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D.E.I.: Divide et Impera – Old London

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

D.E.I.: Divide et Impera – Old London Rulebook

Table of Contents

Table of Contents

  • Components
  • Purebred
  • Purebred Rules
    • Purebred Setup
    • Boris Ability
    • Military Architecture
    • Military Discipline
    • Order Tokens
    • Submission
    • Evacuate
  • Purebred Feats Tokens
  • Vengeance Mode
    • Vengeance Mode Setup
    • Vengeance Mode Rules
    • Whistle-blow
    • Purebred Whistle-blow
    • Vengeance Track and Vengeance Cards
    • Resources on Vengeance Track
    • Extra Supplies
    • New Effects
    • Vengeance Cards
  • Thames Module
    • Thames Setup
    • River Rules
  • Challenge & Alliance (C&A) Module
  • Campaign Mode
    • Campaign Setup
    • Setting up the Map
    • Objective Cards
    • Events
    • Campaign Points and Power Points
    • Advantages
    • Morale Pull
    • Win a Campaign
  • Campaign Scenarios
    • Scenario #1: The Fallen Bridge
    • Scenario #2: The Passage
    • Scenario #3: The Campground
    • Scenario #4: Wealth and Poverty
    • Scenario #5: Uprising!
    • Scenario #6: Purebred Vendetta
    • Scenario #7: The Lab
    • End of the Campaign
  • Appendix
    • Glossary

Components

  • Objective Cards (8)
  • Debris tokens (14)
  • Vengeance board (1)
  • Vengeance cards (12)
  • Big Ben District (1)
  • Big Ben - 3D model (1)
  • River District (4)
  • Neutral Bridge token (1)
  • London Bridge District (1)
  • London Bridge - 3D model (2)
  • Purebred game elements

Purebred

A new dominant caste was born from the ashes of the civilization. They call themselves the Purebred, setting out to dominate what remains of Earth ... which according to them, an alien race has driven to its frigid destruction. Nobody outside the citadels know their origins, nor why the Purebred are the only ones unaffected by the environmental catastrophe. Every survivor dreams of entering this caste, and the Purebred shamelessly exploit this desire in order to keep control over the world. But they well know that the fuse of rebellion cannot be turned off easily only with snow.

The Purebred are a new Faction, playable both in the Campaign and in standard games.

Purebred components:

  • Faction cards - 8
  • Leader - 1 card + 1 model
  • Constructions - 6 Barracks tokens
  • Agents - 15 models
  • Order tokens - 4
  • Supply token - 1
  • Faction tokens - 7
  • Event tokens - 6

Purebred Rules

Purebred Setup

The Purebred are an asymmetric Faction with unique and new elements compared to base game Factions.

Add the following changes during the base game setup:

  • Setup, Phase 3: place a Barracks token in each Region with a Drone token. All remaining Barracks not placed during setup are placed back in the box.
  • Setup, Phase 8: The Purebred do not have a Drone connected to them at the beginning of the game. The Purebred player chooses a Drone to start the game, among those still available. Then, add all the corresponding Drone cards to the Markets.
  • Setup, Phase 9: The Purebred Feats Tokens are exclusive to their Faction. The Purebred player randomly draws a Feats token for each color of Outposts on the Map. If you are playing with the Feats Draft, then the Purebred chooses a Feat for each color of Outposts on the Map.
  • Setup, Phase 11 (regular game, not for the Campaign mode): The Purebred use the Order tokens on Mission cards, to make them worth more or less (see Order tokens, to the right). Once the Mission cards are flipped, the Purebred player chooses 1 of the 2 Missions for each column, and places on them a face-down Order Token of their choice.
  • Setup, Phase 21: instead of using Scrappers, the Purebred use Agents. All rules and effects for Scrappers are applied.
  • Initial Deployment: Regardless of the Priority order, before their first Turn, the Purebred player deploys 3 Agents and the Leader's model in one or more Roof Regions with a Barracks token, (max. 2 Units for each Region).

