Crisis at Steamfall
Crisis at Steamfall Rulebook
Table of Contents
Table of Contents
- Base Game Components
- Expansion Components
- Expansion Content Replacement
- Introduction
- Gameplay Overview
- Components Preparation Before Game
- Character Setup
- 'Incredible Invention' Setup
- 'Crisis' Setup
- 'Cipher Race' Setup
- 'Genesis' Setup
- Map Setup
- Round Structure
- Player Turns
- Map Elements
- How to Play - Effect Structure
- Actions
- Character Abilities
- Resources
- Character Mood
- Activating a Column
- Adding New Action Tokens
- Item Cards
- Civilians
- Events
- Start of Round Phase
- End of Round Phase
- End of Game
- Incredible Invention Scenario Rules
- Cipher Race Scenario Rules
- Crisis Scenario Rules
- Genesis Scenario Rules
- 'Genesis' Solo Rules
- Effects From the District Tiles
- Variants
- Second Edition Rule Changes
- FAQ
- Quick Reference: Symbols
Base Game Components
Large cards: 3 Cipher cards; 29 Secret locations; 21 Civilians; 25 Encounter cards; 4 Aid cards (obsolete); 1 Resonator (obsolete); 15 Ability cards (obsolete); 2 Core shards (obsolete).
Small cards: 16 Crises; 15 Events; 45 Relic items; 49 Workshop Items; 3 Marcus's Devices (obsolete).
Cardboard: 9 City tiles; 5 Character boards; 72 Action tokens; 6 Ruins tokens; 4 Cipher tablets; 25 Civilian tokens; 11 VP tokens; 17 Scrap tokens; 6 Item tokens; 24 Steam / Power tokens; 17 Insight tokens; 11 Stamina tokens; 1 Marcus's shade token; 1 Serenity/Chaos token.
Wood: 4 Mood trackers, 4 Pylons, 34 Influence cubes, 20 Generic tokens.
Other: 1 twenty-sided die, 4 standees.
Expansion Components
Every card from the expansion is marked with either a symbol indicating a brand-new card, or a symbol indicating a rebalanced card.
Large cards: 14 Base game ability cards (updated); 1 Core shard (updated); 4 Player aid cards; 28 Secret locations; 22 Civilians; 70 Genesis mode cards (10 per character); 7 Incredible invention ability cards; 4 Incredible invention cards.
Small cards: 39 Genesis events; 54 Workshop items; 18 Complications; 17 Relic items.
Small cards (Promos): 8 Events; 2 Crises; 27 Workshop items; 27 Relic items.
Cardboard: 3 City tiles; 2 Character boards; 30 Action tokens; 3 Ruins tokens; 6 Scrap tokens; 4 Item tokens; 23 Steam / Power tokens; 10 Insight tokens; 10 Insight 5x tokens; the item board.
Token multipliers: Scrap / 2x Scrap; Insight / 2x Insight; Stamina / 3x Generic multiplier; Victory points / 3x VP; Chaos / Serenity; Civilian / Mechanized; Marcus's Shade; Pylon; Generic tokens; Mood tracker; Influence cubes.
Expansion Content Replacement
In order to play the updated game portrayed in this rulebook it is compulsory to merge the expansion with the base game by following these steps. Content replacement is necessary for ALL copies of the game.
It is recommended that all replaced components are permanently set aside or burned in a ritualistic fire.
- This rulebook replaces the rulebook from the base game, making the old rulebook obsolete for the current edition.
- Replace Marcus's character board with the board from the expansion. The updated board has symbols printed on all of the 3 upper fields.
- Replace Stefan's action token as illustrated. This affects available actions and starting setup of this character. Please make sure that you are not using the old version of tokens.
- Replace Jim & Beam's action tokens as illustrated. This affects available actions and starting setup of this character. Please make sure that you are not using the old version of tokens.
- Replace all base game starting abilities and items (3 per character) with new ability cards marked with a symbol (2 per character). New ability cards have scenario names written in italics below the title to indicate when they should be used.
- Find all of the Civilian, Workshop Item and Relic Item cards in the expansion with the symbol and use them to replace the base game cards with the same names. Full list of replaced cards is available in the living FAQ.
Introduction
In Crisis at Steamfall, players will act as characters in the City of Steamfall and will compete or cooperate in one of the four game scenarios.
- COOPERATIVE: Incredible Invention, Crisis
- COMPETITIVE: Cipher Race, Genesis
For the first game, it is highly recommended that you start with the simplest scenario - Incredible Invention, and learn the game in this cooperative mode.
Quick Start Guides
A quick summary of the updated rules can be found on page 46 (Quick Start Guide, reproduced at the end of this document).
Additional content, errata and how-to-play videos are available through the living FAQ linked in the rulebook: https://docs.google.com/document/d/1E6s49PX5gKBhZatqVD76Fudtf__yySkE13-U_3YMWZY/
Rules for the Rules
Examples: Examples are located inside a light blue background.
Gameplay Overview
The goal in competitive scenarios is to earn the most victory points. In cooperative scenarios, the goal is to survive until the end of the final round. Victory points are also integral to success in cooperative scenarios.
(Four victory point diamond tokens together = 6 Victory points.)
You will start your game with your character standee on the map, a character board, a set of influence cubes in a chosen color, ability cards, 2 random workshop item cards in your hand, a few starting action tokens on your character board, and 4 insight, enough to add two of the unassigned action tokens to your character board.
2 movement actions and 1 manipulate action are gained from activating the first action column.
Examples of actions and their default effects:
- [Movement]: Move between areas of the map.
- [Civilian]: Gain civilian cards.
- [Manipulate]: Pick up resources or play item cards.
- [Special]: Activate an effect from your ability card.
- [Scrap / Steam / Insight]: Gain scrap, steam and insight resources.
By spending resource tokens and actions gained during a turn, you will be able to perform a variety of activities such as moving your character between areas, activating effects from current areas, activating effects from your ability cards, playing item cards to your play area and gaining civilian cards to your play area. New ability, item and civilian cards may provide passive and/or active effects that will increase your options during a turn.
Civilian cards provide additional effects, and a quest that can be completed once for VP and 3 insight. Some items provide effects when power is spent from them.
Depending on the scenario, you will receive a different set of ability cards for your character.
Starting abilities may offer a way to gain victory points which upon completion awards victory points and insight. Recruited civilian cards always offer a quest which upon completion awards victory points and insight. Additional options for gaining victory points may also be discovered in the item decks and on effects from secret location cards.
In the variable setup of Crisis at Steamfall, the path to victory will change from one game to the next. Explore the map, reveal cards and look for productive synergies between them to exploit your opportunities to the fullest.
Components Preparation Before Game
Before preparing anything, players must choose which scenario they will be playing (see the scenario setup pages).
The workshop items, relic items, and secret location cards are all scenario specific. These cards should be included based on the following symbols: [competitive symbol], [cooperative symbol], [always-used symbol].
If playing a competitive scenario, use the cards with the [competitive] symbol. If playing a cooperative scenario, use the cards with the [cooperative] symbol instead. Cards with the [always-used] symbol are always used.
Unless playing the Cipher Race scenario, all relic and secret location cards referring to cipher codes must be removed from the decks (see Cipher Race scenario). Alternatively, ignore these cards by drawing replacements as they appear throughout the game.
Cipher symbols are as depicted on the cipher tablets.
Split the workshop deck into two smaller decks
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Create one deck with only the add-ons and power modules, and the other with the rest of the cards (base items). You can easily distinguish add-ons and power modules by their 'add-on' and 'power' keywords located below the card name. Shuffle each deck separately.
These cards contain the 'power' or 'add-on' keyword. All cards without these keywords go into the base item deck.
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Put the relic and workshop decks next to the item board: relic items; add-ons/power modules; base items. Place all item cards trashed during the game below this board, face-up.
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Shuffle the following components and place them nearby: Civilian deck, Secret location deck, Ruins tokens.
Character Setup
Each player should select or be randomly assigned a character and given the corresponding character board.
Starting components for each character
- 4x Insight.
- 8x Influence cubes of one chosen color and a standee with a matching colour.
- 3x generic tokens (short white cylinders) (used for action selection).
- Place a mood tracker (tall white cylinder) on the neutral mood position of your character board, indicated by the black dot (used for tracking your character's current mood).
- Draw 4 Workshop cards from the Base items deck, then put 2 in the trash (a common discard pile for all items). The recommended item draft variant for advanced players can be found on page 46.
- All the Action tokens belonging to the chosen character.
- Claim your character's starting abilities and/or journal deck, pertaining to the chosen scenario. (Example: two J&B's ability cards from the Cipher Race scenario.)
Character board / action tokens setup
Turn all action tokens for your character to the side showing the name and color. Place the tokens marked with a Roman numeral in the appropriate action column (I, II, III, IV). Place the remaining action tokens nearby and flip them face-up revealing the action symbols.
(Place all the starting action tokens in the indicated columns. Collect the remaining action tokens and flip them all to the side with symbols.)
'Incredible Invention' Setup
(Scenario rules begin on page 25.)
A quick and simple cooperative scenario with only 1 ability card for each character. Recommended for the first game. May be played solo with a single character.
Scenario-specific ability cards are marked with a symbol. Randomly determine the first player.
- Find the Incredible Invention card corresponding to the correct player count (1 to 4) and choose the side with desired difficulty level.
- Shuffle the complication deck.
- Each player should find the 1 'Incredible Invention' ability card for their character and place it in their play area.
Ability cards for the solo variant are located on the back of the ability card. For a solo single-character game, a 2 player map setup is used.
