Cyberdoom Tower
Cyberdoom Tower Rulebook
Table of Contents
Table of Contents
Components
- 4 White Dice
- 4 Red (Luck) Dice
- 2 Yellow (Energy) Dice
- 2 Green (Action) Dice
- 1 Round Counter Cube
- 2 Meeples
- 2 Player Cards
- 5 Tower Cards
- 6 Equipment Cards
- 5 Sentinel Cards
- 1 AI Card (front/back)
- 5 Key Tokens
- 6 Ability Tokens
- 4 Activation Tokens
- 10 X Tokens
- 5 Damage Tokens
- 1 Rulebook
Overview
Cyberdoom Tower is a cooperative game that takes place over several rounds. Each round is divided in turns and is considered completed when all the players and Sentinels have taken their own turn.
Each round, in the two-player game, players can choose who will start the round first, based on the strategy they want to apply.
You have 12 rounds to collect 3 keys (4 with two players) and go to the top of the tower and defeat the AI.
Setup
A. Shuffle the Tower Cards and place 4 (1 player) or 5 (2 Players) of them randomly one on top of each other to build the Cyberdoom Tower. Put back in the box the remaining Tower Card, if any.
B. Shuffle the Sentinel Cards and place each one of them on the right side of each Tower Card matching the symbols on both cards. Put back in the box the remaining Sentinel Card, if any.
C. Place your meeple in the Elevator of the bottom Tower Card. (The squares with the two blue arrows are the elevator stops of each floor).
D. Place the Round Counter on the top-right of the top Tower Card.
E. Place a Key token on each sector of the Tower Cards with a Key symbol.
F. Choose randomly one side of the AI Card and place it on top of the tower.
G. Place the Player Card in front of you with the Energy die (yellow), the Luck die (red) and the Action Point die (green) on the corresponding squares, all three showing the number 3. (These dice will help you to keep track of your Energy, Luck and Action Points).
H. Place the Ability tokens on the Player Card covering the last 3 abilities.
I. Shuffle the Equipment Cards and place them face down where you can reach them.
J. Take the 4 White dice and the 2 Red dice and place them where you can reach them.
[Setup diagram: the Player Card shows the Round counter, Energy, Damage, Sentinel, Modifiers, Range, Anti-Stealth and Hit Box areas, the Elevator Stops and Sector markers, the Energy, Luck and Action Points squares, the Base Weapon and the Abilities. Steps A to J are marked on the diagram at the corresponding locations.]
Gameplay
Collect the keys to unlock the access to the top of the Cyberdoom Tower to fight the AI. If you don't collect the 3 keys before the end of the 12th round, you lose!
Player Turn
On your turn you can do different actions: Move and Attack by spending Action Points or Loot as a free action.
Action Points (AP)
In your turn, you must use the AP on your Player Card to Move or Attack. Every time you make an action, reduce the number shown on the AP die as much as the AP spent. At the end of your turn, put the AP die back to 3.
(Note: You cannot spend more than 3 AP during your turn).
Movement
In your turn, you can spend a number of AP equal to the number of sectors you want to move your meeple. Example: moving your meeple 2 sectors cost you 2 AP.
Moving your meeple up or down with the Elevator costs you 1 AP independently of how many floors (Tower Cards) you move it.
You can break your Movement with other actions if you have enough AP to do it. Example: you move 1 space (1 AP), then loot (free action), then move again 1 space (1 AP) and then attack (1 AP).
(Note: You can spend 1 Energy (Yellow Die) to move 1 extra sector).
At the end of a Movement you have to roll 1 die to Hide, unless you want to Loot.
If you end your movement on a sector with Energy or Luck, increase the corresponding die on your Player Card by 1.
(Note: if you move 2 or more sectors with 1 action it is still considered 1 movement).
Keys
If you end your Movement on a sector with a Key you may take it immediately as a free action and then roll to Hide. If you don't fail the roll to Hide you can go back to the Elevator as a free action. Place the Key on your Player Card.
When you collect 3 Keys (4 Keys with 2 Players) you can go to fight the AI on the top of the tower. Once you reach the last elevator stop, place your meeple beside the AI Card as a free action.
Hide
To Hide against the Sentinels you must roll 1 die. If you roll a number equal or higher than the sum of the number on the sector your meeple is on and the Sentinel's Anti-Stealth you can continue with your turn (if you have enough AP to do so).
If you fail the test to Hide your turn ends. You cannot take any other action and it is now the Sentinel Turn.
The adrenaline makes you learn new unknown abilities: move the token on top of the first Ability on the left that has at least one token on it and place it on the next Ability on the right. If the tokens are only on the last ability, simply remove them from the game.
(Note: You can spend Luck Points to modify the roll to Hide and to add +1 to the result of the roll).
Loot
When you end your Movement on a Crate, you can Loot it (free action). Draw 1 Equipment card and roll to Hide. The Sentinel gains +1 Anti-Stealth.
