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City of the Great Machine: The Escalation

Expansion for City of the Great Machine
Expansions
City of the Great Machine: The Escalation Kickstarter Exclusives

City of the Great Machine: The Escalation Rulebook

Table of Contents

Table of Contents

  • Components
  • Bring About a Revolution Module
    • Akira Wagner, the Inventor
    • Enkidu, the Determinist
    • Julie Corvus, the Smuggler
  • Servants of the Great Machine Module
  • Servants of the Great Machine: Chronoleon
  • Pockets of Resistance Module
  • Surveillance Zeppelin Module
  • Solo & Cooperative Rules
    • Introduction to the Solo & Cooperative Rules
    • Bring About a Revolution Module in S&C
    • Setup (S&C Servants)
    • Improvements (S&C)
    • Chronoleon (S&C)
    • Moment of Humanity Mission Set
    • Pockets of Resistance Module in S&C
    • Surveillance Zeppelin Module in S&C
    • Unweaving the Deception Mission Set
    • Aeterna (Standalone Scenario)
  • The Escalation Rules Summary

Components

Escalation Game Rules, pp. 3-4, as printed.

Bring About a Revolution Module

  • For all 3 Heroes: 9 Access cards
  • Akira Wagner, the Inventor: 1 Hero miniature, 1 Hero card, 7 Invention cards, 1 Breakdown die
  • Enkidu, the Determinist: 1 Hero miniature, 1 Hero card, 7 Theory cards
  • Julie Corvus, the Smuggler: 1 Hero miniature, 1 Hero card, 1 Smugglers Hideout District tile, 1 Smugglers Hideout Access card

Servants of the Great Machine Module

  • Servant cards (OvM): 3
  • Improvement tokens: 6 (2 per Servant)

Servants of the Great Machine: Chronoleon

  • Chronoleon Servant card (OvM): 1
  • Servant miniature: 1
  • Surge Token Reference cards (OvM): 2
  • Surge tokens: 10 (2 of each type)
  • Improvement tokens: 2
  • Servant Order token: 1

Pockets of Resistance Module

  • Resistance tokens: 9

Surveillance Zeppelin Module

  • Surveillance Zeppelin miniature: 1
  • Direction tokens: 6

Bring About a Revolution Module

The Bring About a Revolution Module offers you 3 new Heroes to oppose the Great Machine. Unlike the Heroes from the core game, each of them has unique game components and follows special rules.

The Inventor uses his ingenious Inventions to attain incredible possibilities, the Determinist manipulates the City with Theories, and the Smuggler hides in the lawless Smugglers Hideout to avoid the Servants and Guards and to strike where least expected.

See the story of each Hero on their card.

We do not recommend adding Heroes from the Bring About a Revolution Module in your very first game. Moreover, these Heroes are not intended for use by players new to the game.

You may use only 1 Hero from this Module in a single game. Therefore, all three new Heroes share the same set of Access cards.

Akira Wagner, the Inventor

Initiative 7. Max. Trust 8. Starts in any Minor District of your choice.

Setup

Step 8. The Revolutionaries' Preparations. Shuffle the Invention deck and place it face-down next to your Hero card. Take the Breakdown die and put it near the Invention deck. The rest of the preparations for Akira are the same as the other Heroes.

The 'Power of Thought' Ability

At the beginning of the game, Akira doesn't have any Inventions. On his turn, Akira may take an Action to draw 1 card from the Invention deck. This costs him 2 Trust. Alternatively, Akira may take an Action and pay 5 Trust to draw 2 Invention cards at once (instead of 1).

Place the Invention card(s) you've taken face-up in front of you. From now on, you may use the Invention's effect. Other players may look at your face-up Invention cards at any time.

You may not have more than 3 Inventions in play at a time. If you choose to draw a 4th Invention, pick one of the 4 Inventions you have and place it at the bottom of the Invention deck.

Once depleted, the Invention deck is never reshuffled.

Invention Cards

Each Invention may be used only once per round. However, you may use 2 or more different Inventions in the same round. You don't have to use an Invention if you don't want to.

When you use an Invention, its effect is applied immediately. After the effect is applied, roll the Breakdown die. If you roll one of the symbols on the Invention card, discard the card (it is completely removed from the game). Your Invention suffered an unrepairable malfunction (the malfunction icon) or overheated and exploded (the explosion icon). However, if you roll the gears icon on the Breakdown die, your Invention is fine, and you may use it again in future rounds.

Example: Akira activates his Communicator and then rolls the Breakdown die. Unfortunately, he rolls an explosion. The Communicator card is discarded, however its effect will last until the end of the round... but for the last time!

Icon note: the Breakdown die and Invention card symbols are shown only as pictures in the printed booklet; they are described here by name.

Guide to the Inventions

Communicator. You may use Communicator at any moment during the round. For the rest of the round, you gain the ability of any other Hero in play (in addition to yours).

Empathizer. You may use Empathizer at any moment during the round. You and one other Hero of your choice receive 1 Trust each. If you or the chosen Hero already has their maximum Trust, you can still use the Empathizer, but that 1 extra Trust will be immediately discarded.

Disruption Field. You may use Disruption Field when detained. The Great Machine may not advance the Master Plan or apply any Punitive Measures to you if you choose to finish your turn. You are still considered detained for certain game effects.

Hyperbolic Emitter. You may use Hyperbolic Emitter before rolling the Assault die. Activating the Hyperbolic Emitter doubles the Trust you paid for attacking a Guard. For instance, you take an Action to break the Guard and pay 2 Trust, then announce that you are using the Hyperbolic Emitter. Then you roll the Assault die. It is as if you have paid 4 Trust when determining the result of this attack.

Probabilitator. You may use Probabilitator immediately after any Hero (including yourself) rolls the Assault or Escape die. The Probabilitator allows that Hero to re-roll that die. The new result on the die must be accepted. Don't forget that each Invention may be used no more than once per round. Probabilitator may not be used to re-roll the Breakdown die.

Jammer. You may use Jammer as an Action during your turn. The Jammer is used on a Servant in the same District, and this Action costs no Trust. The Servant is deactivated — put their miniature on its side. From now on, this Servant does not count towards anything in the game (as if the Great Machine has only 2 Servants).

During the Great Machine Phase, the deactivated Servant may spend an Action (2 Bonds) to become active again. Put their miniature upright. This Servant has spent their Action and cannot move or take any more Actions during this round (unless the 'Optimize' Directive is published).

Jump Pack. You may use Jump Pack during the movement part of your turn. You may ignore Guards while exiting any one District during movement (you also ignore the Servants if the 'Shadow' Directive is published). The Jump Pack effect only applies to your movement, not your Actions.

Tactically, Akira wants to bring 2 or 3 Inventions into play as quickly as possible. While it requires spending Actions and Trust, it might just give the advantage he needs! Keep in mind, that the end of the game is usually too late to rush for new Inventions, as Akira may not have enough time to use them effectively.

Enkidu, the Determinist

Initiative 7. Max. Trust 9. Starts in any Minor District of your choice.

Setup

Step 8. The Revolutionaries' Preparations. Shuffle the Theory deck and place it face-down next to your Hero card. The rest of the preparations for Enkidu are the same as the other Heroes.