'Crisis' Setup
(Scenario rules begin on page 28.)
An advanced cooperative scenario with moving enemies and multiple loss conditions. Includes extra rules for encountering civilians and a new threat - the Mechanized.
Randomly determine the first player.
- First player places the Core Shard card in their play area.
- Find the encounter and crisis deck.
- Each player should find the 2 'Crisis' ability cards for their character and place them in their play area.
During map setup, place one black wooden cylinder on each ancient district. These are the Pylons. (Note: There should be one ancient district per player.)
Place a 20-sided die in the central district. The number on the die is the city's remaining serenity. Starting value for 2/3/4 characters is 10/14/18.
'Cipher Race' Setup
(Scenario rules begin on page 27.)
A shorter competitive game focused around earning extra victory points from decoding cipher tablets, which are exclusive to this scenario.
Add workshop items and secret location cards that refer to cipher codes to their corresponding decks. Randomly determine the first player.
- Place the 3 cipher cards near the map.
- Shuffle the event deck.
- Find the 2 'Cipher Race' ability cards for each character and place them in their play area.
Randomly place one cipher tablet token on each of the ancient districts. Note: There should be one ancient district per player.
'Genesis' Setup
(Scenario rules begin on page 34.)
A longer competitive scenario with narrative, a nuanced ability/quest tree for each character and player-invoked event system. Has a rich solo variant for a single character (page 38).
Genesis scenario-specific cards are marked with a symbol. Randomly determine the first player. Characters start the game in the area defined by their journal cards.
- Find the Genesis event deck and place it near the map.
- Separate all the 'Peace and Quiet' events into their own face down deck and shuffle it.
- Give each player the 10-card Journal deck corresponding to their character. The cards in the Journal deck should be arranged in the following order:
- Front cover with the Chapter 0 card on the reverse side.
- Double-sided starting ability card.
- Chapters cards with abilities on reverse, from top to bottom in order: 1A, 1B, 2A, 2B, 3A, 3B.
- Chapter 4 card with sides A and B.
- Chapter F card at the bottom.
Each character follows the setup instructions found on their Journal's Chapter 0 card.
Map Setup
The map for 4 players is a square consisting of 9 tiles (districts), with the Central District in the middle. However, fewer districts are used for 3 and 2 player games. Please consult the diagrams for setup (1 and 2 player setup, 3 player setup, 4 player setup; tile types: Central District, City Districts, Ancient Districts).
- Flip all the district tiles over to their black side so that you can see their icons denoting each tile's type.
- Shuffle each type of tile separately and build the map using randomly drawn tiles according to the diagrams.
- Feel free to rotate the district tiles then flip them to reveal the map.
Map Setup Continued
- After setting up the districts, draw a random face down secret location card for each outside border of the map.
- Place [2x Insight tokens] on each of the Secret location cards. (The diagram shows an example map for 1 or 2 players.)
- Place character standees on the central district or according to their character's Journal Chapter 0 card if playing the Genesis scenario.
Round Structure
- Journal phase (Genesis scenario only - see Genesis scenario)
- Start of round [Start of round symbol] (see Start of Round)
- Player turns (3 per player)
- End of round [End of round symbol] (see End of Round)
- Resolution phase (co-op scenarios only)
After a round is complete, the starting player passes to the left. In a two player game, the starting player never changes.
Player Turns
During a round, each player will take three turns. Starting with the first player and continuing clockwise, each player takes a single turn until everyone has taken three turns. Over the course of their turn, each player will gain a pool of available actions which may be spent in any order. Some of the actions available to a player will come from their chosen action column. Other actions may come from workshop items, relic items, civilian cards or spending stamina tokens.
Some actions can be spent for their built in effect specified in the Actions section, or as a cost to activate effects on districts or secret location cards (see Effect structure). Players may activate as many effects as possible during a turn in any order, as long as they can afford them.
Map Elements
DISTRICTS Each large city tile is a district.
SECRET LOCATIONS Secret locations are random cards adjacent to districts. Characters may enter secret locations and choose to reveal them or keep them face down, after inspecting their content.
AREAS Both districts and secret locations are considered to be areas. Characters may move between areas. An area with any player's character present is considered to be occupied.
RUINS Ruins tokens are remnants of alien pyramids that offer additional effects for characters in their area. Ruins may be explored to recover their secrets. Each ruins token has two sides:
- An unexplored side with the flip symbol.
- An explored side with remove symbol.
Anytime a ruins token is added to the city choose a token from the bottom of the stack and place it with the unexplored side face-up. Each side of the ruins has a cost and effect. On your turn, you may spend actions or resources to gain the effect of the ruins in your current area. This is called a ruins exploration action. After exploring a ruins, flip the token or remove it depending on the side showing. Removed ruins are shuffled back into the supply of ruins tokens.
The side of the ruins token with the flip symbol and no cracks is the unexplored side. If you explore these ruins by spending 3 [violence], you gain two relic cards and flip it to its explored side.
The side with cracks and the remove symbol is the explored side of a ruins token. If you explore these ruins by spending 4 [violence], you gain two relic cards and remove the token from the map and return it to the supply. Shuffle the supply of ruins tokens.
How to Play - Effect Structure
Effects in Steamfall have a structure divided by a colon. In the following example, a player may gain a victory point by spending 10 [scrap]:
10 [scrap] : [victory point] (COST/CAUSE : EFFECT)
The cost/cause is separated by a colon and is listed on the left.
SPENDING The effect is activated if the cost in resources ([scrap] / [steam] / [insight]), actions ([movement] / [special] / [manipulate] / [engineering] / [charm] / [violence]), stamina ([stamina]), power ([power]) or item cards ([workshop item] / [relic item]) is spent. In order to spend a resource, power or stamina, discard the appropriate token(s).
SPENDING ITEMS FROM HAND If a cost shows an item card symbol ([workshop item] / [relic item]), you must discard an appropriate card from your hand to activate this effect. All discarded cards are moved into the trash (shared discard pile for workshop and relic items).
ACTIVATING COMPULSORY EFFECTS Alternatively, you can find one of the following conditions before a colon. These causes are not optional and will always activate the associated effect.
- [Start of round symbol] (Start of round): Activates automatically during Start of round phase regardless of character influence.
- [End of round symbol] (End of round): Is Only activated automatically during end of round phase by characters occupying areas with that effect and by characters having an influence cube there.
- [On enter symbol] (on enter area): Is Only activated automatically by a character moving to an area with this effect during their turn.
REMOTE ACTIVATION OF EFFECTS FROM SECRET LOCATIONS A character may, at any time during their turn, reveal a face down secret location card with their influence cube. If a secret location has an effect with an influence cube [influence cube] as part of its cost, that effect may be activated from anywhere on the map, provided that secret location is under the influence of the activating character. The Influence cube is not removed when activating effects from secret locations this way.
Example: [influence cube] 4 [scrap] : Gain [victory point]
You will gain [victory point] victory points if you spend 4 scrap to activate this effect. You can do it from anywhere on the map, as long as you have an influence cube in that area.
UTILIZE Utilize allows the player to activate an effect when spending actions/resources/cards on this or on any other effect (example in the Genesis scenario section).
EFFECTS FROM MAP AREAS Effects from occupied areas are treated the same as if they appeared on cards belonging to the associated player.
Effects must be resolved fully before another effect may be activated.
OR ( / ) Whenever a '/' or the word or is listed in the cost, cause or effect, players may choose only one of the options.
Example: 4 [scrap] / 2 [steam] : Gain [workshop item] or gain [movement]
(You may spend either 4 scrap or 2 steam, to either draw a workshop card or gain 1 movement action.)
COMPULSORY CONDITIONS Sometimes there is an additional condition as part of the effect. If, after a colon there is a 'to' or 'in order to' structure, the condition is mandatory and treated as part of the cost. The effect may not be activated without meeting the condition.
Example: 4 [scrap] : Discard a civilian card in order to gain [victory point]
(A civilian card must be discarded in order to activate this effect and gain one victory point.)
ACTIVATION LIMIT All effects, with the exception of effects from item cards, may be activated any number of times during a turn.
Actions
Movement
This action is required to get around the city. When moving between two areas, spend [movement] equal to the number of triangles pictured on the red pathway of the location you are entering.
(Examples: moving to one district costs 2; moving to another district costs 1.)
You gain positive mood (see Mood) when you enter the tile and may spend additional movement while there to continue activating the effect.
ON ENTER EFFECT Certain areas have an effect when you enter them. This is shown by the [on enter] symbol. Activating the on enter effect is always compulsory. The effect activates only during the turn of the moving character. The [on enter] effect on secret locations activates only if you decide to reveal the card.
MOVING TO SECRET LOCATIONS When you move to a secret location card, you immediately gain all insight tokens [insight] if any are present on the card. You may now look at the face-down location card. You do not need to reveal this card to other players. When putting the location card back, you may choose to reveal it or keep it hidden, face-down. Either way, you may add one of your influence cubes to it. If you do not have any influence cubes in your supply, you may always choose to remove one from any other location or event to place at this secret location.
All secret locations have a cost of one movement to enter, even if the location is revealed.
INFLUENCE The following are all considered to be under your influence:
- Events with your Influence cube,
- Areas with your Influence cube,
- The Area where your character is currently standing.
This confers the following benefits:
- Insight [insight] tokens are always automatically picked up by the player during their turn from secret location under their influence.
- During their turn, a player may choose to reveal a face-down secret location under their influence. Certain secret locations have [influence cube] in the cost of their effect. So long as these cards are revealed, and contain your influence, you may use their effect from any area in the city.
