimed Attack to gain the listed Ability.
  • Use Special Result: If a Special Result is rolled, it may be used to trigger one Special Result Ability. Each Special Result Ability may not be used more than once per roll.
  • Until Removed: The Ability is in effect while a Timer Marker is on the Action.
  • Multiple Conditions: If multiple conditions are required for an Ability to take effect, then they will all appear before the =.
  • Multiple Abilities: If a condition that triggers multiple Abilities is met, then all of the Abilities triggered appear after the =.
  • Or: If only one of multiple conditions needs to be met or only one of two effects may be chosen, then a slash (/) appears between each option.
  • Maneuverability: After a Vehicle performs a Maneuver, it may not perform another Maneuver in the same Turn until it Moves a number of Spaces equal to its Maneuverability.
  • Obstacle Movement: Vehicles may Move through Obstacles but it costs the normal 3 MP and the Vehicle takes a Hit.
  • Indoor Driving: A Vehicle may Move into Inside Spaces but cannot use Stairs.
  • Driver Actions: A Unit on a Vehicle Tile may take Actions freely.
  • Stop Driving: A Unit may stop driving a Vehicle at any Time during its Turn by moving off of the Vehicle's Spaces.
  • Bailing on the Move: If a Vehicle was being Driven at the beginning of a Turn but all Units of a Vehicle's Side have stopped Driving, then the Vehicle may not perform any more maneuvers but may still Move forward. The Vehicle may still Ram.
  • Ramp Counter: Ramp Counters are placed on the Map during Mission Setup and allow Vehicles to Jump when they Move off of them.
  • Ramp Jump: If a Vehicle Moves off of the Ramp Counter in the direction of the arrow, the Vehicle may Move up one Level and ignore terrain for up to 5 Spaces.
  • Roof Driving: A Vehicle is only on a Level if both the front and back of the Vehicle are on the Level. A Vehicle may end a Jump with only its front on a Level but it must end its Movement with both ends on the Level.
  • Vehicle Falling: If a Vehicle drives off a Level or is pushed off of a Level, the Vehicle takes a Hit for each Level it falls beyond the first Level but otherwise lands safely. If a Vehicle ends a Turn with only half of the Vehicle on a Level, the Vehicle Moves off of the Level and falls.
  • E. Event Markers: Place the listed Event Markers on the Spaces pictured on the Map. Unless otherwise stated, Event Markers are placed randomly and you may not look at what Event Marker is placed where.

  • G. Event Cards: Shuffle the listed Event Cards as directed into either the specified Refresh Deck or into their own Deck of Event Cards.

  • H. Miscellaneous Pieces: You will sometimes be instructed to set up specific game pieces like Doomsday Devices and Vehicles on the Map.

  • I. Mission Ends: Place the Round Marker on the listed Space. The Mission ends when the Round Marker reaches 0.

  • J. VP: Place the VP Marker on the listed space on the Round/VP Track with the listed Side face up. If this is not listed, the VP Marker starts on 0.

  • K. Initiative: The Side that takes the first Turn at the beginning of each Round.