The 'Theory of Everything' Ability

At the beginning of each Opening Phase, before the next City Event card is revealed, you choose from 2 options:

  • You receive 1 additional Trust (if it doesn't exceed your maximum of 9 Trust). Enkidu has the highest Trust limit of all Heroes due to their knowledge of human society and expertise in manipulating it.
  • Draw 1 card from the Theory deck and put it in your hand. You may not have more than 3 Theory cards in your hand. You may choose to draw a 4th Theory card, but then pick one of the 4 Theories you have and place it at the bottom of the Theory deck.

Once depleted, the Theory deck is never reshuffled.

You may show your Theories to other Heroes, but the Great Machine cannot look at them.

After you've applied the Theory card effect, discard it (it is completely removed from the game). You may use 2 or more Theories in the same round.

Guide to the Theories

Each Theory indicates when it can be applied (marked with the word 'Time' on the card) and what effect it has.

Behavior Theory. Choose 1 published Directive. It is inactive until the end of this round, shown by turning the card 90 degrees. Turn it back to the normal position at the end of the Closing Phase.

Chaos Theory. In this round, the Heroes take turns not according to the Initiative order but in any order they like. A Hero must finish their turn before another Hero takes their turn. If the Revolutionaries cannot decide on the order of their turns, Enkidu makes the final decision.

Emotion Theory. Redistribute the Trust the Heroes have between them in any way you like, as long as no one gets more than their possible maximum Trust. Technically, you don't need to confer with the other players, but you are encouraged to, as politeness is in Enkidu's nature.

Government Theory. Take a Special Action of any Major District (Special Actions are shown on the Access cards), provided that there is no Servant and/or Raid token in that District. You may take this Special Action during your turn or during any other Hero's turn. You remain in your current District when taking an Action with Government Theory.

When you take this Special Action, you pay the same amount of Trust as you would have paid if you were in that District.

Using Government Theory does not count as your regular Action, which means you may effectively take 2 Actions in a round.

Relativity Theory. Swap any 2 Heroes (including yourself). Hero A relocates to Hero B's District, and Hero B relocates to Hero A's District. The Heroes do not pay any Trust when leaving their Districts (this is not considered a movement). You may relocate a Hero without their consent, but you are encouraged to ask for permission.

If you relocate a Hero to a District with a Raid token, that Hero will not be detained, unless they've chosen the Access card to that District.

Note: 'Security Checks' Event: The Heroes do not pay Trust when relocated using Relativity Theory (but they will pay if they exit their new Districts during movement later).

Sociological Theory. Give any one of your Access cards to any other Hero. That Hero chooses it for this round (as if it were their own card). At the end of the round, the Hero returns your Access card to you (if it wasn't forfeited). For instance, this allows a Hero to go to a District they do not have an Access card to... or mislead the Great Machine by using your Access card to a District they actually have an Access card for.

Probability Theory. In the Opening Phase, you may replace a newly drawn City Event card for any City Event card that was revealed earlier in the game (simply place it on top of the revealed City Event card stack). You must exchange the City Event cards no later than the Opening Phase and before the effect of the new City Event card takes place. You may not exchange the 'The Countdown' card.

Tactically, Enkidu strives to have 2 or 3 Theory cards at the ready, waiting for the right moment to use them. Meanwhile, Enkidu accumulates Trust, which in itself makes them an extremely formidable opponent for The Great Machine!

Julie Corvus, the Smuggler

Initiative: any. Max. Trust 8. Starts in the Smugglers Hideout.

Setup

Step 8. The Revolutionaries' Preparations. Forfeit one of your 9 Access cards as usual, then take the Smugglers Hideout Access card. Place the Smugglers Hideout District tile next to your Hero card and place the Julie Corvus miniature on it.

The 'Know the Ropes' Abilities

Julie has 2 unique abilities.

First: Julie takes her turn before or after any other Hero. She makes the decision anytime during the Heroes Phase.

Note: In specific game situations that require to know the Heroes' Initiatives, the Julie Corvus' Initiative is considered to be 7 (same as of Akira Wagner and Enkidu).

Second: Julie has an Access card to the Smugglers Hideout District, where only she can go.

Smugglers Hideout

The Smugglers Hideout is a Neutral District — it is considered neither a Minor nor a Major District. However, it is still a part of the City, so Julie participates in City Events while located there. Only Julie may visit the Smugglers Hideout (other Heroes, Servants, Guards, and Famous Citizens cannot). Starting a Riot in the Smugglers Hideout is not possible.

During the Access Phase, Julie may choose the Smugglers Hideout Access card. As usual, other Heroes may look at it, but the Great Machine cannot.

Next, in the Heroes Phase, Julie moves to the Smugglers Hideout District, paying Trust according to the number of Guards in her current District. Place the Julie miniature on the Smugglers Hideout tile.

There are no Actions available in the Smugglers Hideout. Once Julie has moved to the Smugglers Hideout, her turn is finished. Next round, Julie starts in the Smugglers Hideout.

Special case. When Julie is detained while moving to the Smugglers Hideout and the Great Machine applies the 'No Access!' Punitive Measure, Julie must forfeit her Smugglers Hideout Access card. Julie still ends her movement in the Smugglers Hideout, but she won't be able to move there again in the future unless she gets her Access card back (for example, by using the Special Action at the Tower of L.A.W.).

When Julie is in the Smugglers Hideout at the beginning of the round, she receives 4 Trust in the Opening Phase and chooses any Access card she has in the Access Phase. She may choose the Smugglers Hideout Access card again if she wants to.

Next, in the Heroes Phase, if Julie hasn't chosen to stay in the Smugglers Hideout, place her miniature on the destination District tile. This is considered a movement. Julie does not pay Trust when exiting the Smugglers Hideout as there are no Guards there.

Tactically, Julie is hardly predictable for the Great Machine and easily eludes its forces. She takes her turn when she wants to and may appear in any District when exiting the Smugglers Hideout. This allows Julie to build extremely effective combinations together with the other Heroes.

Example: Julie starts the round in the Smugglers Hideout and receives 4 Trust in the Opening Phase. She chooses the Commerce District card in the Access Phase. At the beginning of her turn, she reveals this card and moves to the Commerce District for free.

Servants of the Great Machine Module

The Servants of the Great Machine Module provides the Servants with powerful improvements aimed at increasing their effectiveness in hunting the Heroes down. The Servants install their new implants throughout the course of the game, and once the enhancements are applied, the Heroes will face difficult times.

Yet, the Heroes have something to oppose the heavily modified Servants. People in the City realize that building up the capabilities of the Servants hardly has anything to do with a peaceful course of life. Pockets of resistance start to appear in the City, the Master Plan advancement has been sabotaged at its initial steps, and more Citizens are willing to consider joining the course of Revolution after the first successful Riots!

We recommend adding the Servants of the Great Machine Module no earlier than after your first two or three games. The Great Machine players are advised never to use this Module when playing with novice Heroes.

See the story of each Servant on their card.

The Story

In the beginning, the Great Machine converted its technicians into its loyal Servants. Next, implants were installed in the representatives of the legislative institutions, which greatly increased the efficiency of City management. The City was held in perfect order.