Boris Ability

Boris (Purebred)

Master of the Markets: Commander Boris has a strong influence on the Markets approved by the law. After the Purebred player performs a Buy Action, if Boris is in a Region with an Outpost controlled by the Purebred, then they can choose to place an Energy Cell, taken from the Purebred reserve, on a Market card of the corresponding Outpost. In this way, the Purebred player immediately applies effects of that Market card without buying it. After this ability is used, any player who buys a card with the Energy Cell on it, takes the Energy Cell after the purchase. It is not possible use this ability on a Market card that already has a resource placed on it.

Military Architecture

At the end of Setup, before the game begins, the Purebred player can rotate, as they prefer, each District with a Barracks token on it, and also updates the Resources token placement if needed. Drones are worth 1 for Majority to Purebred in the Region where they are located.

Note: the London Bridge District (if you are using the Thames Module) can be rotated only if the Thames can continue its course after the rotation.

Military Discipline

  • In the end game scoring, the Purebred Gain Supplies only for Drone Cards. The other Market cards don't count.
  • When any player applies a Drone effect that can affect 1 or more Purebred Units, the Purebred player can decide not to apply the effects to their Units.
  • The Purebred don't build Constructions, but they can use all the Bridges and Elevators, both Neutrals or opponent ones. Each time the Purebred uses an opponent Construction, that opponent immediately Gain a Supply.
  • Barracks are considered a Purebred Construction and they are used as the Faction Refuges.
  • The Purebred cannot buy cards from the Black Market or from the Industrial Market.

Order Tokens

These tokens are placed on the Mission cards, as indicated in Setup. The first time a Mission with a token on it has been completed, flip that Order token, which stays face-up for the remainder of the game.

Order tokens modify the Mission value as follows:

  • Higher Value (+): if the Mission has been completed in Time, the player can Gain Supplies from both the Top and Bottom boxes of the Mission card. If the Mission has been completed in the next Turn, players only Gain Supplies from the Top box of the Mission card.
  • Lesser Value (-): the player only Gains Supplies from the Bottom box of the Mission Card no matter when it was completed.

Submission

The Purebred cannot perform a Collect Action as the other Factions do.

The Purebred must use the Collect Action in a Region where they have Supremacy on 1 or more Factions. The Purebred Agents, in fact, force other Faction Units to Collect Resources for them. Each time the Purebred do this, they Collect an additional Resource from the reserve of the same type.

Evacuate

The Purebred can perform a Move Action to move 1 opponent Factions' Scrapper from a Region where there are 1 or more Purebred Units to a Linked Region.

Purebred Feats Tokens

  • Stock Warehouse: No resource limit; all the Resources over the 10th do not count for the Missions, but they do count for the End of Game scoring.
  • Drones Command: When you buy a Drone card, immediately apply the effect.
  • Sewers: All the Regions with Barracks or a Neutral Refuge are considered adjacent. Don't apply this effect to opponents' Refuges.
  • Bribe: When you perform a Buy Action, you can pay 1 additional Technology Resource to get a Candy Boost of your choice from the reserve.
  • Mechanical arm: After you activate a Drone, you Collect a Resource where the Drone ends its movement, if one is present.
  • Motivation: When you use Submission (see page 4), if there are no Resources in the Region, you can get 1 Resource from the submissive Faction. If there are more Factions in Submission, choose the Faction you get 1 Resource from.
  • Inspection: When an opponent Faction builds a Construction, you can move an Agent anywhere from the Map to that Region.
  • Corruption: After you perform a Collect Action, if you possess more Resources than other players, you can perform an Enlist Action.

Vengeance Mode

There's a Faction conspiracy to take over the London core. The Purebred won't tolerate any further riots and are organizing Vengeance groups until all the conspirators are captured.

Any useful information provided to unmask this conspiracy will be well rewarded: no matter who the guilty may be. Everyone wants extra loot.

