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Cyber Pet Quest

Cyber Pet Quest Rulebook

Table of Contents

Table of Contents

  • Components
  • The Stars of the Show
  • Campaign Setup
    • Location Components
      • Spaces
      • Movement
      • Within
      • Objective Card
      • Round Tracker
      • Location Components Setup
    • Pet Components
      • Pet Card
      • Pet Board
      • Aggro and Pet Tag Sneak Tokens
      • Pet Components Setup
    • CyMS Components
      • The CyMS Board
      • CyMS Difficulty Level Card
      • CyMS Cards
      • CyMS Components Setup
    • Initiative Decks
      • Initiative Decks Setup
    • Item Deck
      • Item Deck Setup
    • Campaign Tokens
    • Objective, Item, and Impact Tokens
    • Energy Dice and Dodge Die
    • Charm Deck
      • Charm Deck Setup
    • Icons Reference
  • Game Rules
    • Overview of a Round
    • Draw Initiative
    • Pet's Turn
      • Generate Energy
      • Choose Sneak or Aggro
      • Choose Actions
      • Use Powers, Items, or Charms
      • Convert Energy to Luck
    • CyMS's Turn
      • Determine Target Space
      • Move and Attack
      • Pets Dodge Damage
  • Leveling Up Pets
    • Level Up Pet Card
    • Level 2 Upgrades
    • Level 3 Upgrades
  • Saving the Game
  • Resuming a Saved Game
  • Playing the Campaign
    • Chapter Success and Failure Criteria
    • Failing a Chapter
    • Jumping Directly to a Chapter
  • Cyber Pet Quest Campaign
    • Chapter 0: Tutorial
      • Setup
      • Success/Failure Criteria
      • Stories
      • Next
    • Chapter 1: The Apartment
      • Setup
      • Success/Failure Criteria
      • Stories
      • Rewards
      • Next
    • Chapter 2A: Treat Street Hill

Components

  • 1 Rulebook
  • 4 Reference Cards
  • 16 Location Cards
  • 8 Pet Cards
  • 8 Pet Upgrade Cards
  • 6 Boss Cards
  • 5 Boss Difficulty Level Cards
  • 10 CyMS Cards
  • 2 CyMS Difficulty Level Cards
  • 10 Initiative Cards
  • 50 Objective Cards
  • 30 Item Cards
  • 19 Charm Cards
  • 3 Energy Dice
  • 1 Dodge Die
  • 1 Round Tracker
  • 4 Save Game Envelopes
  • 4 Pet Boards
  • 16 Tracking Cubes
  • 4 CyMS Meeples
  • 1 CyMS Boss Meeple
  • 4 Pet Meeples
  • 4 Pet Tag Tokens
  • 1 CyMS Board (back side of lid)
  • 16 Campaign Tokens
  • 8 Impact Tokens
  • 6 Item Tokens
  • 6 Objective Tokens
  • 1 Aggro Token

The Stars of the Show

The four pets are Jane the Bionic Cat, Clay the Australian Cattle Dog, Freya the North American Raccoon, and Roman the Canada Goose.

Campaign Setup

Cyber Pet Quest is a campaign game that plays out over several connected chapters. To play a game of Cyber Pet Quest, there are some basic things to set up to begin your campaign. Each chapter has its own setup steps to follow as you progress through the campaign.

Note: This game is always played with four pets, no matter how many human players there are.

The setup consists of:

  1. Location Components — Location Cards, Objective Cards, and Round Tracker
  2. Pet Components — Pet Cards, Pet Boards, Aggro and Pet Tag Sneak Tokens
  3. CyMS Components — CyMS Board and Cards
  4. Initiative Decks
  5. Item Deck
  6. Tokens — Campaign, Objective, Item and Impact
  7. Energy Dice and Dodge Dice

Location Components

Each chapter is played in a Location, consisting of 2-4 Location Cards. Each Location Card consists of numbered rectangular spaces in ascending order from left to right.

Spaces

Each numbered area is a single space, even if it appears to be split. For instance, space number 3 in the picture is a single space, even though more than one room is pictured in the art.

Movement

To go from one space to an adjacent space, you must use the Move action. Pets and CyMS may sometimes be moved by other game effects such as chapter rules, Objective Cards, or special abilities.

Within

There are many effects (on items, abilities, etc.) that have a "within" range shown. This indicates the range of that effect.

  • Within 0 — in the same space as the source or target of the effect.
  • Within 1 — within 1 space of the source or target of the effect, which is also the same as the adjacent space. Higher numbers follow the same logic, where within 2 is within 2 spaces, and so forth.

Objective Card

Objective Cards are used to represent important parts of the environment in each chapter that pets can interact with to help them progress on their quest. They can be anything from helpful tools to crucial objectives that the pets must meet in order to succeed! Objective Cards are placed directly above a space during chapter setup, and are considered part of that space.

Objective Cards always start out with their "Hidden" side face up, unless otherwise specified.

Hidden Side

  1. Chapter number in which the Objective Card is used.
  2. Objective name.
  3. Criteria to flip the card.
  4. Icon instructing you to flip the card.

Usually, to flip the Objective Card over and discover how to interact with it, a pet will need to use the Inspect action in that space. Other times, certain conditions must be met to trigger flipping the card.

Revealed Side

  1. Objective name — This is the same as the hidden side Objective name.
  2. Objective/story text — This usually includes some story or a "Read Interlude #" prompt for you to read the story interlude in the rulebook for that specific chapter.

Often, there will be a way to interact with the Objective to trigger one or more effects described on the card. Here are some examples:

  • Interact — A pet must use the Interact action in this space to trigger the effect.
  • Impact — Pets must accumulate the specified number of Impact to trigger the effect. Track each Impact dealt to the Objective by placing an Impact Token on the card.
  • Spending resources — A pet must spend the required number of resources — for example, Luck or Energy — while in that space to trigger the effect.
  • Cooperative Actions — Some Objective Cards will require two or more pets to coordinate, each separately meeting one of the criteria, to trigger the effect. They can either be in any order, in which case it'll say "(In the same round)" and use the "&" symbol, or it has to follow a strict order, in which it'll say "(In this order)" and use the arrow symbol. For cooperative actions, the first pet to satisfy one of the requirements should place a token on the card, either an Objective Token or an Impact Token, to indicate that the requirements are partially fulfilled. If the criteria must be met "in the same round" and they are not met at the end of a round, remove any tokens on that objective. Here are some examples:
    • "(In this order) Pet #1 [action] → Pet #2 [action]" or
    • "(In the same round) Pet #1 [action] & Pet #2 [action]".

Round Tracker

Chapters are played in rounds. In most chapters, success must be achieved within a specified number of rounds. The Round Tracker is used to keep track of the current round.

Location Components Setup

The reference images in this section show the setup for Chapter 0: Tutorial.

  1. Find the Location Cards for the chapter and lay them in the center of the play area so the numbered spaces are in ascending order. For example, the image shows the two Apartment Location Cards, with spaces going from 1 to 6.
  2. Locate Objective Cards for the chapter in play. Place them according to the chapter rules with the Hidden side face up.
  3. Place Item Tokens according to the chapter rules.
  4. Find the Round Tracker and set it to 1.

Pet Components

Pet Card

  1. Base Energy — This is the minimum Energy available to spend during this pet's turn.
  2. Max HP — This pet starts the campaign with this much HP and cannot be healed above it. Unless specified in a chapter's rules, each pet's remaining HP carries forward to the next chapter.
  3. Dodge — This shows what Dodge symbol(s) this pet can use when rolling the Dodge Die. If the symbol is not shown, this pet cannot use that Dodge Die face.
  4. Meeple — This shows the shape of this pet's Meeple.
  5. Exploration Actions — Pay Energy during a pet's turn to perform these actions.
  6. Impact Actions — Pay Energy to perform one of these actions during this pet's turn, but only once per turn!
  7. Powers — These are special abilities specific to this pet.

Pet Board

  1. Item Cards storage — Place Item Cards acquired during the game in this area.
  2. Energy Track — Use the yellow Tracking Cube to track this pet's current Energy.
  3. Luck Track — Use the green Tracking Cube to track this pet's current Luck.
  4. HP Track — Use the red Tracking Cube to track this pet's current HP.
  5. Pet Tag Sneak Token slot — Place this pet's Pet Tag Sneak Token here, with their name side facing up.
  6. Pet Card slot — Place this pet's Pet Card here.

Aggro and Pet Tag Sneak Tokens

Aggro Token — This token shows whether this pet has Aggro. See Pet's Turn > Choose Sneak or Aggro for more info.

Pet Tag Sneak Token — This token shows whether this pet is Sneaking or not. See Pet's Turn > Choose Sneak or Aggro for more information.

Pet Components Setup

  1. Locate the 4 Pet Boards and place them in front of the player(s). Place one Pet Card of each pet's current level on the "Pet Card" space on the board.
  2. Place the Tracking Cubes on the appropriate spaces on each Pet Board.
    • Set a yellow Pet Tracking Cube on the Energy Track to 0.
    • Set a green Pet Tracking Cube on the Luck track to 0.
    • Set a red Pet Tracking Cube on the HP track to the Max HP from the Pet Card.
  3. Place the Aggro Token in Jane's possession.
  4. Place each pet's Pet Tag Sneak Token on the Pet Board with the pet's name face up, covering the Sneak icon, to indicate they are not sneaking.
  5. Give each player a Reference Card.
  6. Place the Pet Meeples in the pet starting space according to the Setup step in the chapter.

CyMS Components

Note: You only need to set this up after you have completed Chapter 0: Tutorial.