As individual dissenters began to oppose the rule of the Great Machine, it became necessary to call upon the best of its Servants to curb revolutionary sentiments. The Great Machine selected those among them who proved to be the most useful, entrusting them to wield the power of the law and placing the mechanical Guards under their command.

And yet, the Great Machine wasn't satisfied with the result. Therefore, it initiated the creation of powerful personal implants capable of further strengthening its Servants. The most skillful biomechanical artisan workshops scattered throughout the City were involved in the manufacture of new implants.

Setup

The following rules are addressed to the Great Machine player.

When playing with the Servants of the Great Machine Module, the Heroes gain 2 of the 3 following advantages of their choice:

  • Advantage A: Heroes add the Pockets of Resistance Module to the game (see page 17).
  • Advantage B: Set the Master Plan to I at the beginning of the game.
  • Advantage C: After each successful Riot (including the Riot Stage), each Hero may identify 1 Famous Citizen in any District (the Districts should be different) or receive 2 Trust, following the Initiative order.

Note: Advantages B and C are similar to the optional game adjustments described in the core game Reference Guide (see p. 9). In case you've chosen Advantage C already, while the Master Plan starts at I due to the last game result, the Heroes gain Advantage A only.

Step 7. The Great Machine's Preparations. Place the 3 Servant cards face-up in front of you. All players may look at them.

Shuffle and randomly place the 6 Improvement tokens face-down, one in the Control Nexus and the other 5 in the Minor Districts. After placing all the tokens, turn all of them face-up.

Note: It is recommended using the Servant Order tokens from the core game while playing with this Module.

Improvements

A Servant in a District that has an Improvement token with their portrait may pick it up at the end of the Great Machine Phase. This is not an Action, and it does not require spending Bonds. The Servant cannot pick up a token belonging to the other Servant.

Place the first Improvement token in slot I on the Servant card. The Servant's basic ability (shown to the right of slot I) comes into effect immediately and remains active throughout the game until the second Improvement is installed.

When a Servant picks up their second Improvement token, place it in slot II. The enhanced ability (shown to the right of slot II) completely replaces the previous one and is now in effect until the end of the game.

Servants' Abilities

Special Cases

All Servants' abilities are self-explanatory, except for some special cases described below:

  • Judgementor. At the end of the Great Machine Phase, Judgementor picks up his Improvement token in his current District. The Great Machine places it in the upper slot on the Judgementor's card. From now on, his basic ability is active.
  • Lex Hecate. Lex Hecate's ability may be used only once per round. In particular, this is important when playing with the 'Optimize' Directive which allows a Servant to take 2 Actions instead of 1.
  • Judgementor's ability does not make him a Guard (see "Typical Questions" on page 20). Also, when a 'Shadow' Directive is published, Judgementor is still treated as 1 Guard, not 2 (this is a common rule).
  • Phantasmer. Phantasmer's ability does not allow him to pick up his second Improvement token after relocating at the end of the Great Machine Phase.

Tactically, Improvements strengthen your Servants, but not so much that you can ignore the Heroes during the first few rounds while you collect Improvements. Try to get Improvements as early as possible, but do not stop trying to prevent the Heroes from fulfilling their plans!

Servants of the Great Machine: Chronoleon

Lex Hecate, Judgementor, and Phantasmer are the core game Servants who get powerful Improvements with this Module. The fourth Servant, Chronoleon, was introduced with the Escalation expansion. When added to the game, she takes place of any other Servant of your choice.

While the other Servants are partially human, Chronoleon is a fully mechanized Intelligence Service agent and is able to change her body parts to perform her tasks best. This allows her to pretend "one of their own" in any company and trick the Heroes into one trap after another.

We recommend adding Chronoleon only after you've played your first game with the Servants of the Great Machine Module.

See the story of Chronoleon on her card.

Setup

The following rules are addressed to the Great Machine player.

Step 7. The Great Machine's Preparations. Take Chronoleon instead of a core game Servant of your choice and follow the setup process described in the rules for the Servants of the Great Machine Module (see page 13).

Place the Surge tokens near the Progress Board. Take 2 Surge Token Reference cards, keep one for yourself, and pass the other one to the Revolutionaries.

Surge Tokens

When Chronoleon receives Improvement I, shuffle the Surge tokens and randomly place them face-down on the Master Plan track of the Progress Board — placing one on each of the roman numerals higher than where the pointer is currently pointing except the final XII. If any unallocated Surge tokens remain, return them to the game box without looking at them.

From now on, each time the Master Plan advances by 1, take the Surge token the Master Plan pointer now points at on the Progress Board and place it near the Chronoleon card. You may freely look at the Surge tokens you have taken. It is not recommended showing Surge tokens to the Heroes, however, you may if you want to.

The Master Plan advances by 1, and Chronoleon immediately receives a Surge token from the Master Plan track.

Chronoleon's Improvements

Improvement I. Chronoleon may give 1 of her Surge tokens to a Hero in her District as an Action (it costs no Bonds). The Hero places the received Surge token face-up next to their Hero card.

Special case. The 'Optimize' Directive allows a Servant to take 2 Actions. In this case, for instance, Chronoleon may give 2 Surge tokens by consequently taking 2 Actions, but the second Action costs her 1 Bond.

Improvement II. Chronoleon is no longer required to spend an Action to give a Surge token. She may freely give a Surge token to a Hero in her District only after she has finished movement but before taking an Action, and she cannot move afterwards. Next, she may take an Action as usual. Chronoleon may give 2 or more Surge tokens to one Hero at once, or multiple Surge tokens to different Heroes in her District.

All Surge tokens are discarded at the end of the round they were activated. Surge tokens with a red border are activated immediately when Chronoleon gives them to a Hero, while Surge tokens with a blue border may be activated only when the condition specified on the Surge Token Reference card is met. The discarded Surge tokens are removed from the game.

Note: You don't have to activate a Surge token with a blue border when the condition is met if you don't want to.

A Hero may have any number of Surge tokens. However, Chronoleon cannot give her second Surge token of the same type to a Hero until the first one is discarded.

Tactically, Chronoleon anticipates the next steps of the Heroes, toying with their carefully crafted plans like a cat plays with mice. Each Surge token requires a tactical forethought, often several rounds ahead, and will be effective if applied at the proper time!

Guide to the Surge Tokens

The effects of the Surge tokens are described on the Surge Token Reference card. Only specific rules and situations are explained below:

  • Espionage. If the only Hero caught by a Raid is the target Hero, this Raid fails.
  • Deterrence. The target Hero treats Chronoleon as 1 extra Guard when paying Trust for movement, Action, and determining the result of a Riot. However, Chronoleon does not actually become a Guard (see "Typical Questions" on page 20). As a common rule, Chronoleon is still treated as only 1 extra Guard when the 'Shadow' Directive is published.
  • Coercion. Note that Akira, the Inventor, may still re-roll only 1 die result per round when he uses Probabilitator on the die rolled by a Hero under the effect of Coercion.
  • Custody. If the target Hero is Veiga, the Actress, and the Master Plan advancement is chosen, she receives 2 Trust due to her ability after the Great Machine applies everything regarding her detainment.
  • Supervision. The target Hero pays 1 Trust more in total whenever they exit a District or take an Action this round. For example, in a District with 2 Guards, they identify 2 Citizens for 5 Trust instead of 4.