In Vengeance mode, you must use the Big Ben District, a place where infractions against the law are reported to the Purebred so they can initiate their retaliation.

Vengeance Mode Setup

Add the following changes during the base game setup:

  • Setup, Phase 1: the Big Ben District is the place where players Whistle-blow. Replace the District 2.4, of the Base game, with the Big Ben District (2.4 OL). This District cannot be surrounded (orthogonally or diagonally) by any District that contains a Neutral Refuge.
  • Setup, Phase 10: Place the Vengeance Board near the Map so that players have access to it. All players place 1 Faction token of theirs on the initial space (the one showing the red Big Ben symbol) of the Vengeance Track (use the sixth Faction token from the Base game).
  • Setup, Phase 11: Shuffle the Vengeance cards and reveal 1 card for each space on the Vengeance board. Then, place the Vengeance deck in the corresponding space on the Vengeance Board (the lower Leftmost).

Vengeance Mode Rules

Players cannot build Constructions on the Big Ben Region.

Whistle-blow

Players can Whistle-blow on other Factions who don't respect the Purebred law: the Vengeance cards represent the law.

The lower spaces on the Vengeance board are marked by Ranks (1, 2 or 3) (A). If a player has Majority in the Big Ben District, during their turn and after performing an Action card, then they can Whistle-blow and resolve a Vengeance card. In order to Whistle-blow, the player must Withdraw from the Big Ben Region as many Units as the Vengeance card Rank (1, 2 or 3) (B) and relocates the Withdrawn Units to a Neutral Refuge.

The effect of the Vengeance card applies on all the Factions who reach or exceed the threshold indicated by the card, except the Faction that Whistle-blows. Each Faction that suffers Vengeance chooses between the 2 penalties to suffer. The player must choose a penalty they can apply in its entirety. If a Faction cannot apply any portion of the 2 penalties, then they cannot suffer any effect (but if they can apply all - or a portion of - an effect, they can be chosen).

In order to Whistle-blow, the Vengeance card must affect at least 1 opponent Faction.

The player who Whistle-blows move their token forward on the Vengeance upper track (C) as many spaces as the Vengeance card Rank (which means, as many Units they Withdrew).

A player can Whistle-blow only once during their Action phase.

Note: players cannot have a negative Supplies value.

If a Faction cannot apply any of the 2 penalties, then they cannot suffer any effect.

Purebred Whistle-blow

Even the Purebred player can Whistle-blow, but follows these rules instead: The Purebred player draws 3 Vengeance cards from the deck, then replaces 1 of the Vengeance cards on the board with 1 of the 3 cards they drew. In this way, the player moves their token forward on the Vengeance track as many spaces as the Vengeance card Rank they replaced and must Withdraws the same amount of Units from the Big Ben Region. The replaced card and the non-chosen cards are discarded.

The Purebred player can decide not to be affected by penalties of a Vengeance card (but must always be applied to other Factions).

Vengeance Track and Vengeance Cards

After a Vengeance Card has been resolved, players discard that card and that lower space remains empty.

Before the start of all Action phases, the first player follows these steps:

  1. All the Vengeance cards slide to the right, to fill any empty spaces.
  2. Reveal as many Vengeance cards as there are empty spaces and place them in the order drawn.

Before each new Turn, after the Turn Marker is moved, follow these steps:

  1. Discard the Rank 1 Vengeance Card, if present.
  2. Slide the available Vengeance cards to the right, in order to fill eventual empty slots.
  3. Reveal as many Vengeance cards as the empty slots are and place them in the empty slots.

If, in any time, you must reveal a Vengeance card on the Vengeance board, but there are no more cards available, then shuffle all the discarded cards to form a new deck.

If after a Whistle-blow, the Faction token on the upper Vengeance track ends on a space already occupied by any other Faction, then the opponent's token moves back 1 space. Only by a Faction token moving backward may it end on a space with other tokens already present. Similarly, only by moving forward may a token trigger an opponent's token to be moved back.