The Cyber-Memetic Sociopaths — CyMS (sims) — are the main antagonists in Cyber Pet Quest. They are everyday people who are under the influence of a powerful cybernetic virus that is forcing them to act out against their will and without their awareness. Their minds are trapped in a virtual reality world while their bodies are controlled by a mysterious unknown force.

The CyMS Board

  1. CyMS Card slot — CyMS Cards go in these slots (Red, Green, Blue and Yellow CyMS).
  2. Stun Track — Track the current amount of Impact dealt to these CyMS.
  3. CyMS color/icon — Each slot has a color and icon corresponding to a CyMS Meeple.
  4. CyMS Difficulty Level Card — This sets the difficulty and stats for all CyMS.

CyMS Difficulty Level Card

  1. Difficulty level — Story (easy), Adventure (normal), Tactician (hard), or Nightmare (very hard).
    • We recommend you start with "Adventure" level for your first playthrough.
  2. Move — How many spaces CyMS will move toward the pet holding the Aggro Token.
  3. Damage — How much damage the CyMS deals to pets.
  4. Stun Threshold — How much Impact it takes to Stun each CyMS.

Hint: You are encouraged to change the difficulty level of the CyMS whenever you feel that the game is too difficult or not difficult enough. You may even change the level during a chapter if you want an easier or harder challenge!

CyMS Cards

  1. CyMS name
  2. Special ability name
  3. Special ability rules

Each of the CyMS Cards in the game is unique. They each have a special ability representing their particular personality. There are three types of triggers that can cause a CyMS's special ability to go into effect.

CyMS Ability Types

  • Passive — These types of abilities are innate powers of the CyMS. These are often reactions, so check the ability text for specific timing.
  • Target — These types of abilities trigger at the beginning of a CyMS's turn, when the CyMS is choosing their target space.
  • Move & Attack — These types of abilities are triggered during a CyMS's turn, when the CyMS is moving toward their target space and attacking.

Example: In the pictured card for Punk Girl, her Passive ability will trigger when she reaches her Stun Threshold.

Example: In the pictured card for Glitch, his Target ability triggers immediately on his turn, overriding the core rule dictating which target space CyMS choose during their turn.

Example: In the pictured card for Stiletto, her Move & Attack ability triggers after she has chosen her target space, increasing her movement.

CyMS Components Setup

  1. Place the CyMS Board (box lid) on the table in a central location.
  2. Choose a CyMS Difficulty Level Card (we recommend "Adventure") and place it on the appropriate space on the CyMS Board.
  3. Draw the number of CyMS Cards specified by the chapter setup and place them on the CyMS Board in the color(s) specified.
  4. Place a red CyMS Tracking Cube on "0" on the Stun Track of each CyMS.
  5. Place the CyMS Meeple(s) in the CyMS starting space(s) according to the Setup step in the chapter.

Initiative Decks

Turn order is dictated by Initiative Decks. The pets and CyMS each have a separate deck, and turns alternate starting with a pet turn.

Initiative Decks Setup

  1. Find the 4 Pet Initiative Cards and shuffle them to create a deck. Then set it face down in a central location.
  2. Find the 6 CyMS Initiative cards. Set the 2 "CyMS Boss" CyMS Initiative Cards aside. Shuffle the remaining CyMS Initiative Cards to create a deck. Then set it face down in a central location (Ignore this step for Chapter 0: Tutorial).

Item Deck

Items are one-time use cards that have beneficial effects which will help the pets in their adventure.

Item Deck Setup

  1. Shuffle the Item Cards to form the Item Deck and place it in a central location.

Campaign Tokens

Campaign Tokens represent different objectives and parts of the environment that are specific to each chapter. Use these when they are called for during chapter setup.

Objective, Item, and Impact Tokens

Objective Tokens are used to track progress on certain Objective Cards. The chapter setup and various Objective Cards will instruct the players to use these tokens when appropriate.

Energy Dice and Dodge Die

Pets roll Energy Dice at the start of each turn and roll the Dodge Die when they suffer damage. See the Game Rules section for more information. Keep these dice within easy reach of all players.

Charm Deck

Charm Deck Setup

  1. Separate out the Mini-Boss Charm Cards and set them aside. They can be identified by a star in the lower left corner of the image.
  2. Separate out the 4 "Pet Collar" Charm Cards and set them aside.
  3. Shuffle the remaining Charm Cards to form the Charm Deck and place it back in the box until you are instructed to draw from it.

Icons Reference

General Icons

  • Energy icon = Energy / 1 Energy
  • Energy Dice icon = Energy Dice
  • Heart icon = Hit Points (HP) / 1 HP
  • Clover icon = Luck / Half-Luck (2 Half-Luck = 1 Luck)
  • Damage heart icon = 1 Damage / 1 Extra Damage
  • Pink die icon = Dodge Die
  • Feather icon = Dodge Icon: Dodge 1 Damage
  • Space icon = 0 (Same Space) / 1 Space
  • Eye icon with 1 or 2 = Once / Twice per Round
  • Eye icon = Sustained until the pet's next turn
  • Sound-wave icon = Aggro
  • Sneak (eye) icon = Sneaking
  • Card icon = Flip Card
  • A → B = Do A then B

Exploration Actions

  • Boot icon = Move / Move 1 Space
  • Magnifying glass icon = Inspect (Objectives, Items)
  • Paw icon = Interact (Objective specific)
  • Heart-with-plus icon = Heal Self or Other / Heal 1 HP

Impact Actions

  • Burst icon = Impact / 1 Impact

Game Rules

Overview of a Round

(* indicates phases that only apply after you completed the tutorial)

  1. Draw Initiative (Pet → CyMS, alternating turns)*
  2. Pets Turn:
    • Generate Energy
    • Choose Sneak or Aggro*
    • Choose Actions
    • Use Powers, Items, or Charms
    • Convert Energy to Luck
  3. CyMS Turn:*
    • Determine Target Space*
    • Move & Attack*
    • Pets Dodge Damage*
    • Determine Pet KO*
  4. End of Round

Draw Initiative

Each chapter in Cyber Pet Quest is played over multiple rounds, where each pet and CyMS alternately perform a turn in the order determined by their respective Initiative Decks.

Note: Ignore the CyMS Initiative Deck or anything CyMS-related until you have completed the Tutorial.

At the beginning of each round, start from the pet's Initiative Deck and draw a card. The pet whose card is drawn will then follow the rules described in the Pet's Turn step.

After the pet's turn, draw a card from the CyMS Initiative Deck. Note the color of the CyMS Initiative Card drawn, refer to the CyMS's special ability of the CyMS Card in that colored slot on the CyMS Board, and perform that CyMS's turn.

Alternate until both decks are empty. If one deck still has cards when the other one runs out, then keep drawing from the remaining deck until it is empty.

When both decks are empty, go to the End of Round step.

Note: Not all chapters will have 4 CyMS, but include all 4 CyMS Initiative Cards in the deck, unless otherwise stated in the chapter rules. When you draw a color that isn't in the chapter, just treat it as "nothing happens," and proceed to drawing from the pet Initiative Deck again, or the next CyMS Initiative Card if there are no more Pet Initiative Cards.

Pet's Turn

Generate Energy

At the beginning of a pet's turn, follow these steps:

  1. Gain Base Energy specified on that pet's Pet Card,
  2. Roll 3 Energy Dice,
  3. Apply effects that modify or reroll the Energy Dice (e.g. Jane's Power),
  4. Gain Energy and Luck simultaneously from the dice,
    • Energy Symbol — For each Energy symbol, gain 1 Energy on the Energy Track for that pet.
    • Luck Symbol — For each Luck symbol, gain 1 Luck on the Luck Track for that pet.
    • Half-Luck symbols — For every 2 Half-Luck symbols, gain 1 Luck on the Luck Track for that pet.
  5. Apply any other effects that require Luck to be spent during this phase (e.g. "Pet Collar").

Example: The Charm Card "Pet Collar" does not modify the Energy Dice. It cannot be used in step 3. It can be used in step 5, after Energy and Luck have been gained.

Choose Sneak or Aggro

Note: This phase only applies after you have completed the tutorial!

Before a pet performs any actions, they must choose to Sneak or take the Aggro Token.

Choosing Sneak

If you choose to Sneak, flip over the Pet Tag Sneak Token on the Pet Board to reveal the Sneak icon on the Pet Board and the Sneak reference on the back side of the token.

Leave the Aggro Token on the pet who last had the token.

A Sneaking pet:

  • Does not take the Aggro Token (if the pet already has the Aggro Token, then they keep it).
  • May not deal Impact of any kind (e.g., Actions, Powers, Charm Cards, or Item Cards).
  • Spends 1 more Energy to perform Move, Inspect, and Interact actions.
  • Spends 1 less Energy to perform the Heal action. And
  • Gains 1 Dodge when dodging damage.

Choosing Aggro

If you choose Aggro, make sure the Pet Tag Sneak Token is on the pet name side, covering the Sneak icon on the Pet Board. Then take/keep the Aggro Token for the pet.

Aggro Priority — If it's not clear which pet the Aggro Token belongs to, always give the Aggro Token to the pets in this order: Jane → Clay → Roman → Freya.

[Errata (FAQ & Errata): The book (p. 33) lists the priority differently than the reference cards. The order on the reference card is correct; the order in the book should be: Jane → Roman → Clay → Freya. The text above is transcribed as printed in the rulebook; per the errata, use Jane → Roman → Clay → Freya.]

Aggro Token — CyMS determine the target space they move to based on which pet has the Aggro Token. They also do 1 more damage to the pet with the Aggro Token. Be very aware and careful about who has the Aggro Token!

Note: At the start of every chapter, give the Aggro Token to Jane.

Choose Actions

Exploration Actions

Exploration actions can be done multiple times, as long as the pet has Energy remaining.