Pockets of Resistance Module

As the Master Plan advances, pockets of resistance start to appear here and there in the Districts. Heroes can contact them and use their support when taking Actions in the Districts with Resistance tokens or exiting them.

The Pockets of Resistance Module is designed to be used in combination with the Servants of the Great Machine Module (see page 13). However, you may add it to a game with any other Modules as well.

If the Servants of the Great Machine Module is not added, and you've added the Pockets of Resistance Module on its own — each time the Master Plan advances, the Great Machine receives 1 Bond as it mobilizes its police forces and authorities to shut down the growing disorders in the City.

We recommend adding the Pockets of Resistance Module starting with your first game with the Servants of the Great Machine Module. If you want using it separately, add it no earlier than after your first two or three games.

Setup

Step 8. The Revolutionaries' Preparations. Shuffle the Resistance tokens and place them face-down as a stack next to the City Event deck.

Resistance Tokens

Each time the Master Plan advances by 1, reveal the top Resistance token from the stack and check the District shown on its face. Place it with the Trust side up on the corresponding District tile.

The Heroes may use a Resistance token in one of two ways:

  • A Hero taking an Action in a District with a Resistance token may discard it to pay 1 Trust less for this Action.
  • A Hero may discard a Resistance token in a District to pay 1 Trust less to exit that District during movement (that includes moving through that District).

If the Resistance stack runs out and you need to place a new token, reshuffle the discarded tokens, and form a new stack. If all Resistance tokens are already in the City — you do not place a new one.

Example: Enkidu with 4 Trust heads to the Tower of L.A.W. First, Enkidu exits the Grand Citadel for 3 Trust (as there are 3 Guards there). Now, they have only 1 Trust left, while they need 2 Trust to exit the Art District. Fortunately, there is a Resistance token in the Art District! Enkidu discards it as 1 Trust and pays the other 1 Trust to arrive to the Tower of L.A.W. safely. Enkidu has no Trust left, but they may use another Resistance token in the Tower of L.A.W. to pay 1 Trust for their Action.

Tactically, the Pockets of Resistance provide Heroes with quite a substantial amount of Trust. The Great Machine should never underestimate the power of a single Trust, as sometimes it's all the Heroes need to achieve victory!

Surveillance Zeppelin Module

The Surveillance Zeppelin cruises over the City throughout the game and allows the Heroes to perform unpredictable maneuvers that may surprise the Great Machine. However, the Great Machine knows that the Heroes may try to board the Zeppelin and is willing to send its Servants to meet them there with a well-timed Raid!

We recommend adding the Surveillance Zeppelin Module no earlier than after your first two or three games.

The Story

Despite the unshakeable belief in the infallibility of the Great Machine, the City could not be left without oversight from the state authorities. A Surveillance Zeppelin was directed to the 'flying carpets'. Its staff has been assigned the task of observing what is happening in the City and submitting reports back to the government.

But what can go wrong in a City that is run by the impeccable artificial intelligence?.. Soon, the officers in charge of the Surveillance Zeppelin began to write fake reports for the sake of 'paper pushing'. In addition to this, they quickly got bored of pointless day-to-day cruising over the City. As a result, the officers gladly offered their help to the Servants in their crime investigation work, using the long-range surveillance optics installed on the airship.

At the same time, some of the junior officers sympathize with the Revolution. They share information with the Heroes and covertly allow them to stowaway on the Surveillance Zeppelin.

Setup

Step 9. Final Steps. Pick a random District (you may use the Access cards of any Hero or the Resistance tokens) and place the Surveillance Zeppelin miniature there.

Shuffle the Direction tokens, stack them face-down next to the City Event deck.

Direction Tokens

Opening Phase. Starting with the 2nd round, before revealing a new City Event card, flip the top token from the Direction stack. If there are no tokens left in the stack, shuffle the discarded tokens to form a new stack first.

The Direction token is shaped like a District. Align the Direction token with the District that has the Surveillance Zeppelin. The triangle in the center of the Direction token points to the top of the District.

Reposition the Surveillance Zeppelin to a connected District through the exit marked on the Direction token. If this exit has no connection to a District, reposition the Surveillance Zeppelin through the first connected exit clockwise.

Note: For convenience, it's sometimes better to place the Direction token on the District tile to easily determine where the Zeppelin flies to.

The Surveillance Zeppelin cannot be repositioned to another District through the exit shown on the Direction token, so it is repositioned through the first available exit clockwise.

Heroes and Servants

Great Machine Phase. In a District with the Surveillance Zeppelin, a Servant may get on board for free instead of taking their regular Action. In this case, the Servant may apply any 2 different advantages from the 3 listed below:

  • The Great Machine receives 1 Bond.
  • The Great Machine places a special Guard in a free square of any District (use the blue-colored Guard meeples). This costs no Bonds. Return this special Guard to the reserve after the Closing Phase is completed. The special Guards are the same as the regular Guards for all game effects and purposes.
  • The Servant takes a Special Action (2 Bonds) of the Grand Citadel, Tower of L.A.W., or Control Nexus (draws or publishes a Directive, or repositions a District).

Heroes Phase. Upon ending their movement in a District with the Surveillance Zeppelin, a Hero receives 1 Trust. Then they may relocate to any connected District before taking their Action (or Actions, if it is Coolum, the Fowler). A Hero does not receive 1 Trust and cannot board the Surveillance Zeppelin if they are only moving through this District or got detained.

When a Hero travels to a connected District on board the Surveillance Zeppelin — place both the Hero and the Surveillance Zeppelin miniatures in this new District. Relocating using the Surveillance Zeppelin is not considered a movement. After relocating, the Hero may take an Action in their new District.

Special Cases

Special case — Servants. If a Servant takes 2 Actions due to the 'Optimize' Directive, they either choose any 2 of the 3 advantages twice (it still costs 1 additional Bond) or take both their Actions in the District.

Special cases — Heroes. A Hero may relocate to a District they do not have an Access card to. When a Hero relocates to a District with a Raid token, they are detained.

Typical Questions

What is the difference between 'Move' and 'Relocate'?

Movement is the usual way for navigating the City of the Great Machine. This means to go through the Districts. When a Hero moves, they pay all necessary costs for exiting each District. When a Servant moves, they normally pay 2 Bonds per District they exit.

Relocate means to transfer directly to a particular District ignoring costs for exiting Districts and any other possible effects. It is not considered a movement.

In the same way, any effects regarding ending a movement in a District are not related to relocating. However, a Hero will be detained if they relocate to a District with a Raid token, unless the effect states otherwise.

Does a Servant become a Guard when the '...as a Guard' expression is used?

No. This expression only helps to describe, for example, how a Servant affects Heroes' Actions or movement. A Servant does not actually become a Guard and, therefore, is not subject to any effects related to Guards. For instance, they cannot be broken or repaired.

Next, as a common rule, the '...as a Guard' effects are not cumulative. At any time, a Servant may be treated only as 1 Guard, not 2 Guards or more.