The rightmost 3 spaces on the Vengeance track are red. In these spaces players cannot move an opponent's token backward. If, after a Whistle-blow, your own Vengeance token must move forward onto an already occupied red space, then your token stops on the last available unoccupied space.

Resources on Vengeance Track

The first Faction token to reach any space containing an icon displaying Resources or Supplies on the upper Vengeance track will receive those benefits, from left to right as follows (any Factions reaching these spaces afterwards do not receive any benefits):

  • 2 Technology Resources, space #4
  • 2 Energy Cell Resources, space #7
  • 1 Supply, spaces #10, #11, #12

Extra Supplies

At the end of the game, just before the Market cards are scored, players also Gain Supplies for the space on the Vengeance track they end the game on (if the space #4, then Gain 4 Supplies) plus a bonus for the following:

  • 6 additional Supplies to the Faction ending the game the furthest along the Vengeance track;
  • 3 additional Supplies to the Faction ending the game second-furthest along the Vengeance track;
  • 1 additional Supply to Faction ending the game third-furthest along the Vengeance track;
  • In case of a tie, the tied players Gain all the noted Extra Supplies.

New Effects

These are the new effects depicted on the Vengeance Cards:

  • Lose Action card: the player shuffles all the Action cards still in their hand, then chooses 1 random card and discards it next to their Faction Pad. The player restores all discarded cards to their hand before each new Turn.
  • Lose a Feat: the player flips back, face-down, a Feats token that was already unlocked, which then must be unlocked once again for it to be used.

Vengeance Cards

  • Gathering – Threshold: if you have at least 4 or more Scrappers in a Region. Vengeance: remove 2 Scrappers from a Region with 4 or more Scrappers. - or - Lose 3 Supplies.
  • Beware the Roofs – Threshold: if you have Majority in 2 or more Roof Regions. Vengeance: remove all the Scrappers from a Roof Region where you have Majority.
  • Corruption – Threshold: if you have more Technology Resources than the Whistle-blower. Vengeance: discard all the Technology Resources - or - Lose 3 Supplies.
  • Monopoly – Threshold: if you Control 4 or more Outposts. Vengeance: flip a Feat in order to lock it - or - Lose 3 Supplies.
  • Envy – Threshold: if you have more Energy Cell Resources than the Whistle-blower. Vengeance: give 1 Energy Cell to the Whistle-blower - or - Give 3 Supplies to the Whistle-blower.
  • Bullying – Threshold: if you have Supremacy in 2 or more Regions. Vengeance: remove 1 Scrapper from each Region you have Supremacy - or - Lose 3 Supplies.
  • Eclectic one – Threshold: if you have 3 different colored Outposts. Vengeance: discard 1 Action card - or - Lose 3 Supplies.
  • Bulky one – Threshold: if you have 10 or more Scrappers on the Map. Vengeance: remove 3 Scrappers from 1 or more Regions - or - Lose 3 Supplies.
  • – if your Leader is in a Region with no other Units of yours. place your Leader in a Region with a Neutral Refuge Lose 3 Supplies.

Thames Module

The Big Old Thames, the river which crosses London, once upon a time used as one of the fastest communication routes, now hides dangers and snares. Numerous shipwrecks and demolished buildings are buried in the ice of its ancient shores.

You can use the Thames Module tiles for a regular game. Also, some of the Campaign Scenarios will use Thames Districts.

This Module is not compatible with The Citadel Expansion.

Thames Setup

Replace each Base game District with its corresponding Thames District tile, according to their codes depicted on the tile back, see the figure at the end of this page.

Place the Neutral Bridge included in this Box so that it links the two parts of the London Bridge 3D model.

The Thames Districts must be placed allowing the river to continue its course and to also allow the river to enter and exit the map area through.