TOKEN DROP ON SECRET LOCATIONS Most locations have a symbol pictured on the middle-right section of the card. When a secret location is revealed, place the indicated token on that secret location card.
Example: If your character or one of your influence cubes is located on this secret location card, you may spend 7 [insight] to gain a victory point [victory point].
Manipulation
Spend [manipulate] to pick up one resource token from your character's current area. If the token is a scrap or steam token, simply gain this token. If you gain a workshop item token immediately discard it and gain a workshop card. You may choose to draw from either of the workshop decks. Insight tokens are always picked up automatically, so you don't need to spend manipulation to pick them up.
When picking up [scrap], you may pick up 1 or 2 [scrap] for each [manipulate] spent.
Engineering
This action may be spent as part of a cost on cards or ruins tokens. It has no additional effects.
Special
This action allows you to be uniquely you. The special action is often spent to power or activate an effect on one of your character's ability cards.
Stamina
When you use this action you gain a stamina token. This token can be spent at any time in place of one of the following actions: [movement], [manipulate], [engineering], [charm], [violence]. Stamina is not a resource and may not be traded in co-op scenarios.
Charm
Spend 2 charm to encounter a civilian (discard the corresponding token and draw a civilian card) in your character's current area (see Civilians).
Violence
Spend 2 violence to encounter a civilian (discard the corresponding token and draw a civilian card) in your character's current area (see Civilians).
Positive Mood
Gain positive mood. Move your mood token one space up the track, if able.
Negative Mood
Gain negative mood. Move your mood token one space down the track, if able.
Power
Spend [power] from an item to activate its effect. When gaining [power] as an effect, you place a power token on any item. If you gain [power] from an item's effect, you must place the power token on that same item, unless stated otherwise.
Scrap
Gain a scrap token from the token supply.
Steam
Gain a steam token from the token supply.
Insight
Gain an insight token from the token supply.
Workshop Item Card
Draw a workshop card from either the base workshop Item deck or add-on/power module deck. If this symbol appears in the cost of an effect, then a workshop item card must be discarded from your hand.
Relic Item Card
Draw a relic item card from the relic item deck. If this symbol appears in the cost of an effect, then a relic item card must be discarded from your hand.
Victory Point
Gain a victory point token.
Play a Workshop or Relic Item Card
Play a workshop or relic item card from your hand to your play area for free.
Draw and Discard Workshop Item Cards
Draw the number of workshop item cards pictured on the symbol, and discard the number of cards marked by the 'X'. Cards may be drawn from either of the workshop item decks and each card may be looked upon after being drawn. You may only discard cards drawn as a result of this effect.
Example: Draw two workshop item cards and discard one of the drawn cards.
Character Abilities
Each scenario features one or more abilities unique to all the characters.
Each ability card provides the associated character with an effect(s). Effects from ability cards may be activated any number of times, unless stated otherwise.
Resources
There are four resources in the game each represented by a token. Unused resources carry over from turn to turn and round to round.
- Scrap: Basic currency of the game. Usually spent on items and effects.
- Steam: Premium currency of the game. Usually spent on items and effects.
- Workshop item cards: Item cards are considered a resource when represented by a token. When picked up, the token is discarded and a workshop card from either of the workshop decks is drawn to your hand.
- Insight: Insight is a special resource automatically picked up during your turn from areas under your influence.
Character Mood
The mood track is located along the edge of your character's portrait on the character board. During the game, certain actions will either positively or negatively impact your character's mood.
POSITIVE MOOD: This symbol indicates a positive mood swing. If able, move your mood tracker token one space up the track.
NEGATIVE MOOD: This symbol indicates a negative mood swing. If able, move your mood tracker token one space down the track.
Your character's mood can never increase or decrease past the top or bottom of the mood track. Your mood also doesn't reset to zero until you use it; thus, it doesn't reset at the End of round phase. Any time you would 'lose mood' during the game, move your tracker one spot closer to the zero mood starting position.
RESET MOOD ACTION: In between certain levels of the mood tracker are action and resource symbols. At any point and only once during each turn you may reset your character's mood to zero. If you do, move your tracker token up/down along the track toward the zero mood space marked with a dot. For every group of action/resource symbols you pass along the way, gain the associated actions and resources.
Example: Jim & Beam are having a pretty negative day. They use this mood to their benefit by moving their mood tracker token up the track to the zero position. Along the way they pass two groups. The first group yields 2 [violence] and 1 [scrap], and the second group yields 2 [violence], for a total of 4 [violence] and 1 [scrap].
Activating a Column
Each player must activate one (and only one) column at any time during their turn. To do so, place a generic token onto an empty selection box of the column you wish to activate. Columns I and II may be used twice per round. Column III may only be used once per round. Column IV is activated automatically during end of round.
The chosen column will provide you with all the actions shown on the icons present in that column. Actions gained during a turn may be spent at any time and in any order before your turn ends. All unused actions are lost at the end of your turn.
Some action tokens award resources, such as steam or scrap. In this case, simply add the associated tokens to your play area.
You cannot choose an action column if all of its selection boxes are occupied by a generic token.
At the end of the round, all generic tokens are removed from your player board.
Adding New Action Tokens
At any point during your turn, you may add an action token to one of your four action columns by spending 2 insight. You may do this any number of times as long as you can afford it. An action token may only be added to a column if the token does not extend beyond the bottom of the character board.
Example: Jim & Beam gains 2 [movement] and [manipulate] from activating the first column. 2 [insight] is spent to add an additional movement action token to the first column, which brings it to the bottom line of the player board, so no more tokens can be added to this column.
An action token(s) may be added to your character board before or after activating one of your action columns during a turn. However, if you add an action token to a column that was already activated this turn, you do NOT gain the action(s) of the newly placed action tokens for the previous activation.
Item Cards
Workshop and relic are items. Both function in the same way and share a common (face up) trash pile. Among the items you have two types: add-ons/power modules and base items. Workshop cards are separated in 2 decks according to their type, but relics are all in 1 single deck.
Workshop item cards can be gained to your hand by picking up tokens using the manipulation action or via effects in the game. Whenever you gain a workshop item token, you must draw an item card from either workshop deck.
Relic item cards are much rarer. Most relics are gained by exploring the ruins (see Ruins) around the city.
When you gain a workshop or relic card, place it in your hand. At any time during your turn you may play a workshop or relic card. Playing an item means placing it from your hand into your play area by paying the cost located on the top, right corner of the card.
Item Effects
- Power [power]: Activate the effect by spending the required amount of power token(s) from the item. Each item has a default activation limit of once per turn (both workshop and relic item cards).
- Destroy: Activates if you put this card back into the game box, from your play area.
- Passive: This is always in effect as long as the card remains in play. Passive effects apply only to the owner of the card, unless stated otherwise.
- Trigger: This effect activator may appear on add-ons or power modules. It may be activated for free after the connected base item is activated from its main power effect. Activating this effect is optional.
- Impact: Activates automatically when the card is played from your hand and placed in your play area (later simply referred to as played). Activating this effect is optional.
- Modded: This effect adds to or alters the main power effect of this item, as long as there is an add-on or power module attached to this item.
- Trash: Activates if you put this card into the trash from your play area.
- Modded passive: This effect is always on as long as there is an add-on or power module attached to this item.
Item Cards Continued
BASE ITEM CARDS: Base item cards need power to function and have at least one main power effect that may be activated for the amount of power specified. Each base item card has a power gauge to the left of the card's name. When an item card is played it gains power equal to the number of green segments on the power gauge. An item's power is tracked by adding/removing power tokens to/from the card. The maximum power of an item is equal to the total number of segments in the power gauge. An item may never have more power tokens than its maximum power. Any power gained beyond an item's limit is discarded.
NON-POWERED CARDS AND CONSUMABLES: Non-powered item cards may not be connected to other items. They do provide an effect as long as the item remains in play.
MANUALLY CHARGING ITEMS: An item may be manually charged by spending the resources or actions indicated on the grey box near the power gauge.
Example: The Iron Hammer gains a [power] for the cost of one [engineering]. It will also gain 1 power during End of round phase, because it has 1 green vial in the power gauge.
POWER MODULES Power modules are attached to the left side of a base item card. A power module may be played without attaching it, but once attached it cannot be moved to other base items. Attach a power module by playing it to the left of a base item card so that the two attachment bars on the sides of both cards line up.
Power modules have gauges just like base items which function in the same manner. However, once attached to a base item the power gauge of the base item and power module are combined. All power on both cards is treated as if it belonged to one item. A base item with a power module attached is considered modded.
ALTERNATIVE CHARGING EFFECT ON POWER MODULES This provides an alternative way to manually charge an item with power.
ADD-ONS Add-ons attach themselves to the right side of base item cards in a similar way as power modules. Add-ons often contain a Trigger: effect that activates automatically any time after the base item effect is activated.
ITEM AUTO-CHARGING DURING END OF ROUND: During the end of round phase, all items in play automatically gain power equal to the number of green segments in the power gauge. Power Modules also produce power in the same manner.
Civilians
ENCOUNTERING A CIVILIAN TOKEN You may encounter a civilian token in your area by spending 2 charm or 2 violence. As a result, the token is discarded and a civilian escort begins.
CIVILIAN ESCORT When you start an escort, draw a card from the top of the civilian deck and place it in your play area. Civilian cards in your play area are considered escorted by your character. Your default civilian escort limit is 2. After you gain a civilian card over the limit, you must immediately discard one of your civilians from your play area or the newly drawn card before taking any other action.