  1. Move = Move up to # of spaces in any direction using the Pet Meeple of that pet.
  2. Inspect = Inspect the Objective Card that is in that space. Or claim an Item Token in that space, then remove the Item Token.
  3. Interact = Specific Objective Cards will give pets the ability to Interact with the card. Usually this will trigger a game effect or Chapter Interlude. Do not proceed with any text after this icon until a pet performs the Interact action with the Objective Card.
  4. Heal = This pet or another pet in the same space gains # HP up to their max HP.

Note: For Move actions, you may always "move up to" the number in the icon. For example, Roman spends 3 Energy to Move 3 spaces, but he may move 0, 1, 2, or 3 spaces as he chooses.

Note: Whenever a pet moves to a new space, or is moved to a space by an effect or ability, they are "entering a space" whether they stop in that space or move through it. This triggers a lot of effects in the game.

Impact Actions (Environment)

Impact actions deal Impact, equal to the number (#) inside the icon, to an object in order to complete an Objective. You may deal Impact only once per pet turn, even if the pet has more than 1 Impact action option on their Pet Card.

If there are other actions associated with the Impact dealt, such as Move, then the pet may do the other action only after the Impact.

Note: A pet may deal more Impact than required by an Objective. The additional Impact will have no effect.

Impact Actions (CyMS)

Note: Impacting CyMS only applies after you have completed the tutorial!

Impact actions can also be used to deal Impact, equal to the number (#) inside the icon, to increment the Stun Track of a specific CyMS in the same space as the pet dealing the Impact. When a CyMS's Stun Track reaches their Stun Threshold, that CyMS is Stunned.

Stunning a CyMS

The Stun Threshold of a CyMS depends on their difficulty level. The higher the difficulty level, the higher the Stun Threshold.

The moment a CyMS's Tracking Cube reaches their Stun Threshold, they are Stunned. Any Impact that is done by a pet or environmental effect is applied first. If the CyMS is Stunned by that Impact, then no other effects are applied to the CyMS.

Note: A pet may deal more Impact than required to Stun a CyMS. The additional Impact will have no effect.

When they are Stunned:

  • Lay the Stunned CyMS's meeple on its back (instead of standing). No other pet, CyMS, or environmental effect may interact with Stunned CyMS.
  • None of the CyMS's abilities are active, and none can be triggered.

Unstunning a CyMS

When a CyMS takes a turn while Stunned, they "unstun."

  • Skip that CyMS's turn.
  • Stand their meeple up.
  • Reset that CyMS's Tracking Cube on their Stun Track to "0."

Use Powers, Items, or Charms

Powers

Each pet has one or more Powers that may add abilities, reactions, or bonuses. The Pet Card will describe when these abilities, reactions, or bonuses may be used.

[Errata (FAQ & Errata): Clay's Power "Cybernetic Arm" states "When Clay deals [damage icon] to a CyMS, ...". The icon shown is incorrect; pets cannot deal damage to CyMS. The card text should use the Impact icon in place of the damage icon: "When Clay deals [Impact icon] to a CyMS, ...". This applies to ALL three levels of Clay's Pet Card.]

[FAQ: Jane's Impact action (3 Energy) includes a free optional Move of 1 space in addition to causing 1 Impact. The free Move must happen after the Impact has been dealt. Jane can move (1 Energy) independently of her Impact action, whether or not she decides to use that action during her turn.]

Items

Items can be found by using the Inspect action in a space with an Item Token. Draw an Item Card from the Item Deck and then remove the Item Token from the Location Card.

Sometimes, other game effects will reward the pets with Item Cards.

Each Item Card shows its Usage Timing and its Effect. They are one-time use, and the usage timing can be found on the card. Just follow the effect on the card and then discard the Item Card when the effect is over.

Pets may trade (give and take) Item Cards with each other as many times as they like, without spending Energy, as long as they're in the same space.

Each pet must use, discard, or trade down to three Item Cards at the end of their turn.

Charms

Charm Cards are gained during special events within or at the end of chapters or from an Item Card. They are all powered by each pet's Luck, and grant the pets special abilities that will help them in their journey!

Each Charm Card has a Level 1 and Level 2 side. They start at Level 1 when received, and may be upgraded to Level 2 after certain chapter events.

Some Charm Cards have restrictions on which pet may use them. Otherwise, ALL pets may use any of the Charm Cards!

Charm Cards may be used as many times per turn as you wish unless otherwise specified on the card.

Pets may trade Charm Cards with each other at the conclusion of each chapter. When traded, the Charm Cards remain at the same level as they were before.

Each pet must discard or trade down to three Charm Cards at the end of each chapter.

Convert Energy to Luck

A player may choose to end their pet's turn at any time. When the pet's turn ends, any Energy that remains on the pet's board must be converted, 1 for 1, into Luck. You can never have more than 7 Luck.

CyMS's Turn

Note: The entire CyMS Turn section only applies after you completed the tutorial. We recommend you go to Chapter 0: Tutorial and complete that before reading the CyMS Turn rules below.

When a CyMS Initiative Card is drawn, note the color on the card drawn, and find the CyMS Meeple of the matching color on a Location Card. That meeple represents the CyMS that is taking a turn following the rules below:

Determine Target Space

When it's a CyMS turn, they first determine the "target space" that they are aiming to move to. The target space is the space occupied by the pet with the Aggro Token, unless otherwise specified.

Move and Attack

The CyMS then moves and attacks pets (deals damage) based on the difficulty level chosen for the chapter.

As the CyMS moves towards the target space, they attack all pets in each space they enter. Move the CyMS 1 space at a time, and check if there are pets in that space. If multiple pets are in the same space, then the players decide the order in which the pets are attacked. The attack is sequentially resolved, so if there are any powers or card effects that stun the CyMS after a pet is dealt damage, then the remaining pets will not be attacked by that CyMS.

Note: Whenever a CyMS moves into a new space, or is moved into a space by an effect or ability, they are "entering a space" whether they stop in that space or move through it. This triggers a lot of effects in the game.

Note: CyMS only deal damage to pets when entering their space during the CyMS turn Move & Attack phase. If a CyMS is moved outside of their turn, they do not deal damage unless their ability states otherwise.

All CyMS deal 1 extra damage to the pet with the Aggro Token.

Note: If a CyMS cannot move at all (moving 0 spaces) towards their target space for any reason other than Stunned (e.g. environmental effect), they will attack all pets in the space they're in.

Whenever CyMS deal damage to pets, resolve all CyMS abilities and effects related to the damage first, before resolving any pet reactions.

Example: The One-Shoe Sean CyMS deals damage to a pet, and that pet has a hypothetical ability to use Luck to move a space. The CyMS would steal 2 Luck from the pet first, after dealing the damage, and then the pet may use its remaining Luck to trigger the ability, if it still has enough.

Summary chart of a CyMS turn:

  • Is the CyMS Stunned? If yes: Unstun the CyMS and do nothing.
  • If no: Is the CyMS already in the target space? If yes: Move & Attack: Deal damage to ALL Pets in that space.
  • If no: Move & Attack: Move up to # spaces towards target space. Deal damage to ALL Pets in spaces the CyMS enters.

Pets Dodge Damage

Any time damage is dealt to pets, whether from CyMS or from an effect, they may roll the Dodge Die to try to avoid some damage. The players may decide the order of the pets in which the damage is dealt and the Dodge Die is rolled. If there are any powers or card effects that stop the damage source (e.g. a CyMS gets Stunned or moved) after a pet is dealt damage, then the remaining pets will not be dealt damage.

Note the upper right area of the Pet Card ("Dodge" followed by the Dodge Die faces):

The pink Dodge Die faces on the Pet Card show the die face(s) that the pet can use to dodge damage. If the die face(s) is not shown, the pet cannot use that Dodge Die face(s). Every Dodge Icon shown on one of the faces of the Dodge Die reduces damage suffered by the pet by 1.

The order in which Dodge or Luck is gained is as follows:

  1. Roll the Dodge Die,
  2. Apply effects that modify or reroll the Dodge Die (e.g. "Mr. Snuggles"),
  3. Gain Dodge OR Luck,
    • Any time a Luck face is showing, a pet may choose to gain 1 Luck instead of the Dodge (if they can use that die face).
  4. Apply any other effects that use Luck during this phase (e.g. "Pet Collar").

Example: The Charm Card "Pet Collar" does not modify the Dodge Die. It cannot be used in step 2. It can be used in step 4, after Dodge/Luck have been gained.

Add up all the Dodge with card effects, and then subtract from the damage dealt to the pet.

If the pet doesn't dodge all of the damage dealt (i.e. more damage dealt than # of Dodge), they suffer damage, and the amount suffered is deducted from their HP.

Example: Freya can use the die faces with Dodge or Luck [as shown on her Pet Card]. If she rolls one of these two die faces, Freya may dodge 1 incoming damage per Dodge icon shown (maximum of 2).

Determine Pet Knockout (KO)

The moment a pet's HP reaches 0, they are Knocked Out (KO'd). When KO'd, follow these rules for the pet:

  • When a pet is KO'd, lay their meeple on the side, and no other pet, CyMS, or environmental effect may interact with the KO'd pet except to Heal or apply other healing abilities/items. If that pet has the Aggro Token, give it to a different pet based on the "Aggro Priority" rules.
    • A KO'd pet keeps all their Luck and sets their Energy to 0.
  • When a CyMS attack or environmental effect that deals damage also includes an effect that would apply to the target pet, deal the damage to the pet first to determine if that pet would be KO'd.
  • If a KO'd pet's Initiative Card is drawn, put it at the bottom of the pet Initiative Deck and draw another pet Initiative Card. If this is the last pet Initiative Card, then the KO'd pet does nothing this turn.
  • When a KO'd pet is healed to above 0 HP, they are no longer KO'd and will play their turn when their pet Initiative Card is drawn.