Solo & Cooperative Rules

Source: the "Escalation S&C Rules" booklet (16 pages), appended to this rulebook. The rules below are the booklet's own text; its page references refer to that booklet.

Introduction to the Solo & Cooperative Rules

All Modules of the Escalation expansion can be played in S&C.

Missions. The Servants of the Great Machine and the Surveillance Zeppelin Modules offer their own Missions sets. Along with this, each Escalation expansion Module can be played with any Mission set (or without Missions). You can even add 2 or more Modules to your game at the same time and choose a Mission set belonging to one of these Modules or from the core game.

  • The Mission cards from the Escalation expansion cannot be mixed together with the Mission cards from the core game.

Aeterna Scenario is designed for S&C only and can be played with its own Mission set or any other, and it is compatible both with the core game and the Escalation expansion Modules.

Introduction and Story. Before getting into the rules of each of the Modules, always start with reading their description and story in the Escalation Game Rules booklet.

S&C Components (as printed on page 2 of the S&C booklet)

  • Moment of Humanity Mission cards: 4
  • Servant Action cards: 3
  • Aeterna Control Mission cards: 4, and Reference card
  • Chronoleon Action card and S&C Surge Token Reference cards: 3
  • Unweaving the Deception Mission cards: 3

Bring About a Revolution Module in S&C

The Heroes from the Bring About a Revolution Module are fully playable in S&C. There are 3 special cases.

  • Jammer Invention (Akira Wagner). Akira may use his Jammer during detainment by a Servant. This is not considered an Action. In this case, the Servant is deactivated (see clarifications for the 'Deactivation Trap' Mission in Reference Guide, p. 31). The Jammer effect and detainment results are applied simultaneously. When playing with the Servants of the Great Machine Module, the fully upgraded Phantasmer will be deactivated in a random District after applying both detainment results.
  • Disruption Field Invention (Akira Wagner). "Progress marker" in place of the "Master Plan". Also, when playing the Aeterna Scenario, note that Akira is detained and so receives 1 Æ.
  • Smugglers Hideout (Julie Corvus). There is no situation where a Servant may move to the Smugglers Hideout. If a Servant Movement card directs a Servant to a District with Julie Corvus, and she is in the Smugglers Hideout, the Servant treats that Movement card as a Patrol card.

Setup (S&C Servants)

Setup is performed following the rules of the Servants of the Great Machine Module and the core game S&C with a few changes.

  • During setup, place the S&C Servant Action cards (marked with a mechanical heart) from the Escalation expansion with the standard side up (same as used in the core game).
  • In OvM, when playing with the Servants of the Great Machine Module, the Heroes gain 2 of the 3 advantages of their choice (see Escalation Game Rules, p. 13).

In S&C, we recommend adding the Pockets of Resistance Module (Advantage A). It has 2 variants in S&C (see page 8), and its Extended Variant is designed to be used with the Servants of the Great Machine Module. The other two advantages are a part of tuning the Difficulty (see Reference Guide, p. 28) and are not required for this Module.

The rest of the Module rules are explained below in full.

Improvements (S&C)

Any Servant in a District with an Improvement token picks it up at the end of their turn. Unlike OvM, Servants pick up any token belonging to any Servant. The Improvement token is placed on the Action card of the Servant whose portrait is shown on the token.

When a Servant receives their first Improvement token, turn over their Servant Action card to the advanced side (with slots I and II). Place the token in slot I on this card. When a Servant receives their second Improvement token, place it in slot II.

Servants' Abilities. Special Cases

Improvement I. The upgraded Actions are self-explanatory. Improvement I upgrades the first Action in the priority list (highlighted on the card). Whenever a Servant executes the first part of this Action, written before the word 'then', they also execute the second part. This is treated as 1 Action (not two).

Improvement II upgrades detainment capabilities. If a Servant has only one Improvement token, the Servant applies only the detainment result written before the word 'then' (same as it was before). If a Servant has both tokens, the Servant applies all detainment results.

Phantasmer, Improvement II. He applies his regular detainment result, then relocates to a random District. Phantasmer does not take any Actions in this new District, but he does apply the 'Confiscate' Directive effect, if it wasn't applied before. If there is a Hero in this District who has already finished their turn, they are immediately detained. Same happens if a Hero moves to this District during their turn this round. Phantasmer does not relocate again if detains a Hero in the new District.

Judgementor, Improvement II. He applies his regular detainment result, then places a special Guard in his District (or in a random one, if there are no empty squares).

Lex Hecate, Improvement II. She applies her regular detainment result, then takes a District Action. This is not her upgraded Action, so she does not arrest an active Citizen. However, the Security Protocol is executed if Lex Hecate cannot take her District Action.

For a greater challenge, it is recommended to upgrade the core game Servant Action card as well. Chronoleon benefits from the Improvements of this Servant along with her own ones.

Chronoleon (S&C)

Setup is the same as described on page 4, with 3 exceptions.

  • Chronoleon not only takes the place of a core game Servant, but she also uses their Servant Action card from the core game S&C. Place the Chronoleon card (standard side up) on top of the replaced Servant's card, with the right part visible, as shown on the picture.
  • Unlike OvM, place the Surge tokens on the Master Plan track during setup.
  • Take S&C Surge Token Reference cards.

Chronoleon completely replaces one of the Servants — Lex Hecate in this example — and adopts her Actions and detainment results.

The rest of Chronoleon rules are explained below in full.

Replacement. Chronoleon uses the Action priority list and the detainment result of the Servant she replaces. At the same time, she has her own Improvements explained on her card. When Chronoleon receives her first Improvement token, turn over her Action card to the advanced side (with slots I and II).

Surge Tokens. Each time the Master Plan advances by 1 and the Master Plan pointer points at a Surge token on the Progress board, take that token and place it near the Chronoleon card. You may not look at what Surge tokens Chronoleon has. Chronoleon does not use her Surge tokens until she receives her first Improvement.

Improvement I. At the end of Chronoleon's turn, if there is a Hero in her District, she gives them a random Surge token. If there are 2 or 3 Heroes in her District, she gives a Surge token to each of them in Initiative order, starting with the lowest. If she does not have any remaining Surge tokens, nothing happens. The Hero places the Surge token they receive face-up next to their Hero card. From this moment on, the token is in effect. If a Hero ever receives a second identical Surge token, only one of them is in effect.

Improvement II. After applying the detainment result from the Action card of the replaced Servant, Chronoleon gives a random Surge token to a Hero she has just detained. The rest is the same as Improvement I.

The Surge tokens are described on the S&C Surge Token Reference card. Unlike OvM, a Surge token is not discarded after it was activated. It remains in effect for the rest of the game or until a Hero takes the Drop a Tracker Action.

Drop a Tracker Action. A Hero discards any 1 of the Surge tokens they have. This Action costs no Trust. Remove the discarded Surge token from the game. If a Hero has 2 identical Surge tokens and discards one of them, the other one comes into effect.

Note: Coolum, the Fowler, cannot take 2 Actions if he chooses to take the Drop a Tracker Action.