CIVILIAN EFFECTS AND ACTIONS Each civilian card has a passive effect and an ACTION. As long as your character is escorting a civilian, you benefit from their passive effect and may activate their ACTION effect any time and as many times as you can afford during your turn.
CIVILIAN KEYWORDS One of three keywords may appear on the civilian card (VIP, SECRET, WANTED). These keywords have no effect by themselves, but may be referenced by other effects.
CIVILIAN QUESTS Each civilian has a quest that may be completed once. The quest section describes what is required to gain a quest progress token (tracked by using generic tokens). The white circle contains the number of quest progress tokens needed to complete the quest.
After completing a quest, immediately gain the reward (the Chaos/Serenity reward is only relevant in the 'Crisis' scenario). Place [a token] near that civilian to mark their quest as completed, then discard all quest progress tokens from that civilian. Each civilian's quest can be completed once per game and civilians with completed quest cannot gain further quest progress. The reward gained from a civilian's quest is kept after that civilian is discarded.
Events
EVENTS CARDS Event cards are placed on district tiles and add to the effects available in the district. Treat the effects of the event cards as if they were printed on the district tile upon which they are placed.
Event cards usually add a token onto the tile they are placed (see example in Start of Round Phase).
The [removal] symbol on event cards indicates when the card should be removed from the game. Some event cards are removed immediately after adding their tokens (and therefore have no text below their title). All others are removed at the End of round phase, though some might be removed prior as part of their effect as in the example shown ("Removed after activated").
Start of Round Phase
RESOURCE/EVENT CARD DROP Almost every district, as well as certain events on the map, have the start-of-round [Start of round symbol] symbol. This indicates which tokens or cards should be added to the city areas in order to prepare them for the current round.
Example: This effect adds 1 steam, 1 ruins and a crisis at start of round. The random ruins token is not added if there are already ruins in this area.
This symbol is never used for character effects and is not considered to be activated by characters. It is only used to prepare the map at the start of each round. Players may share the task of activating start of round effects to speed up this process.
Most districts will require you to place either an Event [?] or a Crisis [crisis] card on the tile depending on the scenario chosen to play.
START OF ROUND EFFECT LIST
- [Start of round] : [ruins] Place a random ruins token in this area. Exception: If a ruins token is already present in this area, a second ruins is never placed!
- [Start of round] : [civilian] Place a civilian token in this area.
- [Start of round] : [Mechanized] Place a Mechanized token in this area.
- [Start of round] : 2 [scrap] Place a 2x scrap token in this area.
- [Start of round] : [steam] Place a steam token in this area.
- [Start of round] : [?] Place a random face-up event card in this area. Only used in the Cipher Race and Incredible Invention scenarios.
- [Start of round] : [workshop item] Place a workshop item token in this area.
- [Start of round] : [crisis] Place a random face-up Crisis card in this area. Only used in the Crisis scenario.
EXTRA RESOURCE SPAWN FROM EVENT CARDS AND CRISIS CARDS After a crisis, event, or location is revealed, check the token drop section of the card for additional resources/tokens that should be placed in this area.
Example: After Fabricator is revealed, place a workshop item token in the area with that event.
End of Round Phase
Perform the following steps in order:
- Each player activates their end of round effects with the [End of round] symbol from their cards, current areas, and secret locations under their influence. This can be done in any order (in case of unlikely conflict with other players, resolve this step in turn order).
- Recharge items (see Item Cards Continued).
- Discard events (only for 'Genesis', 'Cipher Race', and 'Incredible Invention' scenarios).
- Each player removes all the generic tokens from their action columns.
NO INTERACTION RULE DURING END OF ROUND At any time during end of round, players may spend their actions and execute any effects, as long as doing so does not affect the state of the map. This means movement and actions affecting the presence of tokens and cards are not allowed.
Items may be played during end of round, but all effects from items affecting the map are ignored.
Example: This Iron Hammer may be played during end of round, but the impact effect will not work during the end of round phase.
The amount of green bars in the gauge is the amount the item recharges during end of round, after all other [End of round] effects are resolved. It also depicts the starting power gained on that item after it is played.
End of Game
The Genesis scenario ends after 4 rounds while all other scenarios end after 3 rounds. The game ends after the final end of round phase.
In competitive modes, reveal all face-down secret location cards (these cards may contribute to the total of characters that have them under their influence) and sum up all victory points gained from all sources.
In case of a tie, the player with the most insight wins the game.
If there is still a tie, the tied players duel with foam guns in order to determine the winner.
Incredible Invention Scenario Rules
Player count: 1-4 Number of rounds: 3
During this scenario, players will cooperate to achieve a shared objective. Each round, they must fulfill a quota or the game will end in failure. The players win if the final quota is fulfilled before the third resolution phase. See the Incredible Invention setup for setup instructions.
Resolution Phase
The resolution phase occurs at the end of each round. All end of round effects must be completed before starting the resolution phase. There are a total of three resolution phases during the game, one after each round. The Incredible Invention card is evaluated in each resolution phase.
Incredible Invention Card (the main objective)
The Incredible Invention card lists the requirements that players need to fulfill each round in order to continue on the next round.
The middle section of the card contains the total Marketing (Victory points), Permissions (influence cubes), and Completion needed to fulfill the requirements of the round. This information is divided into 3 rows, representing the 3 rounds of the game.
During the resolution phase players must collectively spend all of these assets to fulfil the requirements of the current round. Victory point tokens spent this way are returned to the supply and influence cubes representing permissions are returned to the players.
If any one requirement is not met, all players lose and the game immediately ends in failure.
Card anatomy:
- Victory points, completion and influence cubes required each round
- Cost of 1 completion point
- Round number
- Reminder of complication card replacement
- Player count and difficulty
MARKETING In order to fulfill this requirement, players must collectively spend the indicated number of victory points.
PERMISSIONS In order to fulfill this requirement, players must collectively spend the indicated number of influence cubes from secret locations, returning each cube to the respective player.
COMPLETION In order to fulfill this requirement, during the resolution phase or anytime during the round, collectively spend 4 insight or 2 steam to gain 1 completion toward the completion quota of the current round. The cost of one completion may be paid by one or more players by splitting the cost of insight or steam.
Complications
At the start of each round, old complications are removed from the game and new Complications are placed. First, discard all Complications and any progression counters present on them, then draw two new Complications and place them near the Incredible Invention card. During the first round of the game, no Complications is removed (because none are present yet).
Anatomy of a Complication card
- Limitation passively affecting every player at all times.
- Solution that may lead to overcoming the complication.
- Amount of progress required to overcome the Complication is equal to the number of players. Sometimes it will be the number of players +1.
- Reward for overcoming this complication (collected during the Resolution phase).
Complications have two main sections. The top section (1) imposes a passive effect that limits the players in some way. It affects all players at all times as long as the complication is not overcome. The middle section (2) is a special challenge; a solution to the Complication that may be fulfilled in order to overcome the Complication and gain a reward during the resolution phase.
To progress toward overcoming a Complication, players need to complete the requirement written on the card. Each time the requirement is met as part of an effect or action in the game, mark the progress with a generic token. If the total number of markers on the card equals the number of players (3), the Complication is overcome. The limitation to the players (1) is no longer in effect and players will have a reward available to them during the Resolution phase. To denote a Complication has been overcome rotate the card 90 degrees.
There is no limit to the number of Complications that may be overcome in a single round and do not draw a replacement for complications that have been overcome prior to starting a new round.
Complications are imposed before any other effects, even when rules are conflicting! When two Complications are conflicting with each other, the active player may choose which to resolve first.
REWARDS FOR OVERCOMING A COMPLICATION During the Resolution phase players may choose between earning one Completion or a Victory point from a Complication that has been overcome. This reward is listed on the bottom of the Complication card (4).
Trading
The active player may propose a trade if their character and another player's character are located in the same area. This option is free, requiring no extra actions from either participant. When trading players may exchange any resources and/or items from their hands freely, at their own discretion. Players may not trade civilians, stamina or items from their play area.
End of Game
A game of Incredible Invention may end in one of two ways:
- In failure by not fulfilling one of the requirements listed on the Incredible Invention card for the round.
- In victory by fulfilling all of the requirements listed on the Incredible Invention card for round three.
Cipher Race Scenario Rules
Player count: 2-4 Number of rounds: 3
In this scenario, players will compete by gaining Victory points throughout the city. A unique method for gaining VP is introduced - the cipher tablets. See the Cipher Race setup for setup instructions.
CIPHERS Ciphers are ancient, alien glyphs discovered inside the ruins of the ancient districts. Ciphers come in three varieties: green, blue and red. Each cipher card also has a unique symbol. The requirement to break a cipher can be found at the bottom of the card. For example, to break a red cipher you will need to spend either 5 [violence] or 6 [insight]. (Green: 5 [charm] / 6 [insight]; blue: 5 [movement] / 6 [insight].)
CIPHER TABLETS When your character is in an area with a cipher tablet, you may unlock the tablet by breaking the three ciphers pictured. You must break all three ciphers in one turn in order to unlock the tablet. After unlocking a tablet pick up the token and add it to your play area. Cipher tablets are worth 3x Victory point at the end of the game.
BREAKING A few cards in the game make breaking ciphers easier. The Combination cards reduce the cost to break the cipher of the same color. All of the cards that aid characters with breaking the ciphers are included in the relic deck (These cards should be removed when playing other scenarios).
Example: The Red Combination card decreases the cost of breaking a red cipher. It means it can be used to help decrease the cost of breaking any number of red ciphers on a cipher tablet.