When all of the above steps are complete, the CyMS's turn ends.

End of Round

When both Initiative Decks are empty, and all pets and CyMS have completed their turns, the round ends. Shuffle all the Pet Initiative Cards to form a new Pet Initiative Deck. Shuffle all the CyMS Initiative Cards to form a new CyMS Initiative Deck. Increment the Round Tracker by one, and then start a new round.

Leveling Up Pets

Level Up Pet Card

Pets gain increasingly powerful stats and Powers each time they level up to the next level Pet Card. Be sure to read the new Pet Cards carefully to notice the changes.

Level 2 Upgrades

When pets reach Level 2, they get to choose between one of two new Powers to place next to their Pet Card. The Powers are on opposite sides of the pet's Level 2 Upgrade Card. Once chosen, a Power cannot be changed unless a game effect or Chapter Reward enables the pet to do so.

Level 3 Upgrades

When pets reach Level 3, they get to choose one of two powerful new actions they can perform during their turn by spending the required Energy. The actions are on opposite sides of each pet's Level 3 Upgrade Card, which should be placed next to the Pet Card. Once chosen, this action cannot be changed unless a game effect or Chapter Reward instructs the pet to do so.

When a pet is Sneaking, it costs the Energy amount shown in the printed icon to use these Level 3 actions (the icon in the rulebook shows an Energy symbol with the numerals 4 and 2 and is not clearly legible), but they can still perform all effects of that action, even Impact. For example, Jane can still perform the Impact effect on the "Scratch" action, even though she's Sneaking.

Saving the Game

If you need to take a break while playing through the campaign, you can use the included "Save Game Envelopes" to save your progress. The envelopes are designed to save the game state after completing a chapter, not during one. Please make sure you can complete a chapter in the time you have, so you can save your progress at the end of that chapter.

First, find the envelope for each pet. Then, using a Pencil, write the following information on the back of the envelope:

  • The chapter number you just completed (e.g. Chapter 2A)
  • The current Pet Card level, followed by any Pet Upgrade Cards (2A/2B and 3A/3B)
  • This pet's remaining HP
  • This pet's remaining Luck
  • The name and level of each Charm the pet has (e.g. "Mecha Neko - L2")

Put these items into the envelope:

  • Charm Cards
  • Item Cards
  • Pet Upgrade Cards

And that's it! Next time you play, you'll be able to resume the campaign from where you left off!

Resuming a Saved Game

  1. Follow the instructions in the Next section of the completed chapter recorded on the Save Game Envelope.
  2. Locate the Pet Cards of the "Level" recorded on the Save Game Envelope.
  3. Place any Pet Upgrade Cards in the envelope next to the Pet Cards, to the side recorded on the Save Game Envelope (e.g., side 2A or 2B).
  4. Place Tracking Cubes as follows on each Pet Board:
    • Set a yellow Pet Tracking Cube on the Energy Track to 0.
    • Set a green Pet Tracking Cube on the Luck Track to the "Luck" value on your Save Game Envelope.
    • Set a red Pet Tracking Cube on the HP Track to the "HP" value on your Save Game Envelope.
    • Place any Item and Charm Cards (of the correct level) in the Save Game Envelope near each Pet Board.

Playing the Campaign

The next section of the rulebook contains all of the chapters in Cyber Pet Quest, in numerical order. Pets start at Level 1 and play Chapter 0: Tutorial first. Follow the "Next" section of each chapter to know which one to play next. Don't read beyond the Success/Failure Criteria of the chapter you're playing, as there are spoilers on almost every page!

Note: If you already have some experience with the game, and are starting a new campaign, you can skip Chapter 0: Tutorial. See Jumping Directly to a Chapter later in this section.

Chapter Success and Failure Criteria

At the end of each round, check the chapter's Failure Criteria and see if you have met any of them. If any of the Failure Criteria is met, or if you do not meet all of the Success Criteria, then the players have failed the chapter and may play the chapter again. See the section Failing a Chapter for more information. Otherwise, check if all of the Success Criteria are met. If so, gain the Rewards of that chapter, read the appropriate Chapter Conclusion, and follow the instructions in the Next section.

Some chapters will have immediate Success or Failure Criteria during a round or when an event occurs. If that is the case, follow the instructions and complete or replay the chapter if the conditions are met.

Players always fail a chapter if any pet is Knocked Out (KO'd) and stays KO'd for a full round — that is, if they are not healed to at least 1 HP before the end of the next round after the most recent round in which they were KO'd. Of course, if ALL pets are KO'd at the same time, then they immediately fail the chapter.

Example: In round 3, Clay is KO'd. The pets have until the end of round 4 to heal Clay to at least 1 HP to avoid failing the chapter.

Example: In round 4, Freya starts the round KO'd. She is healed to 3 HP by Jane, but later in the round gets KO'd again and stays KO'd at the end of round 4. In this case, because Freya did not stay KO'd (from the most recent KO) for a full round, the players do not fail the chapter.

When a chapter is successfully completed, the following things are carried forward to the next chapter:

  • Current level Pet Cards
  • Charm Cards
  • Item Cards
  • Level Upgrade Cards
  • Remaining HP & Luck

Failing a Chapter

If you fail to achieve all the Success Criteria or met the Failure Criteria of a chapter, don't fret! You can just play the chapter again, armed with the knowledge of all the dangers your pets will face. To restart a chapter, just use the setup (with modification) below in the Jumping Directly to a Chapter section, based on the chapter you're playing again.

  • If you have more Charm Cards, Item Cards, Luck, and/or HP than the specified setup amount, you can keep the extras. If you have less than the amount, you can set yourself up to the amount recommended.

This should make the level slightly easier to achieve. Remember, you can always change the difficulty level of the CyMS at any point in the chapter!

Jumping Directly to a Chapter

If you have already played a campaign and you'd like to play a chapter in isolation, or start a campaign from a chapter other than Chapter 0: Tutorial, you can quickly set up your pets using this guide.

Chapter 1

  • Pet Card: Level 1 side.
  • Pet Meeples: Place Freya & Roman in space 3, Jane & Clay in space 4.
  • Upgrades: None.
  • Charms: Each pet gets a Level 1 "Pet Collar" Charm Card with their name.
  • Items: None.
  • Luck: Set each pet to 2.
  • HP: Set each pet to their max HP.

Chapter 2 (A/B)

  • Pet Card: Level 1 side.
  • Upgrades: None.
  • Charms:
    • Each pet gets a Level 1 "Pet Collar" Charm Card with their name.
    • Draw 4 Charm Cards and set them to the Level 1 side. Assign one to each pet.
    • Each pet may then level up a Charm Card to Level 2.
  • Items: Draw 4 Item Cards and assign one to each pet.
  • Luck: Set each pet to 3.
  • HP: Start each pet's HP at 2 less than their max HP.

Chapter 3 (A/B)

  • Pet Card: Level 2 side.
  • Upgrades: Each pet chooses a level 2 Upgrade ("Power").
  • Charms:
    • Each pet gets a Level 1 "Pet Collar" Charm Card with their name.
    • Draw 4 Charm Cards and set them to the Level 1 side. Assign one to each pet.
    • Each pet may then level up a Charm Card to Level 2.
  • Items: Draw 4 Item Cards and assign one to each pet.
  • Luck: Set each pet to 3.
  • HP: Set each pet to their max HP.

Chapter 4 (A/B/C/D)

  • Pet Card: Level 2 side.
  • Upgrades: Each pet chooses a Level 2 Upgrade ("Power").
  • Charms:
    • Each pet gets a Level 1 "Pet Collar" Charm Card with their name.
    • Draw 4 Charm Cards and set them to the Level 1 side. Assign one to each pet.
    • Each pet may then level up 2 Charm Cards to Level 2.
  • Items: Draw 5 Item Cards, assign 2 to Freya and 1 to each other pet.
  • Luck: Set each pet to 3.
  • HP: Start Jane's HP at 2 less than her max HP, set all other pets to 3 less than their max.

Chapters 5 or 6

  • Pet Card: Level 3 side.
  • Upgrades: Each pet chooses a Level 2 Upgrade ("Power") and a Level 3 Upgrade ("Action").
  • Charms:
    • Each pet gets a Level 1 "Pet Collar" Charm Card with their name.
    • Draw 4 Charm Cards and set them to the Level 1 side. Assign one to each pet.
    • Each pet may then level up 2 Charm Cards to Level 2.
    • Choose one of the following Mini-Boss Charm Cards and assign it to the pet specified on the card.
      • Capture Net — Jane
      • Powered Legs — Clay
      • Tasty Honey — Freya
      • Lady Luck Lure — Roman
  • Items: Draw 5 Item Cards, assign 2 to Freya and 1 to each other pet.
  • Luck: Set each pet to 3.
  • HP: Set each pet to their max HP.

Cyber Pet Quest Campaign

Chapter 0: Tutorial

Setup

  1. Location Cards: Place the 2 "Apartment" Location Cards so the numbered spaces are in order, from 1 to 6
  2. Pets start in space 1.
  3. Items: Place 1 Token each in spaces 2 and 3.
  4. Objectives: (You'll discover clues to Howard's whereabouts by inspecting Objectives.)
    • Stack the 3 Objective Cards above space 4 in this order, top to bottom: Massage Chair → Pet Collars → Map Device.
  5. Charms: Find the 4 "Pet Collar" Charm Cards and set them aside.

Success/Failure Criteria

Success

  • If the pets are instructed to "Complete the Chapter and read Conclusion" on the Map Device Objective Card.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If the Success Criteria are not achieved by the end of round 3.