A Ruin is depicted as Shipwrecks or as Collapsed Buildings.

Place the Neutral Bridge, found in this box, on the London Bridge District (OL.[symbol].2, as printed on the District tile).

River Rules

The River is divided into Regions by Ruins, and follows these rules:

  • A River Region and a Ground Region are divided by the element depicted as the Shores (B). They are adjacent but not Connected. Two River Regions are divided by Ruins (A).
  • Only drones can enter or be placed on a River Region.
  • Drones can move onto or across River Regions for 1 Move Action.
  • A Ruin connects the opposite Shores of the River. 2 Move Actions are required to move Units across a Ruin.

However, players can build Bridges to connect Roofs on the opposite Shores of the Thames.

Challenge & Alliance (C&A) Module

Meanwhile, Purebred Agents are increasing their powers in Old London, while relationships among the Factions are changing for the worse at a very rapid pace. Some personal arguments can lead to infighting within whole Factions, and fragile, new alliances for District control are signed... Until the next Purebred request comes along.

Challenge & Alliance (C&A) are 2 new rules introduced in the Campaign mode (in certain Scenarios). Also, these rules can be used in a regular D.E.I. game.

  • Challenge - Setup: in step 20 of the Setup, "Leaders", each player (the one who controls the challenging Faction) must place their own Faction token on the Leader card of the player sitting to their right (challenged Faction). Take the Faction token from those in the supply that are not placed in the Faction Pad.

  • Challenge - Resolution: once per game, a player (Challenger Faction) - at the beginning of their own Action Phase - can declare to resolve the Challenge. To do this, they must own one or more Units in a Region where the challenged Faction has Supremacy. If they do so, all Units of the challenged Faction in that Region must be moved immediately. The Units moved in this way ignore the Majorities and must be distributed as evenly as possible in the Regions Linked to the starting Region.

    After the Challenge is resolved, the challenging Faction removes its Faction token from the Leader card of the challenged Faction and returns it to the box.

  • Challenge - End of Game: Each unresolved Challenge on your Leader card provides 3 additional Supplies in the Supply Count.

  • Alliance - Proposal: At the end of the third Action Phase of each Turn, when a Mission is completed, the player (the one who controls the offering Faction) can propose an Alliance to another (receiving) Faction. The offering Faction must indicate a Mission to the receiving Faction to complete it as an Alliance.

  • Alliance - Resolution: If the proposal is not accepted, the offering Faction cannot propose an Alliance to any other Faction for this Turn and must complete a Mission according to the rules of the core game. However, if the proposal is accepted, both Factions assign a Faction token to the Mission card chosen by the offering Faction. Both Factions gain the total supply from the Faction of the Alliance that would individually get the most. This Faction gets 3 additional Supplies. For the receiving Faction, accepting an Alliance proposal counts as a resolved Mission in this Turn. A Faction that has already completed a Mission during the current Turn cannot accept an Alliance proposal. Therefore, a Faction that has accepted an Alliance proposal during the current Turn cannot complete a Mission at the end of its Third Action Phase.

Campaign Mode

The Purebred "Divide et Impera" (Divide and Rule) strategy does not always work. Dissatisfaction among the Survivors can often boil over and trigger violent riots, which is not what the Purebred want. There are also those rare moments when Factions can put aside their differences and, for at least a small time, they can collaborate together to get better conditions from the Purebred... But it's not always easy dealing with Commander Boris and his Agents.

Campaign Setup

The Campaign mode allows for competitive play for 2, 3, or 4 players, each one choosing a Faction and controlling it for the 7 Scenarios of the Campaign. One player MUST choose the Purebred Faction, found in this Expansion set. The Fauns, Psionics and Wilds Factions, included in the White Death Box, cannot be chosen for the Campaign.

During the Campaign, the Purebred player does not use the Order tokens, so place these tokens back in the box.