Moment of Humanity Mission Set

The Servants of the Great Machine are its most powerful weapons. However, in the depths of their consciousness, now subjugated to machine logic, the long forgotten human feelings and memories are hidden. Find ways to awaken the human essence of the Servants, at least for a brief moment. Even a short-lived acceptance of the Revolution by the Servants will allow people of the City to realize that the regime of the Great Machine is not based on the ideals of humanism, as it is proclaimed everywhere, but on the suppression of free will.

Key Guidelines

  • The 'Moment of Humanity' Missions are not designed for the random Mission setup. However, you can play the 'Moment of Humanity' Mission set without the Servants of the Great Machine Module — in this case, consider choosing a higher Level of Difficulty and/or setting the Master Plan to a higher starting position.
  • Add the Pockets of Resistance Module to the game (it is required for the Lex Hecate Mission).

Clarifications for the Missions are provided below. Note that the Hero tokens are not used with this Mission set.

  • Each of the 3 Missions corresponds to one of the Servants participating in the game. All 3 Missions come into play at the beginning of the game — you may complete their Objectives in any order.

Objective Part: Revolt Tokens. In each of the Missions, the Heroes use Revolt tokens (these are the Trust tokens, which are always taken from the reserve). The quantity of the Revolt tokens is unlimited. The Revolt tokens are not considered 'Trust' for the game purposes.

While performing Interactions, the Heroes may attach or place Revolt tokens in the City as indicated on the Mission cards.

Note: There can be only 1 Revolt token attached to a revealed and active Famous Citizen, broken Guard, or placed adjacent to the District symbol (in the upper-right corner of the District tile).

The Objective of each Mission is to have a certain number of Revolt tokens collected by the Servants.

  • Judgementor, the Arbiter. Any Servant collects a Revolt token after they arrest an active Famous Citizen with a Revolt token attached. Place the Revolt token on this card. If a Citizen with a Revolt token was shuffled by the effect of the 'Resettle' Directive, return the Revolt token to the reserve.
  • Lex Hecate, the Executive. In a District with a Revolt token placed adjacent to its District symbol, any Servant collects this Revolt token after they take a District Action. They cannot collect a Revolt token attached to a Famous Citizen or Guard this way. It does not matter if a Resistance token that was used to place the Revolt token is still in the District or not.
  • Phantasmer, the Architect. Any Servant collects a Revolt token after they repair a broken Guard with a Revolt token attached.
  • Chronoleon, the Vice-Agent. Chronoleon has the Mission of a Servant she replaces.

Special cases. A Servant may collect 2 or more Revolt tokens in one turn. When the Servant's Mission Objective is completed, return the Revolt tokens suitable only for their Mission to the reserve.

Advantage Part: Absolution Action. Before a Servant takes an Action (or Actions) during their turn, any one of the Heroes may discard their Servant Order token. If they do, the Servant does not perform any of their Actions. But now the Heroes may take any Action in the Servant's District (except for starting a Riot) as if this Servant were a Hero. All Heroes may participate in paying the required Trust for this Action.

This does not allow the Heroes to avoid detainment or to prevent a Servant from using the 'Confiscate' Directive. Also, they cannot prevent a Servant from adding a special Guard with the Guard Patrol Movement card. If a Servant receives any Trust while taking an Absolution Action, this Trust is discarded.

Pockets of Resistance Module in S&C

In S&C, the Pockets of Resistance Module may be used together with the Servants of the Great Machine Module or without it, and it provides Heroes even more opportunities than in OvM.

There are 2 variants of playing with the Pockets of Resistance Module. With either of them, choose a higher Level of Difficulty and/or set the Master Plan to a higher starting position when you add the Pockets of Resistance Module on its own (without the Servants of the Great Machine Module).

Standard Variant — Local Support. The Heroes setup and use the Resistance tokens in the same way as in OvM (see Escalation Game Rules, p. 17). This variant is recommended for your games without the Servants of the Great Machine Module.

Extended Variant — Full-Scale Support. Same as the Standard Variant but with the following changes:

  • The Resistance tokens are placed in the City in a different way. Each time the Master Plan advances by 1, turn over a random face-down District token. Next, reveal the top Resistance token from the stack and place it face-up in the District indicated by the District token. If both District and Resistance tokens match the same District, turn over another face-down District token.
  • Similar to the Standard Variant, a Hero may discard a Resistance token during their Action or movement as 1 Trust. Also, as another option, a Hero may discard a Resistance token to take any available Action (except for starting a Riot) in the District shown on this token as if they were in that District.

Example: There is a Resistance token with an symbol of the Central Square in the Industrial District. Veiga, the Actress, is going to discard this Resistance token to take her Action not in the Industrial District where she is, but in the Central Square as if she were there. For instance, she may take the Central Square Special Action for 1 Trust and increase Discontent by 3 (4 Famous Citizens minus 1 Guard).

(The Central Square symbol is shown as a picture in the printed booklet and is described here by name.)

Surveillance Zeppelin Module in S&C

In S&C, the Heroes follow the OvM rules for the Surveillance Zeppelin.

Unlike OvM, the Servants do not interact with the Surveillance Zeppelin. However, at the very end of each round, advance the Progress marker counter-clockwise by 1 Stage if there are no Servants in the District with the Surveillance Zeppelin.

Note: A Hero boards the Surveillance Zeppelin and relocates after they end their movement in its District (and possibly performed an Interaction). They cannot perform an Interaction after relocating (this is not considered movement). When a Hero relocates to a District with a Servant, they are detained.

Unweaving the Deception Mission Set

The world below knows little of what is happening high up in the sky City, as the Great Machine effectively filters outgoing information, and the news that comes from the City usually extols it as the highest achievement of Mankind. As a part of its propaganda campaign, the Great Machine cunningly pulls the wool over the eyes of the Surveillance Zeppelin officers sent here by the government.

Uncover the truth for the Surveillance Zeppelin crew. Show them the Servants' true colors and, despite the Great Machine's attempts to prevent it, find a way to send the airship outside the City to unveil the true state of things to the whole world.

The Surveillance Zeppelin Missions are not suitable for the random Mission setup.

Influence the Officers

Objective Part. Interaction: You may put the attached Hero tokens on the miniature's base. Reposition the Surveillance Zeppelin with the Hero tokens attached.

Advantage Part. The Heroes reveal 2 Direction tokens at once, choose 1, reposition the Surveillance Zeppelin accordingly, and discard both Direction tokens. If you ever need to reveal 2 Direction tokens and there is only 1 token left in the stack, for convenience, first shuffle all 6 tokens (including the remaining one) to form a new stack.

Proof of Punitive Measures

Objective Part. End of the round: This is performed at the beginning of the Closing Phase, no matter where the Heroes are. The Servant Order token is collected by the Surveillance Zeppelin crew. But it cannot be collected if the respective Servant is in the same District (for instance, if Phantasmer is in the District with the Phantasmer Order token and the Judgementor Order token, the Surveillance Zeppelin collects the Judgementor's token only).

Advantage Part. A Hero is not considered detained for any game effects if the running man icon is rolled. (The running man icon is shown as a picture in the printed booklet and is described here by name.)

The World Should Know!