It can also decrease the cost of breaking a red cipher on the Relic Key, which would cause a character to explore ruins in current area for 4 [violence] or 5 [insight].
END OF GAME A game of Cipher Race ends after round 3 is complete. The player with the most Victory Points is the winner and ties resolved by the amount of Insight.
Crisis Scenario Rules
Player count: 1-4 Number of rounds: 3
In this cooperative scenario, players work together to repel against an invading army of Mechanized civilians. The players win by destroying all pylons in the ancient districts and surviving until the end of three rounds. The game ends in defeat if the city's serenity ever drops to zero, whereby Steamfall submits to its invaders, or if at the end of three rounds any pylons remain.
Resolution Phase
The resolution phase occurs at the end of each round, when the Mechanized civilian actions are resolved. All end of round effects must be completed before the Resolution phase. There are a total of three Resolution phases during the game, one after each round.
Playing Solo
The Crisis scenario may be played solo by controlling two characters using the setup for 2 players.
Trading
The active player may propose a trade with any other player present at their current area. This option is free, requiring no extra actions from either participant. Trading players may exchange any resources and items from their hands freely, at their own discretion. Civilians and items in play may not be traded, with the exception of the Core Shard.
Serenity
Place a 20-sided die according to the player count: 10 for two players, 14 for three and 18 for four. Serenity is the very life of the city itself. Various effects will either add serenity or remove serenity from the central district tile. If there is ever zero serenity in the central district, the players lose. Serenity cannot exceed 20.
Pylons
One Pylon is placed in each ancient district at the start of the game. Pylons may be destroyed with the Core Shard - a special relic gained by the first player during setup. If the players manage to destroy all the Pylons and survive until the end of the third round they win the game!
Core Shard
The Core Shard is an item that requires power to destroy Pylons. It can be charged manually by spending insight or victory points (see the card). Unlike other items, the Core Shard never gains power from any effects other than its own, unless that effect explicitly refers to the Core Shard.
If the player with the Core Shard is in a district with a Pylon, it can be destroyed using the Core Shard's effect.
Crisis Cards
CRISIS CARD ANATOMY
- Challenge requirements
- Mandatory challenge box
- Optional challenge box (used in higher difficulty setting)
- Crisis completion reward
- Crisis penalty
- Card name
- Token drop on reveal
CRISIS CARDS At start of round [Start of round], a Crisis card [crisis] is added to each ancient district. On each crisis card, you can try to gain a reward by completing its challenge, or suffer its penalty in case of failure. Event cards [?] are not used in this scenario.
'CLEAR ALL' CHALLENGES Every 'clear all' challenge can be completed from anywhere in the city. When the last component has been cleared, the player whose turn it is marks the challenge as completed (places the influence cube).
CRISIS CARDS TOKEN DROP When a Crisis card is first added to a district, place the tokens shown in the bottom right in the area. The [Mechanized] symbol indicates a Mechanized civilian token and the [civilian] indicates a normal civilian token. Ignore the brackets around [civilian] and [Mechanized]. They are obsolete in this new version of the rules.
REWARD FOR COMPLETING A CRISIS After fulfilling all challenges on a crisis card, players gain the rewards listed on it (4). Rewards may be split between all players in the game, irrespective of their location. Then, the Crisis card is removed.
CRISIS CARD CHALLENGES The top section of a Crisis card presents the players with three challenge boxes, which contain requirements for completing the challenges (usually by spending actions, resources or cards).
Once you fulfill the requirements of a challenge, place an Influence cube in its box. To resolve a crisis, all mandatory challenge boxes (2) must be covered.
Example: 2 [manipulate] may be spent in that area to complete one challenge and ruins in current area must be explored in order to complete another challenge. The optional challenge (see rules below) may be completed if another 2 [manipulate] is spent.
CRISIS CARD OPTIONAL CHALLENGES Please note that one of the three challenges on the card does not have an outline and has a faded background (3). Ignore this optional challenge box unless playing on a higher difficulty level.
CORE SHARD REQUIREMENT If a Core Shard symbol is present in the cost of a challenge, then this challenge can only be completed if the player having the Core Shard occupies the area where the crisis card is.
RESOLUTION PHASE All challenges have chaos [chaos] symbols printed on them. This represents the amount of serenity that will be lost if the challenge has not been completed before the end of round. During the Resolution phase, all Crisis cards still in districts will reduce Serenity for each uncompleted Mandatory Challenge box. Optional Challenge boxes may also reduce Serenity depending upon the difficulty chosen (see the Crisis difficulty rules). Afterward, the penalty section is applied.
CRISIS PENALTY This penalty applies before Mechanized take their actions. After all penalties have been resolved, remove all crisis cards from the map (they may be put back in the box).
TURNING AND KILLING CIVILIANS Some Crisis penalties either kill or turn civilians into Mechanized. If a Civilian is killed, Serenity is reduced by one and the civilian is removed from the map. If a Civilian is turned, serenity is reduced by 1, and the Civilian token is flipped to the Mechanized side instead of being removed from the map.
Mechanized
MECHANIZED ACTIVATION The Mechanized take their actions in the Resolution phase, after penalties from unresolved Crisis cards are applied. Mechanized actions involve an attack on a Civilian (if present), a move, and finally another attack on a Civilian. Each Mechanized is activated in any order chosen by the players.
MECHANIZED ACTIVATION SEQUENCE
- Attack a civilian in current location.
- Move.
- Attack a civilian in current location.
ATTACK When a Mechanized attacks, it removes a Civilian token from its current area. If a Civilian token is removed this way, lower the city's Serenity by 1.
Example: Two Mechanized are in the same district with 3 civilians. The first Mechanized activates by attacking (removing) one civilian from its current area and reducing serenity by 1. Then it moves to an area closer to the Central District with the most civilians and attacks (removes) one of the civilians there again reducing serenity by 1.
The second Mechanized activates by attacking (removing) one civilian from its current area and reducing serenity by 1. The Mechanized now has the option to move down or to the right. Both options are closer to the Central District and each contains the same number of civilians (1). The Mechanized must move to the right because that path requires only 3 movement instead of 4. After moving the Mechanized attacks (removes) the remaining civilians there again reducing serenity by 1.
MOVE Each Mechanized will move orthogonally one area closer to the central district. When determining the movement of a Mechanized, follow these priorities.
- Choose an area closer to the central district (or in the central district).
- Choose an area with more civilians.
- Choose an area that is easier to traverse.
When determining which area is easier to traverse, sum the amount of movement by counting the white triangles in both red fields between the two areas. The direction with less white triangles is easier to traverse.
In case of ties, players decide the destination.
Remember that after a move, a Mechanized performs another attack.
MECHANIZED IN CENTRAL DISTRICT Mechanized aim to reach the central district so they can cause mayhem and reduce the city's serenity. If a Mechanized starts its activation in the central district, do not perform the usual activation sequence. Instead, remove it from the map and lower the serenity by one.
Encounters with Civilians and Mechanized
ENCOUNTERING CIVILIANS Encounters, including those with civilians, have been changed in this scenario. You may not spend 2 [violence] to encounter civilian tokens.
You may spend 2 [charm] to encounter a Civilian token in your current area. However, encountering a Civilian does not result in an automatic escort and gaining a Civilian card, but instead results in drawing an encounter card. You may continue to spend an additional 2 [charm] to draw extra Encounter cards to increase your chances of doing something useful. After you have finished drawing you may use any/all of the newly drawn encounter cards. When resolving a civilian encounter, use only the bottom section showing the civilian symbol on an encounter card (1).
ENCOUNTERING MECHANIZED You may spend 2 [violence] to encounter Mechanized tokens in your current area. Encountering a Mechanized results in drawing an encounter card. You may continue to spend an additional 2 [violence] to draw extra encounter cards to increase your chances of drawing something useful. After you have finished drawing cards you may use any/all of the newly drawn encounter cards. When resolving a Mechanized encounter, use only the top section showing the Mechanized symbol on an encounter card (2).
Encounter card anatomy: each half (Mechanized at the top, civilian at the bottom) has "Choose one" options marked with dots, and a "Gear bonus" line (3) naming a keyword; the middle section is SUPPORT.
ENCOUNTER CARD EFFECTS When resolving encounter cards, pick one of the options marked with a dot from each of the encounter cards. You are primarily looking for successes [success] but there are other effects you may want to consider. Successes are gained just like any other effect and may be spent to initiate civilian escorts or removing Mechanized.
You may spend 2 successes while encountering a civilian to start a civilian escort (remove that civilian token from the map and draw a civilian card). You may continue spending 2 successes in your character's current area to start additional civilian escorts.
You may spend 2 successes while encountering Mechanized to remove a Mechanized from your character's current area from play. You may continue spending 2 successes in your current area to remove additional Mechanized.
GEAR BONUS Many encounter cards contain keywords as part of their effect (3). Keywords provide the player with an opportunity for additional effects if they have an item in their play area with a matching keyword.
Example: For example, many civilian effects on encounter cards are much better if your character has an item with the Elegance keyword in play. Many Mechanized encounters are also easier if you have the Weapon keyword. If any of your items in play have this keyword, gain the bonus listed after the keyword specified on the encounter card.
Support
RESOLVING ENCOUNTER CARDS All actions and effects gained from encounter cards can be spent in any order with other actions during your turn. This means that you can perform other actions in between activating encounter actions. For example, you may play items during an encounter. You may not move or start a second encounter before the current one is finished.