Determining Turn Order: the Turn order for Scenario #1 is determined randomly. However, starting with Scenario #2, and all Scenarios thereafter, the Turn order is determined in reverse order of the Scoring result for the previous Scenario.

Setting up the Map

In the following pages, for each Scenario, you will find the entire map displayed for a 4-player. For a smaller Player count, use only the highlighted zones, as indicated in the figures.

Districts must be placed and rotated as depicted in the figures.

The Purebred player can always rotate a District that contains a Barracks token before the Scenario begins.

Objective Cards

Each Scenario uses 1 or more Objective cards, placed near the Mission board. These Cards have 2 sections:

  • the Top box describes a Condition that allows players to Gain Extra Supplies during the Scenario;
  • the Bottom box describes what players must do to Gain Power Points, and must be fulfilled prior to Final scoring of their Faction.

The top box of some cards may only be applicable to the Purebred or for specific Factions, as indicated.

Events

All the Scenarios include some Events that can happen during a game. During a Scenario Setup, players must place 3 face-down Event tokens, in correspondence of Turns 2, 3 and 4 of the Mission board. When the Turn marker is moved in correspondence of the Event token, then that token is revealed and the Event takes place. Some Events immediately apply to the Map or to the Factions. Some other events require players' choices: in this case, each player, in Turn order, will choose on their own.

Suggestion: for a different experience, players may reveal all the Event effects before play begins for more strategic play.

Campaign Points and Power Points

Factions that achieve a stated Objective will obtain Power Points, which are recorded on the Campaign Sheet. Every time a player obtains 1 Power Point, then record that number in the column for Power Points for that Scenario (tally marks work well here).

At the end of each Scenario, players will Gain Campaign Points, depending on their Scoring result obtained in the current game. Player(s) finishing last will also get 1 Power Point.

Rewards

  • First: 3 Campaign Points
  • Second: 2 Campaign Points
  • Third: 1 Campaign Points
  • Fourth: 0 Campaign Points
  • (also) Player finishing Scenario Last: 1 Power Point
  • (also in 4 players) Second to Last player: 1 Power Point

WARNING: Scenario #7 "The Lab" assigns Campaign Points in a different way.

Revenge will boost those Factions who lost a game to help them find new solutions for the next Scenarios: nobody can lose influence in the Old London!

Advantages

Before starting a new Scenario, players can choose to use some Power Points to unlock Advantages. In order to spend Power Points players must mark a box with an X for each spent Power Point.

Unlocked Advantages apply their effects in the next Scenario, and can only be used once per Campaign per Faction.

All the Advantages are described on the Campaign Sheet.

Advantages, cost 1 Power Point

  • Comrades: When you deploy your starting Units during the first Turn, you can deploy 1 additional Scrapper.
  • Energetic Hold: At the beginning of the Scenario, you obtain 1 additional Energy Cell.
  • Technologies Hold: At the beginning of the game, you obtain 2 additional Technologies.
  • Tactics Flexibility: You take a random Feats, your choice of color, before the Feats draw or Draft. At the end of the Feats selection, you can choose to replace the randomly taken Feats with the same color Feats token you selected.
  • Explorers: You can cross a Ruin with 1 Move Action, instead of 2.
  • Signal Distortion: At the beginning of the Scenario, just after Setup, you can swap the starting position of 2 Drones. You may choose which ones.
  • Initiative: In order to decide the Turn order for the first Turn, you are automatically the First Player. If another player obtains this Advantage, then the player with less Campaign Points can use this Advantage.
  • Legacy: You can keep up to 2 Candy Boost tokens not used in this Scenario to use in the next Scenario. If you possess more than 2, you choose which to keep.