Objective Part. Objective: In the Opening Phase, reveal 2 Direction tokens and choose 1, according to the 'Influence the Officers' Mission. Next, if there is at least 1 Hero either in the Grand Citadel, Tower of L.A.W., or Control Nexus AND there are no Servants in the District with the Surveillance Zeppelin AND the chosen Direction token guides the Surveillance Zeppelin to an open exit (not connected to another District), you may remove the Surveillance Zeppelin from the City for the rest of the game. However, if you want the Surveillance Zeppelin to stay in the City for a while, reposition it through the first available exit clockwise as usual.

Objective: Do not advance the Progress marker for the absence of Servants if the Surveillance Zeppelin left the City.

Advantage Part. At the beginning of each Closing Phase (starting with the next round after the Objective is completed), increase Discontent by 3. Later, in the Closing Phase, Step 3, advance the Master Plan by 1 as stated by 'The Countdown' City Event.

Optional Variant: Controlled Navigation

May not be used with the 'Unweaving the Deception' Mission set.

The Navigation Officer sympathizes with the revolution and consults with the Heroes before determining the course of the Zeppelin. Do not use the Direction tokens. In the Opening Phase, after the next City Event card is revealed, reposition the Surveillance Zeppelin to any connected District of your choice (you cannot leave it where it is).

We recommend choosing a higher Level of Difficulty and/or set the Master Plan to a higher starting position when playing with this variant. Also, note that this variant may increase the playing time.

Aeterna (Standalone Scenario)

Aeterna is a challenging standalone scenario designed specifically for S&C. It may be played with any of the Modules or on its own. Also, you can try it with the 'Aeterna Control' Mission set or with any other.

The Story

Experiments conducted in a secret laboratory of the Science District led to creation of Aeterna — an ultralight substance that permeates into the nervous system and suppresses the will. At the behest of the Great Machine, Aeterna atomizers were installed on the new mechanical Guards and embedded into the Servants' implants to quell the riots in the City.

Aeterna does not have an immediate effect, but it is gradually accumulated in the body turning people into puppets entirely obedient to the orders of the Great Machine. Fortunately, Aeterna is not stable and flushes out over time. However, loyal scientists are working day and night to make its effect permanent. If they succeed, the City will become enslaved.

Discover the secret formula of Aeterna and learn how the Great Machine uses its new Guards to cloud the minds of the people in the City. Determine how to resist the effects of Aeterna and teach others!

Aeterna Scenario Rules

Setup. Setup is performed following the rules of the core game S&C. Additionally, randomly distribute the 3 Servant Order tokens among the Heroes. Choose the 'Aeterna Control' Mission set (recommended for your first game with the Aeterna scenario) or any other.

Note: Check the 'Playing with Other Mission Sets' (see below) if you choose another Mission set.

Receiving Aeterna

During the course of the game, the Heroes receive Aeterna (referred to as Æ). Bond tokens are used as Æ.

A Hero receives Æ in the following cases:

  • Detainment. Whenever a Hero is detained, they receive 1 Æ after the detainment result is applied.
  • Special Guard is broken. Whenever at least 1 special Guard is broken for any reason in a District with a Hero, they receive 1 Æ and 1 Trust. If there are 2 or 3 Heroes in this District, each of them receives 1 Æ and 1 Trust. This effect is no longer applied as soon as the Mission Objective is completed.

Note: When a regular Guard is broken, the Heroes do not receive Æ and Trust. In case 2 or 3 special Guards are broken at the same time during a Riot, each Hero in this District receives only 1 Æ and 1 Trust.

Whenever a Hero ends their movement in a District with any amount of Æ, they automatically collect all Æ in this District. It is performed before detainment and Interaction.

Some Missions instruct Heroes to receive Æ in certain cases.

Example: Coolum, the Fowler, ends his movement in the Grand Citadel and automatically collects 1 Æ there. Now he has 3 Æ and 3 Trust. Next, he decides to take the Aeterna Cleansing Action and discards 2 Æ — 1 Æ for free and 1 Æ for 2 Trust. Coolum cannot take his second Action and finishes his turn with 1 Æ and 1 Trust.

Security Protocol

The Security Protocol is executed differently in the Aeterna scenario. First, place a special Guard in a random District. Then, place 1 Æ in each District that has at least 1 special Guard.

New Action: Aeterna Cleansing

A Hero may spend their Action to discard (return to the reserve) any or all of their Æ. A Hero discards 1 Æ for free and then pays 2 Trust for every additional 1 Æ they discard above that.

Note: Coolum, the Fowler, cannot take 2 Actions if he decides to perform Aeterna Cleansing.

Converting Aeterna into Trust

Upon completing Mission Objectives, the Heroes convert the specified amount of Æ into Trust (just flip the Bond tokens to the Trust side). Any excess Trust above the Hero's Trust limit is immediately discarded.

Heroes as Servants of the Great Machine

Whenever a Hero accumulates 4 Æ or more, they immediately become a Servant of the Great Machine (referred to as Hero-Servant). They are temporarily not considered a Hero anymore for any game purposes or effects.

When a Hero becomes a Servant, that Hero-Servant immediately discards all their Trust and finishes their turn. They do not discard their Æ. They do not perform an Interaction if the 4th Æ is received due to detainment (the detainment result is always applied before the Interaction). As long as a Hero remains a Servant, they do not receive any Trust or Æ. A Hero-Servant cannot use any of their Hero abilities.

In the next round, the Hero-Servant takes their turn after the 3 regular Servants of the Great Machine take theirs. The Hero-Servant shuffles their Access cards, randomly draws one, and moves to the indicated District for free. In this District, the Hero-Servant takes an Action (or Actions) of the Servant whose Servant Order token they have.

If any other Hero ends their movement in a District with a Hero-Servant, they are detained. A Hero-Servant applies the detainment result of the Servant whose Servant Order token they have.

At the end of this round (the second after a Hero became a Servant), when the Step 4 of the Closing Phase is resolved, the Hero-Servant discards 2 Æ and becomes a Hero again. However, in rare instances, if a Hero-Servant still has 4 Æ or more after discarding 2 Æ, they remain a Hero-Servant for the next round.

Specific Situations

When a Hero is detained by a few Servants and/or during movement, all detainment results are applied (and the Hero receives multiple Æ) before it is checked if they become a Servant. This way, a Hero can accumulate 5 Æ in total or more.

From the moment a Hero becomes a Servant, there are only 2 Heroes and 4 Servants in the City for all game purposes and effects, including the City Events. In particular, a Hero-Servant cannot participate in preventing the Security Protocol execution. However, for instance, the Access card chosen by a Hero before becoming a Servant is still counted for certain City Events (such as 'Blend in with the Crowd') because they were a Hero at the time they chose it.

If a Servant gets a Tracking Movement card with the symbol of a Hero-Servant, the Servant moves to that District as usual. However, the Servant does not detain the Hero-Servant.

A Hero-Servant does not convert their Æ into Trust when a Mission Objective is completed. However, the 'Aeterna Immunity' Mission (or the third Mission when playing with the other Mission sets) is another case. At the end of the second round of being a Hero-Servant, they discard 2 Æ, become a Hero again and only then convert their remaining Æ into Trust (if they have 3 Æ or less, otherwise they remain a Servant for the next round).