Example: An encounter with a civilian begins by spending 2 charm and drawing an encounter card. Two successes are required to escort a civilian. However, the bottom section of the card (1) only provides 1 success and 1 insight. When paired with the Elegance keyword (2) this encounter would provide an additional success.
Still needing 1 more success to escort a civilian a stamina token from your character's area is spent to draw a support card. The support card provides two options one of which is the needed success! The support card is discarded to activate the discard effect (cross symbol) providing 1 success. Both successes are then spent to escort the encountered civilian. The civilian token is discarded and a civilian card is drawn.
MOVING CIVILIANS AND MECHANIZED If an Encounter card offers an option of moving a Civilian or Mechanized, you may move these tokens to adjacent areas (even to secret locations).
PLACING SUPPORT In addition to its usual function, in Crisis, Stamina tokens may also be placed on the map to support your encounters. On your turn, you may spend 1 [violence] or 1 [charm] to take a [stamina] token from the supply and place it in your current area. This token may then be spent either by you or any other player to assist with encounters in this area. There can be only one Stamina token present in a single area.
SPENDING SUPPORT During an encounter with a Mechanized or Civilian you may spend [stamina] from your character's area to draw an encounter card used as support. Only the middle section, SUPPORT, is used when spending support (3). This section offers additional effects available to the player in the encounter and may turn the encounter to your favor.
The cross symbol ([x]) in the cost indicates that the support card must be discarded in order to activate the effect. If the cost contains another action or resource, then the effect can be used any number of times by spending that action or resource.
If a stamina token [stamina] is spent for a support card, another [stamina] may not be placed in any area for the remainder of this turn.
End of Game
After the third resolution phase ends, reduce serenity by 1 for each Mechanized remaining in the central district. The game ends in victory if all pylons are destroyed and serenity did not drop below 1. Any other outcome at the end of the game results in a loss for all the players!
Difficulty Settings
- Easy - The optional challenges are never active.
- Normal - The optional challenges are active only during round 3.
- Hard - The optional challenges are active only during rounds 2 and 3.
- Crushing - The optional challenges are active for all rounds.
Genesis Scenario Rules
Player count: 1-4 Number of rounds: 4 Special solo rules in the Genesis solo section.
During this scenario, each player will guide their character through their very own personal adventure. The goal remains simple, earn the most victory points. Your adventure awaits!
Journal Phase
The Journal Phase is a new phase that takes place before each of the four rounds, progressing through the Chapters of the player's Journal.
During the Journal Phase, every player will check to see if they may advance to a new Chapter unless they have already failed a previous one. The first Journal Phase always starts with players drawing both Chapters 1A and 1B from their Journal deck, choosing one, and discarding the other. During subsequent Journal Phases, if an objective (see Journal Deck: Chapter Cards) was fulfilled during the previous round, that player draws the next Chapters (2A/2B for the second Journal Phase, and so on).
Players are not locked into one path in the Journal (A or B) for the entire game. They may choose either path each time a new Chapter is drawn.
Chapters are chosen in secret and revealed simultaneously after every player has made their decision. The selected Chapter cards are placed in their respective play area with the information visible to everyone. Lastly, follow the setup instructions on each Chapter card.
Note that both the A and B paths of Chapter 4 are printed on the same card as there is no Ability granted for completing their objectives.
FAILING AN OBJECTIVE If a player fails to complete their objective their story ends. In the journal phase of the following round, any player who failed their objective draws the bottom Chapter card, bookmarked as F, and keeps it until the end of the game. After a player draws this card, they follow its setup instructions and then discard the remainder of their journal deck; it won't be needed anymore.
Journal Deck: Chapter Cards
Each Chapter card consists of two sections and a Chapter bookmark in the upper-right corner. The letter and/or number on the bookmark organizes the journal into different Chapters: 0 for the setup Chapter, the numbers 1 through 4 with the letter A or B for the continuing Chapters and an F for the "Failure" Chapter.
Anatomy of a Chapter card
- Title
- Bookmark
- Story
- Special instructions
- Setup section
- Objective section
- Reward section
- Chapter's owner
The upper part of the Chapter card contains a title and a story describing that Chapter. The lower part contains instructions separated into sections:
- Setup: Applied during the Journal Phase.
- Objective: Once completed, Objectives provide a reward upon completion. Incomplete objectives result in failing a character's story.
- Reward: Rewards are gained immediately after completing the Chapter's objective.
It also may contain special instructions (for example "Trapped! You may not move out of the area with 'Excavation Site' until you finish the objective!").
ONE-SHOT ABILITIES: Some abilities have the 'Destroy' effect (see Item Effects) which may only be used once per game.
UTILIZE Utilize allows the player to activate an effect when spending actions/resources/cards on this or on any other effect.
Example: Utilize 4 [scrap] : Gain [victory point]
A player will gain one Victory point if they spend 4 scrap to activate this effect. Alternatively, a player will activate this effect when they spend 4 scrap, at the same time, on any other effect.
Journal Phase: Preparing Events
Chapter cards may instruct players to add an event to the map. If an area for these events is not specified on the chapter card then place the indicated event to the side. After completing the setup section for each player's journal add the appropriate number of 'Peace and Quiet' events so that the number of events set aside is equal to the number of remaining districts without an event. Do not count the Central District which does not receive an event. Then place a random event in each district that requires one.
Example: In a three-player game, one player is instructed to add 'Steam Funnel', which is set aside. The next player is instructed to add 'Ritual Site', which they place on top of the previously set-aside card. The last player is instructed to add 'Steam Funnel', but since it was already added, this part of the setup is ignored. Now players check the map for any Events. There are two permanent Events remaining from the last round, which means they will add three more Events that take from the 'Peace and Quiet' event cards. This newly-created stack of five Events is shuffled and ready for the following round.
Events: Adding Events
During the Start of round [Start of round], place events on map from the pile created during the Journal Phase. One event is placed on each district with either Crisis [crisis] or Event [?] symbols that doesn't already have an Event present (this may happen because some events from Genesis are permanent).
Events: Permanent Events
Some events added from the Journal stay on the map for longer than one round; they are marked with distinct borders and an infinity symbol next to the title. Do not remove them from the game unless explicitly instructed to do so. (Example of a Permanent Event: 'Excavation Site' - Explore Ruins on this area for free.)
Events: Scoring Events
Four Special Events may be added if any player reaches Chapter 4 of their Journal, these are worth a lot of Victory points, but only for those bold enough to attempt them.
In order to participate in a Scoring Event, players have 2 options:
- Spend 4 insight while their character is on the district containing the event; this adds the player's Influence cube onto the event card.
- Be present in the area containing the event at the end of the game.
At the end of the fourth round, every player participating in the Event will score Victory points for that event: whoever has the most required elements earns 3 Victory points, the runner-up earns 2 Victory points, and remaining participants earn 1 Victory point.
In case of a tie, the winner is determined by the highest amount of influence owned, then by highest amount of steam owned and finally, if there is still a tie, by whoever started their first turn last.
Example: At the end of a four-player game, 'Steam Funnel' is being resolved. Alice has 3 [steam] left, Marcus also has 3, Lucius has 1 and Stefan, despite having 4 left, doesn't participate in the Event because he never bothered to place his Influence on the Event. Tied for first place are Alice and Marcus, both with 3; Alice wins the tie by having more influence. Alice gains 3 [VP] for taking the first place, Marcus gains 2 for taking second and Lucius earns his comfortable reward of 1 for taking the third place. Stefan grinds his teeth.
In a two-player game, rewards are counted a bit differently. The player with the most elements earns 3 [VP] and the other player earns only 1.
Remember that only players with Influence on the event or that are present in the area may participate in that event's scoring!
'Genesis' Solo Rules
PLAYING SOLO You may play solo against a single AI opponent of your choice while controlling a single character yourself. You may not choose the character you are controlling as your AI opponent. Set up the map for a 2 player game. Refer to the AI sheets to resolve AI actions.
PRINTABLE VERSION As an alternative to using the rulebook, you may download printable A4 versions of the scenario sheets by following the link to the living FAQ.
AI SCENARIO SHEET
- Character name and name of the scenario.
- The Journal phase actions on the left, segregated by rounds.
- Scenario-specific player abilities.
- AI actions, describing what the AI character does and when.
- A list of random developments that may be referenced by the AI actions.
- Scoring rules.
All of the effects of the AI sheet are written from the perspective of the AI opponent, except for the scenario-specific player abilities section (3).
PREPARING EVENTS IN SOLO PLAY If during solo play there are not enough districts to place all of the events, place all of the remaining events in the Central District.
THE JOURNAL PHASE (2) When resolving the Journal Phase, resolve the AI script before any player choices by following the text below the current round.
SCENARIO-SPECIFIC PLAYER ABILITIES (3) Passive and active effects that will affect the player character. These effects remain in play for the entire game and are written from the perspective of the player as if they were written on the ability cards of the player.
AI ACTIONS (4) Resolve AI effects from top to bottom.
- Start of round: activate these effects after all other start of round effects have been resolved.
- AI TURN: these effects are activated automatically each time after your character finishes their turn.
- End of round: activate these effects after all other end of round effects have been resolved.
AI OPPONENT'S RESOURCES The AI opponent does not use a character board, action tokens, item cards nor civilian cards. They are represented on the map by a standee and are moved around the map via the effects of their scenario.
RANDOM DEVELOPMENTS (5) While resolving the AI actions, you may need to roll a 20-sided die to activate additional effects from this section of the AI sheet.