Stories

Interlude 1

Under the massage chair, you find many copies of Howard's experimental pet collar. Howard had designed the collars to help regulate the energy in a pet's robotic parts and improve their reflexes. All of the collars suddenly began flashing and beeping in sync, like they had all linked up somehow. You think it would be a good idea to have everyone wear one of the collars, especially since it'll be dangerous out there!

Distribute each pet's "Pet Collar" (the pet's name is in art) Charm Card and set it to the Level 1 side. This is your first Charm Card in the game! Refer to the Charms section of the rulebook (page 36) for how to use Luck to power these newfound abilities!

Next

  • Proceed to Chapter 1: The Apartment (page 53)

Congratulations! You've learned the basic rules for Cyber Pet Quest and completed the tutorial. From now on, all future chapters will require you to know the full rules of the game. Please go back and read all the rules that you may have skipped (especially related to CyMS) before starting Chapter 1: The Apartment.

Chapter 1: The Apartment

Setup

  1. Location Cards: Keep the 2 "Apartment" Location Cards so that the numbered spaces are in order, from 1 to 6.
  2. Pets start where they left off in the tutorial.
  3. CyMS:
    • Find the CyMS Cards for Bonksy, One-Shoe Sean, McFly and Punk Girl and randomly assign them to the 4 colors on the CyMS Board.
    • Place the red & blue CyMS Meeples in space 1, and the green & yellow CyMS Meeples in space 6.
  4. Items: Place 1 token each in spaces 1, 3, and 6.
  5. Objectives:
    • Place the Pots and Pans Objective Card above space 2.
    • Place the Bookcase Objective Card above space 5.

Success/Failure Criteria

Success

  • Immediately end the chapter when all of these conditions are met:
    • Each of the 4 CyMS has been Stunned once.
      • The first time a CyMS is Stunned, place an Objective Token on that CyMS card.
      • The CyMS do NOT need to be Stunned all at the same time.
    • The pets have performed the Interact action on at least one Objective Card.
    • Three or more pets are at the Front Door (space 1) or the Back Door (space 6). If three or more pets end the chapter at the Front Door, read Conclusion 1. If Back Door, read Conclusion 2.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If the Success Criteria are not met by the end of round 5.

Stories

Interlude 1

You hide on top of a shelf in the kitchen, next to the hanging pots and pans. When the CyMS pass by, you jump from the shelf and pull all the cooking implements down onto the floor, causing them to trip and fall!

Place an Objective Token in space 2 to show that from now on, all CyMS are dealt 1 damage when entering this space. (Permanent)

Interlude 2

When the CyMS walks by the bookshelves, you push from the crack between the wall and the shelves with all your might, toppling the shelves and books onto the strange human! Even the digital books do some damage! And they are down!

Stun one CyMS in this space! (One-time use)

[FAQ: Chapter 1, Objective "Book Shelves" — Should the pets activate this objective (by Interacting with it) before a CyMS is in the space, or only when there is a CyMS in the space? Answer: The Objective is meant to suggest that when a pet Interacts with the Objective, the book shelves will come crashing down to a CyMS already in the space. Thus, Interlude 2 describes what happens to the Book Shelves and the CyMS after the Interaction. If you've accidentally Interacted with the Book Shelves before a CyMS is in the space, then we recommend that you just Stun the next CyMS that enters the space, and then read Interlude 2.]

Conclusion 1 — The pets gathered at the front door and ran out of the house onto the main street.

Conclusion 2 — The pets gathered at the back door and ran out of the house into the alley.

Rewards

  • Draw 4 Level 1 Charm Cards, and each pet may select one Charm Card to add to their board.
  • Pets may then level up ONE of their Charm Cards to Level 2.
    • Pets may never have more than 3 Charm Cards.

Next

  • If you read Conclusion 1, proceed to Chapter 2A: Treat Street Hill (page 57).
  • If you read Conclusion 2, proceed to Chapter 2B: Alleycat Mayhem (page 60).

Chapter 2A: Treat Street Hill

Setup

  1. Location Cards: Place the 3 "Treat Street Hill" Location Cards so the numbered spaces are in order, from 1 to 9.
  2. Pets start in space 2.
  3. CyMS:
    • Randomly choose 4 CyMS Cards and assign them to the 4 color slots on the CyMS Board.
    • Place the red & blue CyMS Meeples in space 1, place the green one in space 4, and place the yellow one in space 7.
  4. Items: Place 1 token each in spaces 4, 7, and 8.
  5. Objectives:
    • Place the Skateboard Objective Card above space 3 and place the Skateboard Token in space 3.
    • Place the Junk Pile Objective Card above space 6.

Special Rules

  • When a CyMS enters the space with the Skateboard Token, they take 1 Impact.

Success/Failure Criteria

Success

  • If 3 Cable Car Passes have been discovered and all pets are in space 9 — read Conclusion.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If the Success Criteria are not met by the end of round 6.

Stories

Interlude 1

On the sidewalk is an abandoned skateboard. You learn that Clay's owner had ridden one; they'd have so much fun going around the city all day. The energetic dog loved doing so much running and jumping! You realize the skateboard can help the pets move downhill quickly. It can also be useful because the CyMS wouldn't know how to use it.

Interlude 2

After much sniffing around and digging, you have found 3 more of the blue rectangles; they are actually different shades of blue, covered with shapes and what Jane recognizes as letters. This is your ticket out of here, literally!

Next

  • Go to Level Up to Level 2 (page 64)
  • Proceed to Chapter 3A: Cable Car Clash (page 65)

Chapter 2B: Alleycat Mayhem

Setup

  1. Location Cards: Place the 3 "Alleycat Mayhem" Location Cards so the numbered spaces are in order, from 1 to 9.
  2. Pets start on space 1.
  3. CyMS:
    • Randomly choose 4 CyMS Cards and assign them to the 4 color slots on the CyMS Board.
    • Place the red CyMS Meeple in space 3, the blue one in space 4, the green one in space 6, and the yellow one in space 8.
  4. Items: Place 1 token each in spaces 4, 6, and 8.
  5. Objectives:
    • Place Dumpster A Objective Card on top of the Dumpster B Objective Card, both above space 3.
      • Find the Dumpster Token and place it in space 3.
    • Place the Circuit Breaker Objective Card above space 6.

Success/Failure Criteria

Success

  • If the Dumpster Token is in space 9 and all pets are also in space 9 — read Conclusion.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If the Success Criteria are not met by the end of round 6.

Stories

Interlude 1

You spy a mouse under one of the dumpster wheels. It wasn't a real mouse, but one of Jane's old toys. Despite your newfound intelligence, you can't resist immediately pouncing on it and swatting it away with your paw/wing. You are surprised that your actions cause the dumpster to roll forward a few inches. This sparks an idea:

Help me push this thing! I think we can roll it down the alley and crash through the gate!

Interlude 2

Approaching the dumpster, you notice that one of the two lids is open. You hop up and peer inside. It is quite full, but there is enough space for one of you to hide from the CyMS for a while.

Interlude 3

With all of you pushing, the wheels begin to move, and soon the whole dumpster is rolling down the slope. It picks up speed, knocks down a few CyMS, and eventually comes to a halt on level ground.

Interlude 4

Once exposed, the wires spark and hiss. The light and sound captures the attention of the CyMS, who move towards it.

Place an Objective Token in space 6 to show that the Circuit Breaker is activated. While it is activated, all CyMS will treat this space as the target space during their turn, and when they enter any spaces with pets, they deal no damage to the pets.

Interlude 5

The CyMS attack the Circuit Breaker with force, breaking the box off the wall and ending the light and sound. Then their focus turn back to you!

The Circuit Breaker is no longer activated.

Next

  • Go to Level Up to Level 2 (page 64)
  • Proceed to Chapter 3B: Rooftop Madness (page 70)

Level Up to Level 2

  • Each pet levels up to Level 2. Discard the Level 1 Pet Card and use the Level 2 Pet Card.
  • Each pet may also choose one of their two Level 2 Power Upgrades (the pet's name is on the card, with an option on each side). This Power will remain with the pet for the rest of the game.
  • Pets may heal to their new max HP.

Chapter 3A: Cable Car Clash

Setup

  1. Location Cards: Place the 2 "Cable Car Clash" Location Cards so the numbered spaces are in order, from 1 to 6.
  2. Pets start on space 3.
  3. CyMS:
    • Increase the CyMS difficulty level by 1 step from what it was before:
      • Story → Adventure → Tactician → Nightmare
    • Randomly choose 2 CyMS Cards and assign them to the red and blue slots on the CyMS board.
    • Place the red CyMS Meeple in space 6 and the blue one in space 1.
  4. Items: Place 1 token each in spaces 2, 4, and 5.
  5. Objectives:
    • Place the Pass Reader Objective Card above space 6.
    • Place the Drive Lever 1 Objective Card on top of Driver Lever 2 Objective Card, both above space 1.
      • Find the Stop/Go Token, set it to "Stop," and place it in space 1 to track the Lever status.
    • Place the Approach Park Objective Card near the Location Cards, and place the Pin Token on the "Treat Street" stop on the card. When the Pin Token on the Approach Park Objective Card reaches the "Park" stop, flip the Objective Card over.
    • Place the Acceleration and Deceleration Objective Cards near the Location Cards to be used as reference.

Success/Failure Criteria

Success

  • If the pets are instructed to "Complete the Chapter and read Conclusion" on the Approach Park Objective Card.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If the Success Criteria are not met by the end of round 7.

Stories

Interlude 1

While in the enclosed part of the car, you get the blue rectangle as close to the device as possible. All of a sudden, the small device beeps. It also flashes a green light with a symbol you recognize as a good thing. You hurry back to the open part of the car to see if the driving lever is engaged!