  • Action: The Action may be used by Units during their Activation. Actions are shown in their own gray Action box. These Actions can be Main, Add-on, or Instant Actions. The Faction symbol before the Action indicates which Side's Units can perform the Action.
  • Win Condition: Win Conditions added by the Option are listed in the Win Condition box. Only the Side that played the card and chose the bottom option can gain VP from the card's Win Conditions.
  • E. Faction Symbols: The LEGION and MAYHEM Faction symbols are used in place of the words on Mission cards. Option Effects will be preceded by the symbol of the Faction that can use or resolve the Option Effect.
  • F. #EM and #OM: When a Setup Option Effect instructs you to place a #OM or a #EM, place a numbered Reference Marker on the card that matches the number of the Objective Marker or Event Marker being placed. All references to the #OM or #EM on the card refer to that numbered OM or EM specifically. If there are no OMs or EMs available to place, you may place any available reference Marker on the card to add its effects to that numbered #OM or #EM, even if the #OM or #EM is already being referenced by another card. If a # is not in front of the OM or EM, it does not matter what numbered OM or EM is used during setup and refers to any OM or EM during the Mission.
    • EM and #EMs are always secretly placed face down unless instructed otherwise in a Setup Option Effect.
    • EM with and without # are revealed when a Unit matching the EM's Faction moves within 1 Space of the EM, unless instructed otherwise by an Option Effect. EMs without a # are removed when they are revealed.
    • #EMs can also be revealed as instructed in the Option's Special Rule and are only removed when instructed by the Special Rule.
  • G. Scrap: Each Card Option will provide a number of Scrap Cubes to the Side whose symbol is shown with the Scrap. Use cubes to track how much Scrap each Side has to spend on Gadgets and Minions.
  • Unit Boards: Sides choose the three Unit Boards they will use. Fill the Shield, Armor, and Action Cube Wells for each Board. Choose three Minion Cards for each chosen Squad Board. If a Unit was placed by a Mission Card, its Board or Minion Card must be chosen.
  • Play Cards: Take turns playing a Mission Card from your hand and choosing one of the Options. Place the card in the appropriate area of the Mission Board. Resolve any of the Setup Option Effects immediately and gain any Scrap that the Option gives you. Your opponent may know the effects of your choice except when you choose a Hidden Option. Sides take Turns playing Mission Cards until all cards in your hands have been played. If you do not have room to place either of a Mission Card's options on your Mission Board, the card is discarded and has no effect. If a Setup Option Effect results in LEGION placing Minion Units from a Squad Board, LEGION may immediately spend any amount of Scrap to deploy Minion Units. Remember, the Scrap cost to setup a Minion Unit is shown in the lower right of the Minion Card.
  • Spend Scrap: Sides spend remaining Scrap on Minion Units and Gadgets. LEGION gains 2 extra Scrap of each color (green, yellow, blue) to spend. A Unit may only use its own Gadgets (their portrait will be on the back of the card). The Scrap Cost to attach a Gadget to a Board is shown on the top left of the Gadget Card. The cost for Minions is shown on the lower right of the Minion Cards. Place purchased Minion Units Cards in the Squad Board. Up to three different kinds of Minions may be purchased by each LEGION Squad Board.
  • Place Units: Take turns placing Units that have not already been placed by a Setup Option Effect. On your turn, place either an Elite Unit, an Elite Unit's Ally, or any number of a single Squad Board's purchased Minions. Placed Minions must be placed onto a single Map Tile. You do not have to place all of a Squad's Minions in a single turn and Minions placed on different turns may be placed on different Map Tiles. A Side's Units may not be placed on a Map Tile with any of the following: an enemy controlled Objective Marker; their own Side's Event Markers; an enemy Unit. If you are not able to place a Unit with the above restrictions, your opponent must choose a Map edge that the Unit may enter from during the Mission. Place the Unit next to this edge. Note that when a card's Setup Option Effect has you place units on the board in step 6, follow the setup instruction on the card instead of the above placement restrictions.
  • Prepare Cards: If a Setup Option Effect did not specify what Refresh Cards to use, each Side shuffles Refresh Cards 1-12 to form their Refresh Decks. Shuffle each Side's Unit's Mayhem Cards together to form their Mayhem Deck. Remember that each Elite Unit has 3 Mayhem Cards and each type of Minion Unit has 1.
  • VP and Round Track: Place the VP Marker on 0, either side up. The Mission will last 1 Round unless it was increased by a Mission Card.
  • A met condition can result in one or more Outcomes that are separated by commas. Possible Outcomes include:

    • Draw Card: Draw all the cards indicated by the Draw Symbol. If the card is not in the Campaign Deck, it is not drawn.
    • Gain Key: The Side whose Faction is shown before the Key symbol gains the card into their Campaign Hand as a Key Card.
    • Gain Crystal: The Side whose Faction is shown before the word Crystal gains a Crystal to spend on Upgrades.
    • Gain Gadget: The Side whose Faction is shown before the word Gadget draws a random Gadget Card from their Side's Undiscovered Gadget Deck.

    Multiple Conditions can be met and their Outcomes gained.