AUTOMATIC AI EFFECTS AFTER MOVEMENT Follow these steps whenever an AI character moves to an area:
- Pick up all resource tokens from the current area (scrap, steam, items, insight). The AI character draws no item cards and instead keeps the workshop item tokens. Whenever an AI character would gain a Relic card, they gain a stamina token instead.
- Pick up all civilian tokens from the current area. The AI character never gains civilian cards, but instead keeps the civilian tokens in their play area.
- Place an influence cube in the AI's color on all scoring events in the current district and orthogonally adjacent districts.
- Place an influence cube in the AI's color on all adjacent secret location cards. Do not reveal these cards until end of game. The AI character picks up insight from areas under their influence automatically just like a normal character would. If the AI runs out of influence cubes no further cubes are placed.
- Explore ruins in the current area a single time.
END GAME SCORING (6) An AI character spends all available resources to score victory points, gaining the effect of each line as many times as it can afford it.
Genesis Solo AI Sheets
Each sheet lists, per round, the Journal phase actions; then the character's player abilities, the AI actions (Event time = start of round; AI TURN = after each of your turns; End of round), the random developments, and the end game scoring. Symbols: [VP] victory point, [steam], [insight], [scrap], [stamina], [workshop item], [relic item], [influence cube], [civilian token].
Jim & Beam - The Hunters and the Prey
Round 1: Add 'Gorilla Trail' event. Gain 4 [VP]. Round 2: Add 2x 'Fresh Gorilla Trail' events. Round 3: (nothing) Round 4: If [insight] > player's [insight], add 'Ritual Site' event with an influence cube. Otherwise, add the 'Banquet' event with an influence cube. Gain [steam].
Player abilities
- Tracked - Passive: After you move for the first time in a turn, you must leave a generic token in the area from which you left. This is a clue token.
- Feint - 2 [scrap] / [steam]: Place a clue token in an adjacent area.
AI actions
- Event time [Start of round]: Roll the 20-sided die for a random development.
- The chase (AI TURN): Move J&B to the area on the map with the most clues and remove all clues from that area, gaining 2 [insight] per clue. Repeat this effect by spending [steam], until out of [steam] or until there are no clues remaining on the map.
- Civilian interrogation [End of round]: Discard one civilian token from J&B's AI play area to gain [steam].
- The hunt [End of round]: If there are no clue tokens on the map or if the player is on the same area as J&B, the player is captured and loses the game.
Random development
- 1-6: Gain 1 influence cube [influence cube] in a secret location where the player has influence and J&B does not. Gain [steam].
- 7-16: Move to the area with the most civilian tokens. Gain 2 [insight] for each civilian token picked up.
- 17-20: Move to an area with the most [scrap] and pick up all [scrap]. Gain [insight] for each [scrap] picked up. Move all of up to 3 clue tokens from the map to the area with the player character, if able.
End game scoring: Spend 2 [workshop item] for [VP] and [stamina]. Resolve scoring events. Spend 10 [insight] for [VP]. Spend 2 [stamina] for [VP]. Spend 6 [scrap] for [VP]. Spend 3 civilian tokens for [VP].
Marcus - Civilians in the Fog
Round 1: Add the 'Destination', 'Manifestation' and 'Marcus's lab' events. Gain 4 [VP]. Round 2: Add the 'Destination' and 'Manifestation' events. Round 3: Add the 'Destination' and 'Manifestation' events. Round 4: Add the 'Destination' and 'Manifestation' events.
Player abilities
- Lost and found - Passive: You may spend 3 [insight] to encounter a civilian in your current area.
- Passive: Civilian quests require 1 less quest progress to complete, with a minimum of 2 quest progress.
AI actions
- Event time [Start of round]: Roll the 20-sided die for a random development. Place 2 civilian tokens in the area with the 'Manifestation' event. Place 2 civilian tokens in the area with the 'Destination' event.
- Evil machinations [End of round]: Move Marcus to the area with the 'Destination' event. Move Marcus to the area with the 'Manifestation' event.
- Combine [End of round]: Gain [stamina] for each pair of [workshop item].
Random development
- 1-9: Rotate the district with the 'Manifestation' event by 90 degrees clockwise. Gain [insight] for each civilian token. Spend [steam] to repeat this action.
- 10-20: Rotate the district with the 'Manifestation' event by 90 degrees counter-clockwise. Move to the area with the most civilians. Spend [steam] to repeat this action, unless there are no civilian tokens on the map.
End game scoring: Gain [stamina] for each pair of [workshop item]. Resolve scoring events and locations. Spend 2 [workshop item] for [VP]. Spend 6 [insight] for [VP]. Spend 2 [stamina] for [VP]. Spend 4 [scrap] for [VP]. Spend 1 civilian token for [VP].
The Possessed - Ruins Frenzy
Round 1: Add the 'Destination' and 'Meditation Chamber' events. Place a ruins token in every area without one. Gain 4 [VP]. Round 2: Add the 'Lucius's Clinic' or 'Alice Greenhouse' event at random. Add the 'Destination' event. Round 3: Add the 'Destination' event. Round 4: Add the 'Destination' and 'Manifestation' events. If [insight] > player's [insight], add the 'Ritual Site' event with an influence cube. Otherwise, add the 'Steam funnel' event with an influence cube.
Player abilities
- Strange vibrations - Passive: After exploring ruins, you must discard 1 [relic item] and then gain [stamina] and 2 [insight].
AI actions
- Event time [Start of round]: Roll the 20-sided die for a random development. Place a ruins token in the area with the 'Destination' event, if it does not contain ruins.
- Explore [End of round]: Move to the area with 'Destination' event and back to the original area. Gain 4 [insight] for each ruins token explored.
Random development
- 1-9: Move all resource and civilian tokens from the areas adjacent to the area with the 'Destination' event to the area with the 'Destination' event.
- 10-20: Discard all of the player character's stamina if they do not occupy an area with ruins. Move to the area occupied by the player.
End game scoring: Gain [stamina] for each pair of [workshop item]. Resolve scoring events and locations. Spend 2 [workshop item] for [VP]. Spend 6 [insight] for [VP]. Spend [stamina] for [VP]. Spend 4 [scrap] for [VP]. Spend 3 civilian tokens for [VP].
Luis - The Great Show
Round 1: Add the 'Destination' event. Add the 'Luis's show' event in central district. Gain 4 [VP]. Round 2: Add the 'Destination' event. Round 3: Add the 'Destination' event. Round 4: Add the 'Destination' event. Add either the 'Romantic Atmosphere' event in the central district, or add 'Unrest' event in the central district at random. Gain [steam].
Player abilities
- Crowd - Passive: Moving to the central district costs 1 extra [movement].
AI actions
- Event time [Start of round]: Roll the 20-sided die for a random development.
- Important matters [End of round]: Move to the area with the 'Destination' event.
- The show must go on [End of round]: Place 1 civilian token in each ancient district.
- Passive: Luis does not pick up civilian tokens after moving.
Random development
- 1-10: Move to the area with the most civilian tokens (excluding the central district). Then move Luis and all of those tokens to the central district and gain 2 [insight] for each token moved this way. Spend [steam] to repeat this effect.
- 11-20: Move one civilian from each district adjacent to the central district, to the central district and gain 2 [insight] for each civilian token moved this way.
End game scoring: Gain [VP] for each pair of civilian tokens in the central district. Gain [stamina] for each pair of [workshop item]. Resolve scoring events and locations. Spend 2 [workshop item] for [VP]. Spend 10 [insight] for [VP]. Spend 2 [stamina] for [VP]. Spend 6 [scrap] for [VP].
Alice - Mushroom Mania
Round 1: Player gains 2 [stamina]. Add the 'Destination', 'Alice's Greenhouse' events. Gain 4 [VP]. Alice starts in the area with 'Alice's Greenhouse' event. Round 2: Add the 'Destination' event. Round 3: Add the 'Destination' event. Round 4: Add the 'Destination' event. If [steam] > player's [steam], add the 'Steam Funnel' event with an influence cube. Otherwise add the 'Banquet' event with a influence cube.
Player abilities
- Hallucinations - Passive: You may not spend 2 [insight] to add an action token.
- Passive: Add an action token whenever you end your turn in an area with Alice's influence cube, then remove all of Alice's influence cubes from that area.
AI actions
- Event time [Start of round]: Roll 20-sided die for a random development. Place one influence cube in the area with the 'Destination' event.
- Quick shopping [End of round]: Move to the area with the 'Destination' event and back to the area with the 'Alice's greenhouse'.
- Hijack [End of round]: Pick up all resource and civilian tokens from each area with Alice's influence cube, and each area adjacent to areas with Alice's influence cube. Gain [steam] for each Alice's influence cube on a district.
- Passive: All of Alice's influence cubes on districts counts as influence cubes on secret locations for the purpose of scoring.
Random development
- 1-9: Move to an area with the most [steam]. Move one action token from each player column to the column to the left, if able. Do not move [special].
- 10-20: Place 1 Alice's influence cube in an area with the highest total number of resources, civilians and ruins. Move one action token from each player column to the column to the right, if able. You may not move [special].
End game scoring: Gain [VP] for each of Alice's influence cubes on the map. Gain [stamina] for each pair of [workshop item]. Resolve scoring events and locations. Spend 2 [workshop item] for [VP]. Spend 6 [insight] for [VP]. Spend 3 [stamina] for [VP]. Spend 4 [scrap] for [VP]. Spend 3 civilian tokens for [VP].