Interlude 2

You look closely at the lever and realize that it has two parts: the "control ratchet" and the lever itself. The ratchet has to be squeezed before the lever can be moved. With the help of your friends' metallically enhanced body parts, you should be able to engage the lever.

Interlude 3

As soon as you move the lever, the cable car lurches into motion. Despite your natural agility, you start to lose your footing and slide towards the enclosed part of the car!

Flip the "Acceleration" Objective Card over and apply the effects on the card. Then read the rest of this Interlude.

You and your friends seem to be on your way toward the other red dot on the map device, but, then, two other CyMS come out of nowhere and leap onto the moving cable car!

Draw 2 more CyMS cards and assign them to the yellow and green CyMS Board spots. Place the yellow CyMS Meeple in space 3 and the green CyMS Meeple in space 6.

Interlude 4

You notice that the old, worn lever has suddenly disengaged. This causes the cable car to lurch again — this time in the opposite direction! The sudden movement throws the pets and the CyMS into the seats and front walls of the car. You need to engage the lever again to get the car moving towards your goal!

Flip the "Deceleration" Objective Card over and apply the effects on the card. Then read the rest of this Interlude.

From now on, flip the Stop/Go Token from GO → STOP at the start of each round.

Interlude 5

After some time, you look out of the cable car window and realize that you are getting close to Aureus Gate Park. Checking the map device, you notice the two red dots are closer than ever to each other now! This means Howard might be in his lab, where he usually works. You tell the other pets that they have to stop the car now! This means waiting for the lever to disengage and the cable car to slow down so that you all can exit safely.

Rewards

  • Pets may level up one of their Charm Cards to Level 2.
    • Pets may never have more than 3 Charm Cards.

Next

Choose one of these 2 chapters to play next:

  • Chapter 4A: Come Play With Me (page 77)
  • Chapter 4B: Stadium Steeple Chase (page 81)

Chapter 3B: Rooftop Madness

Setup

  1. Location Cards: Place the 3 "Rooftop Madness" Location Cards so the numbered spaces are in order, from 1 to 9.
    • When setting up this chapter, leave an actual gap between spaces 3 & 4 and between spaces 6 & 7. Pets may not move through the gaps unless specified by the Objective Cards above spaces 3 and 6.
  2. Pets start on space 1.
  3. CyMS:
    • Increase the CyMS difficulty level by 1 step from what it was before:
      • Story → Adventure → Tactician → Nightmare
    • Randomly choose 1 CyMS Card and assign it to red.
    • Place the red CyMS Meeple in space 3.
    • Randomly choose 3 more CyMS Cards and assign them to the 3 remaining color slots (blue, green, and yellow) on the CyMS Board, but set the meeples aside for now. When their Initiative Cards are drawn, if they are not on any Location Cards yet, nothing happens, and move on to the next Pet Initiative Card.
    • Place the CyMS Horde Token to the left of space 1.
  4. Items: Place 1 token each in spaces 2, 5, and 8.
  5. Objectives:
    • Place the Trampoline 1 Objective Card on top of the Trampoline 2 Objective Card, and put both above space 3.
    • Place the Antenna 1 Objective Card on top of Antenna 2 Objective Card, and put both above space 6.
    • Place the Exit Ladder Objective Card above space 9.

Special Rules

CyMS Horde: At the end of each round, place the CyMS Horde Token on the space # corresponding to the round number. If any pet is in that space or a lower numbered space, the pets immediately fail the chapter!

Any CyMS in the same space as the CyMS Horde token is immediately moved 2 spaces to a higher numbered space, as they're urged on by the Horde! This will allow a CyMS to move across a gap automatically.

Success/Failure Criteria

Success

  • If the pets are instructed to "Complete the Chapter and read Conclusion" on the Exit Ladder Objective Card.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If any pet is in the same space as, or a lower numbered space than the CyMS Horde Token at the end of a round.

Stories

Interlude 1

You reach the first wide gap and realize it is too far to jump across. Returning to the streets is very dangerous because of the roaming CyMS. For some reason, you seem to attract them wherever you go! Up in the air once more, Roman warns you that the CyMS have climbed up the fire escape and are not far behind. Yikes!

Luckily, you spy a massive trampoline at the edge of the building. This could help you bounce over the gap. A few of you test it out and realize that the weight of just one pet might not provide enough height to jump over. You'll have to at least pair up to make it over the gap on the trampoline.

Time for some practice before the first gravity-defying leap!

Interlude 2

You and your friends are unsettled by the strange feeling of weightlessness while in the air. Some seem to enjoy it, as they mention something about their owner having a similar object in their backyard. You all move forward, but can't resist looking back to watch the CyMS. They are trying to jump over but most are crashing down to the street below. Better not hang around for too long — what if one of them succeeds?

Place the blue CyMS Meeple in space 6.

Interlude 3

You reach another big gap between two buildings. With the CyMS not far behind, you're trapped!

You look around, but can't find anything obvious to help this time. Then, you notice a tall metal structure sticking up nearby. It seems quite unstable and is swaying in the wind. One of the mountings that holds it to the roof is broken. You reckon that, if you all slam against it hard enough, it might tip over to form a bridge! All of you have some metallic parts that are stronger than a normal animal, so they should be especially useful!

Interlude 4

After repeated shoves, the antenna at last falls over, landing on the far side with a crash! Fortunately, the CyMS don't respond to this type of noise.

The walk across the antenna will be perilous, especially as the horde of CyMS are still on your tail!

While you attempt the crossing, the CyMS attack, almost knocking you off the makeshift bridge. But you all have exceptional balance, and you make it across!

Place the green and yellow CyMS Meeples in space 9.

Rewards

  • Pets may level up one of their Charm Cards to Level 2.
    • Pets may never have more than 3 Charm Cards.

Next

Choose one of these 2 chapters to play next:

  • Chapter 4C: Fishing For Trouble (page 86)
  • Chapter 4D: The Queen's Domain (page 91)

Bosses

Chapters 4A, 4B, 4C, 4D, and 6 all have bosses. Bosses are CyMS. The bosses use the same basic rules during their turn as the other CyMS in game. Use the Boss CyMS Meeple to represent the Boss when it takes a turn. They also have additional rules and usually have more than one special ability. Anything that affects CyMS will also affect bosses unless otherwise stated.

Boss Difficulty Level Cards

Boss CyMS do not use the CyMS Difficulty Level Card in play, their stats are defined on a Boss Difficulty Level Card. Each boss CyMS has their own difficulty level card with a "Adventure" and "Nightmare" side. "Adventure" level is recommended for all but the most experienced players. The stats on these cards are used for the Boss CyMS in exactly the same way that the CyMS Difficulty Level Card is used for the rest of the other CyMS.

Boss CyMS Card

  1. Name / Bio (card front, top)
  2. Boss Difficulty Level Card slot — Place the Boss Difficulty Level Card here.
  3. Stun Track — Use a red CyMS Tracking Cube starting at 0, just like the CyMS Board.
  4. Powers, abilities, and any special rules — Read all of this thoroughly before a chapter begins.

Initiative Cards and Meeple

Whenever a Boss is in play, put both "CyMS Boss" CyMS Initiative Cards in the CyMS Initiative Deck. This means Bosses get two turns per round, one for each time a "CyMS Boss" card is revealed. Watch out!

Place the Boss CyMS Meeple on the Location space specified by the Setup step of the chapter.

Chapter 4A: Come Play With Me

Setup

  1. Location Cards: Place the 3 "Come Play With Me" Location Cards so the numbered spaces are in order, from 1 to 9.
  2. Pets start on space 9 (yes, that's not a typo).
  3. CyMS:
    • Keep the same CyMS Difficulty Level as in Chapter 3A/3B.
    • Randomly choose 3 CyMS Cards and assign them to the red, blue, and green slots on the CyMS Board.
    • Place the blue CyMS Meeple in space 7, the red in space 5, and the green in space 3.
    • Mini-Boss
      • Place the CyMS Boss Meeple, representing Brett the Animal Control Guy, in space 3.
      • Add the two "CyMS Boss" CyMS Initiative Cards to the CyMS Initiative Deck and remove the "Yellow CyMS" Initiative Card.
      • See Brett the Animal Control Guy's Boss Card for his special rules and how he takes a turn.
      • Locate the Net Token and place it near Brett the Animal Control Guy's Boss Card.
  4. Items: Place 1 token each in spaces 2, 4, and 6.
  5. Objectives:
    • Place the Playground Structures Objective Card on top of the See-Saw Objective Card, both above space 7.
    • Place the Playground Swing Objective Card above space 3.
    • Place the Brett's Truck Objective Card above space 1.

Success/Failure Criteria

Success

  • If the pets are instructed to "Complete the Chapter and read Conclusion" on the Brett's Truck Objective Card.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If the Success criteria are not achieved by the end of round 6.

Stories

Interlude 1

Before you know it, the uniformed CyMS has his net over your head and you're entangled! He drags you from your hiding place and you're stuck. All you can do is bite and scratch to try and get free. Fortunately, your friends come to help!

Interlude 2

After inspecting the structures, you realize that you can use some of them against the CyMS. Better still, you can teach others how to do it!

Playground Structure (Spaces 3 and 7) — All pets take -1 damage in these spaces, and Jane takes -2 damage in these spaces.

Interlude 3

After inspecting the van, you realize that there is a lever inside. It reminds you of the one your owners used in their cars to keep them in place and the one from the cable car. If you can release the lever, maybe the car will roll away.

Rewards

  • Jane may add the Level 1 "Capture Net" Charm Card and the Net Token to her player board. Only Jane may use this Charm Card.