Advantages, cost 2 Power Points

  • Grant: When you deploy your starting Units during the first Turn, you can place 1 Elevator or 1 Bridge in any Region of your choice.
  • Emergency Exit: You can move 1 Unit for each Move Action from a Roof Region to a Ground Region without an Elevator, but not vice versa. Ignore Majority in the Ground Region where you end movement.
  • Private Negotiation: At the beginning of the Scenario, draw and reveal 1 Mission card and place it next to your Pad. You can complete this one instead of a Mission card on the Mission board.
  • Acrobatics: You can move 1 Unit from a Ground Region, under a Neutral Bridge or a Bridge of yours, to a Roof Region connected to that Bridge with 1 Move Action. Ignore Majority in the Roof Region where you end movement.
  • Consolidate [ __________ ]: Write an Outpost color. If you control 3 or more Outposts of that color, in the Final Scoring you obtain 1 Campaign Point.
  • Pride: If the Challenge on you has not been resolved, you Gain 6 additional Supplies.
  • Cooperation: When you complete an Alliance Mission, you Gain 2 additional Supplies.
  • Strategy [ __________ ]: Write a Feat you unlocked in the previous Scenario. You can start all remaining Scenarios with that Feat (locked) on your Pad. Other Factions cannot write the same Feat, they can write it only if not written by another player.
  • Geotech: When you use a Collect Action to Collect the last Resource in a Region, then you immediately Gain 2 Supplies.

Advantages, cost 3 Power Points

  • Specialization [ __________ ]: Write 1 Market card code, except from the Black Market, that you bought in the previous Scenario. Add that card to your Faction cards for the remainder of the Campaign.
  • Sleeping Cell: When you deploy your starting Units during the first Turn, you can place 1 Refuge in a Ground Region with no Outpost in it.
  • Robotics [ __________ ] (Only for the Purebred): Write 1 Market Drone card you bought in the previous Scenario. Add that card to your Faction cards for the remainder of the Campaign.
  • Contraband [ __________ ] (All the Factions except the Purebred): Write 1 Black Market card code you bought in the previous Scenario. Add that card to your Faction cards for the remainder of the Campaign.
  • Face of the People: When you deploy your starting Units during the first Turn, you can deploy 1 additional Scrapper. Also, this Unit can be deployed in any Region with no Outpost in it.

Morale Pull

Morale Pulls are checkpoints that allow you measure how your Faction develops throughout the Campaign.

Morale Pulls are listed on the Campaign Sheet and each one can be fulfilled only once per Faction during the whole Campaign. Once a Faction reaches the checkpoint threshold during a Scenario, the player marks the corresponding box with an X.

At any time during the Scenarios, players can decide to use a completed Morale Pull (draw a line through any X-marked Morale Pull) and gain 2 Candy Boost tokens. That Morale Pull does not provide any additional bonuses for the remainder of the Campaign.

Morale Pulls on the Campaign Sheet:

  • 70 Supplies
  • 10 Resources
  • 15 Scrappers
  • 8 Constructions (no Purebred)
  • 8 Outposts
  • 7 Market purchases

Win a Campaign

After completing all the Scenarios sequentially, the Faction with the most Campaign Points is the winner!

In case of a tie between the Purebred and other Factions, the Purebred always win. If any other Factions are tied, the one with the most Supplies wins; otherwise, they share the victory, creating a new powerful Faction!

Campaign Scenarios

Scenario #1: The Fallen Bridge

London Bridge has fallen down and must be built again before Commander Boris arrives. The Purebred are generous with those who help the rebuild.

Setup

  1. Reveal the London Bridge Objective Card [1] next to the Mission board.
  2. Set up the Map, as showed in the figure.
  3. Use the C&A module (page 9), but only use the Challenge rules.
  4. Don't place the Neutral Bridges.
  5. Place the Debris tokens on the Map, as showed in the Figure.
  6. The Purebred Faction does not use their Leader in this Scenario, place it back in the box.