You can Loot a crate only once. After looting a crate, place a X token on it.
Attack
To Attack a Sentinel you must spend 1 AP and be in range. Weapons have different range values and they are measured in sectors.
You can Attack only once per turn and you can use only 1 weapon, which you must choose before rolling the dice.
To attack a Sentinel roll 4 White dice and 2 Red dice. Place the dice on the Sentinel's Hit Boxes by following the rules below.
- White Box with a Number: You can place a die of any color with a number equal or higher than the one in the box.
- Red Box with a Number: You must place a Red die with a number equal or higher than the one in the box.
- Empty Box: You can place a die with any number and color.
Fighting the AI
Fighting the AI follows the same rules of fighting a Sentinel, but the AI won't move from its position and both of you are always considered in Range from each other.
Symbols on Tower Cards
These symbols determine the stats of the Sentinel:
- Chain: All dice in this row must show the same number. You still have to satisfy the rules of the Sentinel's Hit Boxes, if any.
- Exclamation Mark: All dice in this row must match the numbers on the Hit Boxes.
- Red Box: You must place Red dice on the indicated Hit Boxes.
- Number: All empty Hit Boxes now have that number (follow the rule of White Box with a Number).
Abilities
When attacking a Sentinel (or AI), you can modify the result of your dice by using the unlocked Abilities on your player card.
You can use unlocked Abilities only once per turn, for free. An Ability is unlocked if there are no tokens on it.
You can reuse an unlocked Ability in the same turn by spending Luck points (red die). Decrease by 1 the die for each time you reuse an unlocked Ability.
Abilities Description:
- Modify: You can add or subtract 1 to the result of 1 die. This ability is unlocked by default.
- Re-Roll: You can re-roll 1 die.
- Flip: You can flip 1 die 180° showing the face opposite of the one rolled.
- Hit: Choose the number you need on 1 die.
If you are not able to place all 6 dice on the Sentinel (or AI) Card or if you defeat a Sentinel, move the token on top of the first Ability on the left that has at least one token on it and place it on the next Ability on the right.
If you place all 6 dice on the Sentinel's (or AI) Card, you deal an amount of damage equal to the one shown on the used weapon. Place as many Damage tokens on the Sentinel's (or AI) card as the damage done.
Example: If you hit the Sentinel with the plasma rifle, place 2 Damage tokens on the Sentinel card.
If you place as many Damage tokens as the Energy of a Sentinel, you defeat it, and gain 1 Energy. Flip the Sentinel card face down to show you defeated it.
After you attack a Sentinel, your turn ends and it is the Sentinel's turn.
Sentinel Turn
If it is the first time the Sentinel activates, place an Activation token on top of the card.
Slide the Sentinel Card 1 sector to the left.
The Sentinel attacks you if you are in its Range (even if your meeple is in the elevator).
Sentinels' Range considers both sides of the Sentinel's cards. Sectors directly above the sentinels card are Range 0.
You receive an amount of damage (Energy Points) equal to the number shown on the Sentinel card. Decrease the Energy die by that amount.
If your Energy reaches 0 you lose the game!
If the Sentinel Card covers the Sector 1, the floor can't be explored any more and if your meeple is in it you lose the game.
(Note: after a Sentinel attacks you, you will automatically fail any other tests to Hide in that floor).
Countdown
At the end of each round, move the Round Counter 1 space to the left.
Every time the Round Counter moves to a new Sector, slide all the Sentinels that are 2 Sectors behind by 1 space to the left.
If you don't collect all 3 keys (4 keys with 2 players) and reach the AI before the end of Round 12, you lose the game!
Winning Condition
To win the game you have to defeat the AI by dealing an amount of damage equal to its Energy points.
Equipment
To use your equipment, you have to pay the cost of activation shown on the top-left of the chosen item.
Base Weapon
This weapon is on the Player Card. You can use this weapon to attack.
- TO USE: no activation cost.
- RANGE: 2
- DAMAGE: 1
Gunsight
You can use the ability Hit on any 1 rolled die when you attack.
- TO USE: 1 Luck Point.
Note: if you discard the Gun Sight, you can use the ability Hit on any 1 rolled die when you attack.
Laser Cannon
You can use this weapon to attack.
- TO USE: 1 Energy Point.
- RANGE: 4
- DAMAGE: 1
Plasma Rifle
You can use this weapon to attack.
- TO USE: 1 Energy Point.
- RANGE: 2
- DAMAGE: 2
Jetpack
Once per turn, you can move 2 sectors by spending 1 AP.
- TO USE: 1 Action Point (AP), once per turn.
Tecno Suit
The Sentinel gains -1 Anti-Stealth when you roll to Hide.
- TO USE: Free to use, once per turn.
Antimatter Grenade
You can use this weapon to attack.
- TO USE: You can use it only once during the game for free.
- RANGE: 2
- DAMAGE: 3
Any time during the game you can discard an equipment card to gain 1 Energy Point.