Next

  • Go to Level Up to Level 3 (page 96)
  • Proceed to Chapter 5: A Night at the Museum (page 97) OR, if you want to collect more unique Charm Cards, play any of Chapters 4B, 4C, or 4D that you have not played yet.

Chapter 4B: Stadium Steeplechase

Setup

  1. Location Cards: Place the 4 "Stadium Steeplechase" Location Cards so the numbered spaces are in order, from 1 to 12.
  2. Pets start on space 1.
  3. CyMS:
    • Keep the same CyMS Difficulty Level as in Chapter 3A/3B.
    • Randomly choose 3 CyMS Cards and assign them to the red, blue, and green slots on the CyMS Board.
    • Place the blue CyMS Meeple in space 3, the red one in space 6, and the green one in space 9. CyMS have specific spaces that they can move within, and may never move past these spaces:
      • The blue CyMS can only be in spaces 1-4.
      • The red CyMS can only be in spaces 4-8.
      • The green CyMS can only be in spaces 8-12.
    • Mini-Boss
      • Place the CyMS Boss Meeple, representing Dash the Star Athlete, in space 1.
      • Add the two "CyMS Boss" CyMS Initiative Cards to the CyMS Initiative Deck, and remove the yellow CyMS Initiative Card.
      • See Dash the Star Athlete's Boss Card for their special rules and how they take a turn.
  4. Items: Place 1 token each in spaces 2, 5, 9, and 11.
  5. Objectives: Pets may not move past spaces with Objective Cards with a Move action until they Inspect the Objective Card and learn how to advance beyond these spaces! To move to a higher numbered space, pets must first fulfill the requirement specified on the Objective Card. Pets do not need to fulfill the requirements of the Objective Card to move to a lower numbered space.
    • Place the Hurdle Walls Objective Card in space 4.
    • Place the Muddy Long Jump Objective Card in space 6.
    • Place the High Wall Jump Objective Card in space 8.

Success/Failure Criteria

Success

  • If ALL pets are in space 12 and Dash is NOT in space 12; read Conclusion.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If Dash reaches space 12 before ALL pets do.

Stories

Interlude 1

You see that the walls are about waist height for humans, and other CyMS athletes have no problems hopping over them. The walls are placed at regular intervals on the track, though many are strewn across it to make traversing difficult for you. Since it will take too long to go around, you'll need to jump over them!

Interlude 2

With a speedy spring and a mighty jump, another athlete leaps over the wet sand, lands past it, and runs away. You dive straight in, but get stuck immediately. This isn't regular sand; parts of it are very wet and muddy. The rest of the pets help you get free. Together, you realize you'll need a running start and jump to avoid the other wet areas.

Interlude 3

You see many athletes performing beautiful leaps over the wall, then landing on a soft bed and running on. This wall is much higher than before, but, luckily, someone left a trampoline nearby. You can use it to bounce over the high wall!

Interlude 4

Some CyMS athletes are nimbly avoiding metal discs that were flying straight at their heads, but others get hit and fall to the ground! You and your friends are almost hit, too. It seems like the other CyMS are aiming at you! You'll need to use your fast animal reflexes mixed in with a little bit of luck to avoid getting hit by these discs!

Rewards

  • Clay may add the Level 1 "Powered Up Legs" Charm Card to his Player Board. Only Clay may use this Charm Card.

Next

  • Go to Level Up to Level 3 (page 96).
  • Proceed to Chapter 5: A Night at the Museum (page 97) OR, if you want to collect more unique Charm Cards, play any of chapters 4A, 4C, or 4D that you have not played yet.

Chapter 4C: Fishing for Trouble

Setup

  1. Location Cards: Place the 3 "Fishing for Trouble" Location Cards so the numbered spaces are in order, from 1 to 9.
  2. Pets start in space 3.
  3. CyMS:
    • Keep the same CyMS Difficulty Level as in Chapter 3A/3B.
    • Randomly choose 2 CyMS Cards and assign them to the red and blue slots on the CyMS Board.
    • Place the red CyMS Meeple in space 1, and place the blue one in space 7.
    • Mini-Boss
      • Place the CyMS Boss Meeple, representing Tessa Trout the Pro Angler, in space 8.
      • Add the two "CyMS Boss" CyMS Initiative Cards to the CyMS Initiative Deck, and remove the "Yellow CyMS" and "Green CyMS" CyMS Initiative Cards.
      • See Tessa Trout the Pro Angler's Boss Card for her special rules and how she takes a turn.
  4. Items: Place 1 token each in spaces 2, 4, and 7.
  5. Water: Place Wet/Dry Tokens, with the "Wet" side up, on the borders between spaces 1-2, 4-5, and 7-8.
  6. Objectives:
    • Place the Water Valve 1 Objective Card above space 1.
    • Place the Water Valve 2 Objective Card above space 5.
    • Place the Camera Equipment Objective Card above space 6.
    • Place the Water Valve 3 Objective Card above space 8.
    • Place the Fishing Rod Objective Card above space 9.

Special Rules

Wet/Dry Token Status:

  • Wet: The 2 spaces adjacent to the "Wet" Token count as Wet.
  • Dry: The 2 spaces adjacent to the "Dry" Token are drained and do not count as Wet.

Success/Failure Criteria

Success

  • If all "Wet/Dry" tokens are on the "Dry" side and Tessa Trout is stunned — read Conclusion.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If the Success Criteria are not met by the end of round 6.

Stories

Interlude 1

You suddenly remember that you've seen the humans drain the pools of water to clean them and avoid algae. If water is removed from the area, perhaps Tessa will give up and leave. These water valves have to be shut down somehow to drain the pond and prevent it from filling back up.

Interlude 2

With a loud CRACK, the rusty valve snaps off the pipes and goes skidding across the newly empty floor of the man-made pond. Nobody is turning that back on!

Interlude 3

"That should do it!" The water coming out of the water valve trickles to a halt as you stuff one last, exceptionally large lily pad into the mouth of the pipe.

Interlude 4

You can use this fishing rod to shut the water valve in the adjacent space by setting the hook just right. Sounds simple enough.

Interlude 5

"Hook, line, and sinker!" Your cast lands perfectly. The hook catches on the water valve and you tug hard on the reel of the fishing rod, cranking the valve shut. You quickly tie off the line to a post on the pier to secure it in place as the water drains out of the pond in front of you.

Interlude 6

The pets look at the array of equipment in front of them, then they look at Roman. LEDs flicker and synchronize between Roman's chest camera and the equipment. They look back at the equipment. "Lights! Let's use these to distract the CyMS!"

Rewards

  • Roman may add the Level 1 "Lucky Lady Lure" Charm Card and the associated Lucky Lady Lure Token to his player board. Only Roman may use this Charm Card.

Next

  • Go to Level Up to Level 3 (page 96)
  • Proceed to Chapter 5: A Night at the Museum (page 97) OR, if you want to collect more unique Charm Cards, play any of chapters 4A, 4B, or 4D that you have not played yet.

Chapter 4D: The Queen's Domain

Setup

  1. Location Cards: Place the 3 "The Queen's Domain" Location Cards so the numbered spaces are in order, from 1 to 9.
  2. Pets start in space 1.
  3. CyMS:
    • Keep the same CyMS Difficulty Level as in Chapter 3A/3B.
    • Randomly choose 2 CyMS Cards and assign them to the red and blue slots on the CyMS Board.
    • Place the red CyMS Meeple in space 3 and the blue one in space 5.
    • Mini-Boss
      • Place the CyMS Boss Meeple, representing Clover the Beekeeper, in space 6.
      • Add the two "CyMS Boss" CyMS Initiative Cards to the CyMS Initiative Deck, and remove the "Yellow CyMS" and "Green CyMS" CyMS Initiative Cards.
      • See Clover the Beekeeper's Boss Card for her special rules and how she takes a turn.
      • Place the Bees Token near the location.
  4. Items: Place 1 token each in spaces 2, 5, and 8.
  5. Objectives:
    • Place Beehive 1 Objective Card above space 4. Place a Smoker Token in space 4.
    • Place the Beehive 2 Objective Card above space 6. Place a Smoker Token in space 6.
    • Place the Beehive 3 Objective Card above space 9. Place a Smoker Token in space 9.
    • Place the Smoker Objective Card near the location.

Success/Failure Criteria

Success

  • If the pets pacify Clover 3 times — read Conclusion.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If the Success Criteria are not met by the end of round 7.

Stories

Interlude 1

You see a haze of smoke around the hive: It's coming from a small metal container with a spout. This smoker seems to keep the bees and their queen pacified.

Interlude 2

As you turn away from the beehive with the smoker in tow, hundreds of bees emerge from the hive. As the smoke clears, they appear more alert and angry than before. They turn toward you in unison and prepare to charge!

Place the Bees Token in this space, if not in play. → The Bees take a turn before the pet performs any more actions.

Interlude 3

The smoker on top of the beehive appears to be completely stuck in crystalized honey. Can you lure Clover close enough?

Interlude 4

Clover coughs and staggers, and her face fills with rage! "My loyal subjects, defend me!" Flowing from the hive and surrounding areas, bees immediately attack from all angles!

Interlude 5

As you reach the area, you see the steady stream of smoke dissipate. This Smoker is out of fuel! You spot some kindling and some matches nearby.

Interlude 6

Your fellow pet rushes to fill the Smoker with kindling and hold the lid open while you strike the match to set it ablaze. The kindling erupts into flame, and smoke pours forth out of the nozzle. Your actions have not gone unnoticed — the bees are gathering for another attack.

Place the Bees Token in this space, if not in play. → The Bees take a turn before the pet performs any more actions.

Rewards

  • Freya may add the Level 1 "Tasty Honey" Charm Card to her player board. Only Freya may use this Charm.