Lucius - Mini Crisis
Round 1: Place the 'Tainted Outbreak' event in the area with the most civilians. Add the 'Destination' event. Gain 4 [VP]. Place a civilian token in the Central District. Round 2: Place the 'Tainted Outbreak' event in the area with the most civilians. Add the 'Destination' event. Place a civilian token in the Central District. Round 3: Place the 'Tainted Outbreak' event in an area with most civilians. Add the 'Destination' event. Place a civilian token in the Central District. Round 4: Place the 'Tainted Outbreak' event in an area with the most civilians. Add the 'Destination' event. If [steam] > player's [steam], add 'Steam Funnel' event with an influence cube. Otherwise, add the 'Incident Site' event with an influence cube.
Player abilities
- Execute - Passive: You may spend 6 [insight] or 2 [violence] or [special] to remove a mechanized from your current area and gain 2 [scrap].
- Tough crowd - Passive: You may not spend 2 [violence] to encounter civilians.
AI actions
- Event time [Start of round]: Roll the 20-sided die for a random development. Place one civilian token in the area with the 'Destination' event.
- Stalk [End of round]: Move to the area with the 'Destination' event.
- Contamination [End of round]: Move all of the civilian tokens from Lucius's pool to his current area and change them to mechanized.
Random development
- 1-9: Move Lucius to the area with the most resource tokens. Turn one civilian from each area with at least 1 mechanized into a mechanized. Gain 1 [steam] for each civilian turned this way.
- 10-20: Move Lucius to an area with ruins. Place 2 civilian tokens in the area with the 'Destination' event. Gain 4 [insight].
End game scoring: Gain [VP] for each mechanized on the map. Gain [stamina] for each pair of [workshop item]. Resolve scoring events and locations. Spend 2 [workshop item] for [VP]. Spend 6 [insight] for [VP]. Spend 2 [stamina] for [VP]. Spend 4 [scrap] for [VP].
Stefan - Explosive Maintenance
Round 1: Add 'Stefan's Workshop', 'Excavation site', 'Destination' event.* Gain 4 [VP]. Round 2: Replace the 'Excavation Site' event with the 'Dangerous Excavation' event. Add the 'Destination' event.* Place [workshop item], [steam] and 2 [scrap] in the central district. Round 3: Add the 'Marcus's Lab' or 'Alice's Greenhouse' event at random. Add the 'Destination' event.* Round 4: If [insight] > player's [insight], add the 'Ritual Site' event with an influence cube in the central district. Otherwise, add the 'Incident Site' event with an influence cube in the central district.* Add the 'Destination' event.*
Player abilities
- Show invention - Passive: When a player modifies a base item with an add-on or power module they must move the 'Destination' event to the district of their choice (except the Central District).* Discard 1 of Stefan's [workshop item].
AI actions
- Shit happens [Start of round]: Roll the 20-sided die for a random development.
- A maintenance assignment [End of round]: Move to the area with the 'Destination' event.
- Explosive complication [End of round]: Remove the district occupied by Stefan and all adjacent secret locations from play. If the player is present in the removed areas, the game is lost. Place Stefan in the central district. Nothing else happens. All is well, carry on.
*The 'Destination' event may not be placed so that resulting 'Explosive complication' will isolate one of the ancient districts. If such situation occurs, shuffle and set up events a second time. All events that do not fit on the districts are placed on the central district.
Random development
- 1-8: Move Stefan to the area with the most workshop item tokens if there are any on the map. Gain 2 [insight] for each [workshop item] and for each [steam] picked up. Spend [steam] to repeat this event.
- 9-14: Move Stefan to the area occupied by the player. Gain 2 [insight] for each civilian token and for each [steam] picked up.
- 15-20: Move to the area with the most [steam]. Place [workshop item] token in each district and one extra [workshop item] in the district with the 'Destination' event.
End game scoring: Gain [stamina] for each pair of [workshop item]. Resolve scoring events and locations. Spend [workshop item] for [VP]. Spend 8 [insight] for [VP]. Spend 2 [stamina] for [VP]. Spend 6 [scrap] for [VP]. Spend 3 civilian tokens for [VP].
Effects From the District Tiles
Central Market (Central District): Spend 4 scrap to draw 3 workshop cards. Keep one card and discard the other 2 into the trash pile.
The Market also has a second effect that allows players to sell unwanted items. Discarding a workshop item card from hand provides the seller with 2 scrap while discarding a relic item card from hand provides 3 scrap and 1 insight. Players may not spend items from their play area for 3 scrap and 1 insight.
Alleys: After entering this tile, advance your mood tracker 1 space toward the negative side. Negative mood may also be gained for each movement action spent.
U-bot Station: Spend 2 scrap or 1 steam to move your character to any other district without paying any additional movement costs. This activates all on-enter effects provided by the target district and events placed in that district.
Gardens: After entering this tile, advance your mood tracker 1 space toward the positive side. Positive mood may also be gained for each movement action spent.
Excavation Site: After entering this difficult-to-navigate district, gain 1 insight.
Relaxation Zone: At the end of the round, each character in this area gains 1 stamina.
Power Plant: A visiting player may spend 1 steam in order to gain 1 insight and 1 power onto any of their items in play.
Red Light District (Central District): Spend 4 scrap to gain 1 quest progress on one of your escorted civilians.
Workshop: At the end of the round, each character in this area may play a workshop or relic item for free.
Variants
STARTING BASE ITEM DRAFT Instead of drawing and discarding random base workshop items, an item draft may be performed after the map has been set up. This variant will result in card choices being more tactical and is highly recommended for all competitive games. To perform a base item draft:
- Each player draws 4 cards from the base workshop item deck.
- Each player keeps one card and passes the rest to the player on their left.
- Each player keeps a second card and places the remaining two in the trash.
OPTIONAL DISTRICT DRAFT Starting from the first player and proceeding clockwise around the table, each player selects one district tile that will be a part of the randomized map. After each player has chosen their tile, shuffle them together with extra random tiles required to generate a full map. This variant is highly recommended for advanced players in competitive modes, as it will level the playing field for all characters. It may significantly lower the difficulty of cooperative modes.
INTERACTION RULE DURING END OF ROUND During end of round players may interact with the map normally, but the end-of-round effects must be resolved in turn order. This changes the end-of-round phase into a normal, 4th turn. This will prolong the game, but also make the 4th column more meaningful in all scenarios.
MORE STARTING ITEMS CARDS IN SOLO MODES When playing the Incredible Invention or Genesis scenario solo, draw 6 workshop item cards and keep 3 cards. Place the remaining cards in the trash. This will lower the difficulty.
EVENTS IN INCREDIBLE INVENTION The Incredible Invention scenario may be played with events, just like the Cipher Race scenario. At start of round [Start of round], add random events in districts with [?]. Remove the events at the end-of-round phase. This variant will create a richer and easier experience.
Second Edition Rule Changes
After reading this you should be able to play the original competitive scenario, Cipher Race, without re-reading the rules. Crisis, the original cooperative scenario, has undergone extensive rule changes. There also are 2 brand-new game scenarios.
- All special character setup instructions have been removed.
- Starting resources are now 4 insight tokens and 2 workshop item cards (draw 4, discard 2).
- The Workshop item deck is now split into two decks, one containing add-ons and power modules, and the other containing the rest of the base workshop item cards.
- When drawing a workshop item card, players may draw from either of the two workshop decks.
- There are new 2-card ability sets for base game modes. The old 3-card sets are now obsolete.
- You no longer add new action tokens automatically each turn. Instead, 2 insight may be spent at any time during your turn to gain an action token.
- You may activate your base items once per turn.
- You may reset mood only once per turn.
FAQ
Can I add an item to a power module if it isn't attached to a base item card? Yes, you can also play power modules without attaching them to a base item.
My card says I gain an effect when I explore a ruins token, or fully explore a ruins. What is the difference? If you pay the explore cost of a ruins, you have explored the ruins, no matter which side of the ruins token is showing. A player has fully explored a ruins when it is removed from the map. Although that player does not have to have been the one who originally explored the ruins the first time.
Do I gain the on-enter effects of secret locations after I reveal them? Do I gain it if another player reveals them? If you enter a secret location and reveal it, you gain the enter effect. If you leave the location unrevealed, you do not gain the effect and will need to re-enter and reveal it later.
What happens if I run out of influence cubes? You can remove 1 influence cube from the map to place it elsewhere as needed. You may only do so when required to place a cube. You may not remove a cube to return it to your supply.
What happens if I gain more mood than I can track? Your mood may never go above or below the track. Excess mood is lost. However, remember that actions resolve in whatever order a player chooses. So, if you would gain positive mood, and it would put you above the track, you may reset your mood once per turn for its benefits first, before gaining the new positive mood effect.
Quick Reference: Symbols
- Movement ([stamina] may be spent instead): Spend movement to travel between areas.
- Charm ([stamina] may be spent instead): Spend 2 to encounter [civilian] token in current area.
- Violence ([stamina] may be spent instead): Spend 2 to encounter [civilian] token in current area.
- Manipulate ([stamina] may be spent instead): Spend 1 to pick up a resource in current area.
- Engineering ([stamina] may be spent instead): No additional effect.
- Special: Activates a unique effect on an ability card which requires a [special].
- Stamina: May be spent as one of the following actions: movement, manipulate, engineering, violence, charm. (See Crisis rules for use as support.)
- Start of round phase: Drop resources on the map during the start of round phase.
- End of round phase: Each player activates their [End of round] effects and recharges items.
- Remove: Discard an object. Relic and workshop item cards are placed into a discard pile called the trash.
- Flip: Change the sides of a token or card.
- Positive mood: Move your mood tracker up by 1.