In the first round when a Hero becomes a Servant, they do not do anything, however they immediately are able to detain the other Heroes. In particular, when Hero A becomes a Servant during the turn of Hero B in the same one District, Hero A immediately detains Hero B. For instance, this may happen when Hero B breaks a special Guard during their Riot while Hero A is also there and has 3 Æ. This will not affect the results of the Riot (but this will be a memorable one!).

Playing with Other Mission Sets

The Aeterna Scenario difficulty may vary greatly depending on the Modules in play and the chosen Mission sets. The more a Module or Mission set puts emphasis on special Guards, the more challenging the scenario becomes. We also recommend keeping this in mind when choosing the Difficulty Level.

When you play with a Mission set other than the 'Aeterna Control', follow these additional rules.

  • During setup, put 1 Æ on the Mission card as a reminder. When Mission comes into play, add a special Guard to a random District, then execute the Security Protocol.
  • Upon completing each of the first 2 Missions (the Mission icons are shown as pictures in the printed booklet and are described here by position only), each Hero, if they have not become a Servant and get detained, the detainment result is applied. Finally, if a Hero is not a Servant, they may collect their Hero token and convert any or all of their Æ into Trust.

Mission completion conversion. Upon completing each of the first 2 Missions, each Hero converts 1 Æ into Trust (except for Hero-Servants, see "Specific Situations" on the previous page). Then, each Hero converts all Æ into Trust after completing the third Mission Objective (usually it is the third Mission). The Heroes do not receive Æ and 1 Trust anymore after the third Mission Objective is completed.

Layout note: in the printed booklet, the sentence above is split across the two columns of page 14 and its lead-in is not printed in the same column; it is placed here as the continuation of the bullet above.

Compatibility — Other Mission Sets

The Bond tokens used in the 'Disclosure of Plans' core game Mission ('Resist the Inevitable' Mission set) are not treated as Æ.

If the Servant Order tokens are used in a Mission, and a Hero becomes a Servant, they take on the role of a Servant corresponding to them in the Initiative order. For example, Mateusz, the Veteran, takes Actions and performs detainments as Phantasmer if Phantasmer is the first in the Servants turn order.

Compatibility — Heroes & Servants

A Hero-Servant with the Chronoleon Order token gives a Surge token to other Heroes, if possible.

When Julie, the Smuggler, draws the Smugglers Hideout Access card while being a Servant, she treats it as a Patrol Movement card.

Aeterna Control Mission Set

Guard Design (Mission A)

Objective Part. Action: This is a standard Action (the Hero pays the desired amount of Trust and rolls the Assault die).

Advantage Part. Interaction: The order may be important. First, a Hero collects all Æ tokens (if any) in the District. Next, if they have not become a Servant and get detained, the detainment result is applied. Finally, if a Hero is not a Servant, they may collect their Hero token and convert any or all of their Æ into Trust.

Security Protocol prevention. For instance, if there should be a Hero in the Commerce District to prevent the Security Protocol execution, it will be prevented if there is a Hero in the Commerce or Science District. If 2 Districts separated by a slash are shown, you may treat the Science District as any one of them (but not both). The 'Lay Low' and 'Distracting the Police' City Events clarification: a Hero in the Science District cannot fulfill the Breakthrough condition or be its target.

Secrets of the Lab (Mission B)

Objective Part. Setup: If 2 or 3 Heroes forfeited their Access cards to the Science District, it is allowed to take those cards back and randomly forfeit other Access cards instead.

Advantage Part. You may place a Command Post token (from the core game S&C) on the Science District tile as a reminder that the Heroes now have access to the Aeterna laboratory.

Aeterna Immunity (Mission C)

Advantage Part. Since the Objective is completed, the Heroes do not receive 1 Æ and 1 Trust after breaking special Guards.

Layout note: the printed booklet gives only the Advantage Part for Aeterna Immunity; no Objective Part is printed for it.

The Escalation Rules Summary

Bring About a Revolution Module. Akira Wagner, the Inventor. As an Action, pay 2 Trust to draw 1 Invention, or 5 Trust to draw 2 Inventions (limit: 3). Each Invention may be used once per round. After using an Invention, roll the Breakdown die and discard the Invention if you roll an icon shown on its card.

Enkidu, the Determinist. Before revealing a new City Event card (and repositioning the Surveillance Zeppelin), receive 1 Trust or draw a Theory card (limit: 3).

Julie Corvus, the Smuggler. A. Take your turn before or after any other Hero. B. You may choose the Access card to the Smugglers Hideout. Pay the cost shown as a picture (1 unit of Trust, icon not reproduced) to exit your current District and finish your turn in the Smugglers Hideout (no available Actions there). Receive 4 Trust next round and choose any Access card.

Servants of the Great Machine Module. During setup, the Heroes gain 2 advantages of their choice: they add the Pockets of Resistance Module, or set the Master Plan to I, or each Hero either identifies 1 Citizen (in different Districts) or receives 2 Trust after each successful Riot. Improvements. Each Servant in a District with their Improvement token may pick it up at the end of the Great Machine Phase. The first Improvement token unlocks the basic ability, while the second one unlocks its enhanced version.

S&C. Any Servant in a District with an Improvement token picks it up at the end of their turn. The first Improvement token upgrades their first Action, while the second one additionally extends their detainment capabilities.

Chronoleon. First Improvement unlocked: place the Surge tokens on the Master Plan track (S&C: placed during setup), take 1 token with each Master Plan advancement. In OvM, give a Surge token to a Hero in her District as an Action or, after the second Improvement unlocked, any amount of Surge tokens to any Heroes prior to taking an Action. In S&C, Chronoleon replaces a core game Servant (recommended: she may also use their Improvements) and gives Surge tokens as described on her card.

Pockets of Resistance Module. Each time the Master Plan advances, reveal a random Resistance token, and place it Trust side up in the indicated District. A Hero may discard a Resistance token in their District to pay 1 Trust less when taking an Action or to pay 1 Trust less when exiting a District during movement.

S&C. You may use the Full-Scale Support Variant. Choose a random District (use District tokens) to place a Resistance token District symbol side up. You may use a Resistance token as described above or take any Action (except for starting a Riot) in the District shown.

Surveillance Zeppelin Module. Direction Tokens. Before revealing a new City Event card, reveal a random Direction token. Reposition the Surveillance Zeppelin through the exit marked on the token or, if not possible, through the first available exit clockwise.

Great Machine Phase. In a District with the Surveillance Zeppelin, a Servant may board it for free instead of taking their regular Action and apply any 2 different advantages: the Great Machine receives 1 Bond, or places a special Guard in any District (remove it after the Closing Phase), or the Servant takes a Special Action of the Grand Citadel, Tower of L.A.W., or Control Nexus.

Heroes Phase. Upon ending their movement in a District with the Surveillance Zeppelin, if not detained, a Hero receives 1 Trust, then they may relocate to any connected District on board the Surveillance Zeppelin before taking their Action.

S&C. The Heroes gameplay is the same. Advance the Progress marker counter-clockwise by 1 Stage after the Closing Phase if there are no Servants in the District with the Surveillance Zeppelin.