Next

  • Go to Level Up to Level 3 (page 96)
  • Proceed to Chapter 5: A Night at the Museum (page 97) OR, if you want to collect more unique Charm Card, play any of chapters 4A, 4B, or 4C that you have not played yet.

Level Up to Level 3

  • Each pet levels up to Level 3. Use the Level 3 side of their Pet Card.
  • Each pet may also choose one of their two Level 3 Action Upgrades (the pet's name is on the card, with an option on each side). This Action is now available for the pet to use, after spending the specified amount of Energy, for the rest of the game.
  • Each Pet may change their Level 2 Power Upgrade at this time.
  • Pets may heal to their new max HP.

Chapter 5: A Night at the Museum

Setup

  1. Location Cards: Place the 4 "Night at the Museum" Location Cards so the numbered spaces are in order, from 1 to 12.
  2. Pets start on space 1.
  3. CyMS:
    • The CyMS Difficulty Level remains the same as the previous chapter.
    • Randomly choose 4 CyMS Cards and assign them to the 4 color slots on the CyMS Board. Then place the green CyMS Meeple in space 4, the red one in space 6, and the blue one in space 9. Put the yellow one off to the side.
      • Do not draw from the CyMS Initiative Deck until instructed to do so!
  4. Items: Place 1 Token each in spaces 5, 8, and 11.
  5. Objectives:
    • Place the T-Rex Fossil Objective Card above space 3.
    • Place the Swamp Habitat Objective Card above space 6.
    • Place the Arctic Habitat Objective Card above space 9.
    • Place the Mystery Door Objective Card to the side. You may place it above space 12, only after the 3 previous Objectives Cards have been inspected!

Success/Failure Criteria

Success

  • If the pets find and satisfy the "Complete the Chapter" criteria on the Mystery Door Objective Card.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If the Success criteria are not achieved by the end of round 6.

Stories

Interlude 1

Before beginning the search, you stop to look at the huge fossil. You are so preoccupied that you don't spot an approaching CyMS carrying a bucket and mop. He makes a grab for you, but you dodge out of his reach at the last second. As you catch your breath, you notice more CyMS in the far corridors of the building, and they advance toward you.

As the man with the mop chases you around the enormous skeleton, your friends spot all the wires holding up the massive bones. Many of the wires seem to be damaged already. Maybe you can loosen them and bring the T-Rex crashing down on the CyMS.

Place the yellow CyMS Meeple in space 3 and they take a turn (without drawing its Initiative Card) after the current pet completes their turn. Then, begin drawing CyMS Initiative Cards normally per the rules.

Interlude 2

With a great crash, the skeleton comes down, trapping some of the CyMS under a tangle of wires and a pile of bones! You use this chance to escape and go deeper into the building.

All CyMS in spaces 2, 3, & 4 are Stunned. Remove the Objective Card from the game.

Interlude 3

Just as you are about to investigate it, your friends grab you by your tail and pull you back. It's lucky they do so because a huge crocodile blasts out of the water, mouth snapping shut where you just were!

The pet who Interacted suffers 3 damage!

You try to communicate with the crocodile but the creature doesn't understand, perhaps because it hasn't been modified like you. Thankfully, it swims away, giving you the chance to take those shiny objects – cool toys you can use!

The pet who Interacted gains 2 Item Cards! Remove the Objective Card from the game.

Interlude 4

As you discuss what you can see, this penguin responds, surprised that they can communicate. You immediately ask the bird if they have seen Howard. The bird recognizes the description; they saw him the previous day at the rear of the museum. You notice the CyMS advancing towards your location, and all of a sudden, the bird squawks and ALL of the other penguins flock at the incoming CyMS, stopping them in their tracks so you can make your escape!

After thanking the bird, you swiftly move towards the rear of the building.

All CyMS in spaces 8, 9, and 10 cannot move in their next turn, but they can still attack all pets in their space during their turn! Remove the Objective Card from the game.

Place "Mystery Door" above space 12 only after the 3 previous Objective Cards have been inspected!

Interlude 5

Once at the back of the building, you see a dark open area with a door that is ajar. The light streaming out from behind the door illuminates enough of the ground ahead that you see a chimpanzee lying unconscious near you.

Rewards

  • All pets heal to full HP.

Next

  • Proceed to Chapter 6: Cybernetics Lab of DOOM! (page 102)

Chapter 6: Cybernetics Lab of DOOM!

Setup

  1. Location Cards: Place the 2 "Cybernetics Lab of DOOM!" Location Cards so the numbered spaces are in order, from 1 to 6.
  2. Pets start in space 1.
  3. CyMS:
    • Keep the same CyMS Difficulty Level as in Chapter 5.
    • Randomly choose 3 CyMS Cards and assign them to the red, blue, and green slots on the CyMS board.
    • Place the red and blue CyMS Meeples in space 5 and the green one in space 4.
    • Items: Place 1 Token each in spaces 2, 3, and 4.
    • Boss: Place the CyMS Boss Meeple, representing Howard the Cyberneticist in space 6.
      • Add the "CyMS Boss" CyMS Initiative Cards to the CyMS Initiative Deck and remove the "Yellow CyMS" Initiative Card.
      • Locate the Howard the Cyberneticist A (Stage 1) and Howard the Cyberneticist B (Stage 2) Boss Cards. Put Howard the Cyberneticist A in play, and place Howard the Cyberneticist B underneath it.
      • Locate the Hack Tokens and place them near the Howard the Cyberneticist Boss Cards.
  4. Objectives:
    • Place the Cybernetic Arm Objective Card above space 2. Place the Cybernetic Arm: On/Off Objective Card below space 2.
    • Place the Cybernetic Wings Objective Card above space 3. Place the Cybernetic Wings: On/Off Objective Card below space 3.
    • Place the Nano-Fiber Tentacle Objective Card above space 4. Place the Nano-Fiber Tentacle: On/Off Objective Card below space 4.
    • Place the Shield Generator Objective Card above space 5.
    • Place On/Off Tokens in spaces 2, 3, & 4 with the "On" side face up.

Special Rules

On/Off Objective Cards

When the "Cybernetic Arm: On/Off" or the "Nano-Fiber Tentacle: On/Off" Objective Card is flipped for the first time, its "On" effect is triggered immediately.

Shields Up

There is an energy shield blocking access to space 6. No pets or CyMS, including Howard, may move to or from space 6, and space 6 is not in range of any game effect, until the shield is powered down.

Success/Failure Criteria

Success

  • If Howard is Stunned in space 1 — read Conclusion.
  • If no pet is KO'd.

Failure

  • If any pet is KO'd continuously from the start to the end of a round.
  • If the Success Criteria are not achieved by the end of round 8.

Stories

Interlude 1

One of you manages to hold the arm back from swinging while the other searches frantically for a way to disable it. There, at the base of the arm, you see a switch — it is set to "Attack!" You quickly hit the switch and toggle it to "Defense." This should help.

Interlude 2

These cybernetic wings are engaged in an automated test to determine the force of wind they can generate. As the wings thrum to life, you feel a strong current of air building up.

Interlude 3

As you enter this space, a shadow looms and a cybernetic tentacle attacks! It is mounted on a nearby worktable, and you are now pinned in place. Up close you can see nanotech fibers, which form a strong, self-healing appendage. Biting this adaptable material isn't going to work, but perhaps there's another way.

Interlude 4

You see a badly damaged metal box with wires connecting it to the energy shield. You have seen boxes like this before that supply power to devices. You also see that the box has an on/off switch that is jammed. How can you shut this thing off?

Interlude 5

With the shield generator destroyed, you can finally get to Howard. He may not know it's for his own good, but you do! You'll have to lure Howard to the door and stun him in order to restrain him.

Reveal the Howard the Cyberneticist B Boss Card. From this point on, during Howard's turn, follow the rules on the Howard the Cyberneticist A card, followed by the rules on the Howard the Cyberneticist B card.

Conclusion — Now that Howard had been restrained, the pets could help him. Congratulations! You have won Cyber Pet Quest!

  • Determine Pet Knockout (KO)
  • End of Round
    • Setup
    • Special Rules
    • Success/Failure Criteria
    • Stories
    • Next
  • Chapter 2B: Alleycat Mayhem
    • Setup
    • Success/Failure Criteria
    • Stories
    • Next
  • Level Up to Level 2
  • Chapter 3A: Cable Car Clash
    • Setup
    • Success/Failure Criteria
    • Stories
    • Rewards
    • Next
  • Chapter 3B: Rooftop Madness
    • Setup
    • Special Rules
    • Success/Failure Criteria
    • Stories
    • Rewards
    • Next
  • Bosses
    • Boss Difficulty Level Cards
    • Boss CyMS Card
    • Initiative Cards and Meeple
  • Chapter 4A: Come Play With Me
    • Setup
    • Success/Failure Criteria
    • Stories
    • Rewards
    • Next
  • Chapter 4B: Stadium Steeplechase
    • Setup
    • Success/Failure Criteria
    • Stories
    • Rewards
    • Next
  • Chapter 4C: Fishing for Trouble
    • Setup
    • Special Rules
    • Success/Failure Criteria
    • Stories
    • Rewards
    • Next
  • Chapter 4D: The Queen's Domain
    • Setup
    • Success/Failure Criteria
    • Stories
    • Rewards
    • Next
  • Level Up to Level 3
  • Chapter 5: A Night at the Museum
    • Setup
    • Success/Failure Criteria
    • Stories
    • Rewards
    • Next
  • Chapter 6: Cybernetics Lab of DOOM!
    • Setup
    • Special Rules
    • Success/Failure Criteria
    • Stories
  • Place the Discus Zone Objective Card in space 10.