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D.E.I Divide et Impera: Heritage Mode expansion thumbnail

D.E.I Divide et Impera: Heritage Mode expansion

Expansion for D.E.I.: Divide et Impera

D.E.I Divide et Impera: Heritage Mode expansion Rulebook

Table of Contents

Table of Contents

  • Setup Changes
    • Step 11 - Mission Cards
    • Step 14 - Faction Pad
    • Step 22 - Choosing Feats
  • Heritage Additional Setup
    • 1 - Market Choice
    • 2 - Heritage Market Cards
    • 3 - Heritage Resources
    • 4 - Heritage Deployment
    • 5 - Additional Deployment
    • 6 - Candy Boost
  • New Rules
    • Duration
    • Heritage Mission

Setup Changes

If you are playing a game in Heritage Mode, apply the following rules to the Setup described in the core game rulebook.

Step 11 - Mission Cards

Reveal 6 Mission Cards, instead of the 8 indicated in the rulebook, and place these cards in the first three columns of the Mission Board.

Place the Heritage Mission Card (provided in this issue) in the center of the fourth column.

Step 14 - Faction Pad

Factions don't receive resources at this point of the Setup.

Step 22 - Choosing Feats

When playing in Heritage Mode, it is strongly recommended to use Optional Rule #2 Feats Draft.

Heritage Additional Setup

Perform these steps after finishing the Setup described in the core game rulebook. These choices have great strategic importance in the course of the game in Heritage Mode, so consider these steps carefully.

1 - Market Choice

In reverse Priority order, i.e., starting with the Faction with the highest Priority number, each Faction chooses a Market: Tactic, Logistic, Machinery or the Black Market. A Faction can't choose a Market chosen by another Faction.

2 - Heritage Market Cards

Each player draws 4 Market Cards from the top of the Market deck they chose in Step 1 and chooses up to 2 of these cards. The player adds the chosen cards to their hand, but must take their cost into account. The total cost of these cards can't exceed 4 Technology and 4 Energy Cells.

The cards not chosen are placed at the bottom of the corresponding Market deck. This choice is made at the same time by all players; a player doesn't know which cards have been chosen by the other Factions.

3 - Heritage Resources

Each faction receives resources equal to: 4 Technology and 4 Energy Cells. From these amounts, the player subtracts the cost of the Market Cards obtained in Step 2.

4 - Heritage Deployment

Factions deploy additional Scrappers based on the Market chosen in Step 1. In reverse Priority order (i.e., starting with the Faction with the highest Priority), each Faction chooses 2 different Regions that contain at least one Outpost of the color chosen in Step 1 and deploys 1 Scrapper in that Region.

The Faction that chose the Black Market places 4 Scrappers divided into 2 Regions, 2 Scrappers per Region. Each Region chosen must contain a Neutral Refuge or be a Region adjacent to it.

Remember to determine Outpost control after all Factions have completed this deployment.

5 - Additional Deployment

Each Faction places 1 Scrapper in each Region where there is a Neutral Refuge. This deployment doesn't replace, rather adds to, the deployment of starting Units in the First Action Phase of the First Turn.

6 - Candy Boost

Each faction gains 1 Candy Boost.

New Rules

Duration

A game in Heritage Mode ends at the end of Turn 3. On Turn 3, each Faction performs its Final Count after completing its Third Action Phase.

Heritage Mission

Once per game, after a Faction has completed a Mission located on column 1, 2, or 3, it may choose to complete the Heritage Mission.

When a Faction completes the Heritage Mission, it chooses any other Mission (on column 1, 2, or 3) and gains Supplies as if it had completed the chosen Mission "on a later Turn."

When a Faction completes the Heritage Mission, it places 1 Faction Token on the card, as with any other Mission.