Scenario Rules

  • See Thames Module (page 9).
  • In this Scenario, Factions will help the Old London infrastructures development. Players cannot place a second time a Construction already placed. Bridges that will be built on the London Bridge Roofs are called Bridge Segments. The regular rules for Bridges apply to Segments. These Bridge Segments are useful for completing the London Bridge Objective.
  • To build a Bridge Segment on a London Bridge District Roof, the Faction must have the Majority in at least 1 of the 2 Roof Regions.
  • Debris tokens are located in Regions adjacent to the Thames: Debris are not Resources, but they can be Collected with a Collect Action. Keep the Collected Debris next to the Faction Pad.
  • After playing an Action card, players can discard 3 Debris tokens to place a Bridge Segment on the London Bridge District. To do this, Players must follow the rules of the Bridge Segments.
  • The Purebred player can build up to 3 Bridge Segments using the Neutral Bridges. Debris tokens do not count in the Final Scoring.

Objective 1

Gain 4 Supplies when you build a Bridge Segment on London Bridge.

Final Scoring: Obtain 1 Power Point if you have Majority in at least 1 London Bridge Roof Region.

Events

  • 1 - Resources Network: all the Factions (except the Purebred player) get 1 Technology and 1 Energy Cell. The Purebred get 1 Candy Boost.
  • 2 - Contacts Network: all the Factions (except the Purebred player) can deploy 2 Scrappers from the reserve in a Region with a Neutral Refuge or their own Refuge. The Purebred get 1 Candy Boost.
  • 3 - Government Intervention: the Purebred player can place 1 Bridge or 1 Elevator from any Faction reserve in a Region outside the London Bridge District. The chosen player Gains 2 Supplies.
  • 4, 5, 6 - Sabotage: in Turn order, once for each player, the player with the Majority in a Region can take or remove a Bridge or a Bridge Segment of an opponent's Faction. In this Scenario, when the player builds a new Bridge or a Bridge Segment, they can choose to place the opponent's Token instead and get the benefits of Objective 1.

Scenario #2: The Passage

Commander Boris and his team are arriving in Old London and they must cross the river to reach the Barracks. It's well known that Agents are generous with all those Factions who provide a shortcut in the urban maze.

Setup

  1. Reveal Objective cards [2a] and [2b] next to the Mission board.
  2. Set up the Map, as showed in the figure.
  3. Place 1 Neutral Bridge on London Bridge, placing the others back in the Box.
  4. Starting in the second Turn of this Scenario, the Purebred can use their Leader Boris.

Scenario Rules

  • In this Scenario, Factions will help the Old London infrastructures development. Players cannot place a second time a Construction already placed.
  • See Thames Module (page 9).
  • See C&A Module (page 9).
  • Purebred deployment: after the starting Units are deployed, more Purebred Units enter the game each new Turn as follows: 4 Agents on Turn 1, 3 Agents and Leader Boris on Turn 2, 4 Agents on Turn 3. All these Units are deployed in the Purebred Deployment Zone as showed in the figure.
  • The Purebred cannot deploy Units with their Actions. All the Enlist Actions are Move Actions in this Scenario for the Purebred. Also, all the effects that allow deployment of an Agent allows them to Move Agents to an adjacent Region.
  • There are 2 Objective Cards in this Scenario. The "2a" Card cannot be used by the Purebred Faction, while the "2b" Card is exclusive to the Purebred Faction.

Objective 2A - No Purebred

You Gain 2 Supplies when you build a Bridge or an Elevator.

Final Scoring: Obtain up to 2 Power Points: 1 for each Roof Region of London Bridge where you have Majority.

Objective 2B - Only Purebred

Only once for each Action Phase, after playing an Action Card, you can remove a Barracks token and 3 Agents from the same Region. You immediately Gain 8 Supplies.

Final Scoring: Obtain up to 2 Power Points: 1 for each Roof Region of London Bridge where you have Majority.

Events

  • 1, 2 - Collapse: London Bridge Roof Regions and the adjacent Ground Regions are affected by a Collapse. All Factions must remove 1 Scrappers in the Region where the Collapse happened. Also, remove the Neutral Bridge from London Bridge.
  • 3, 4 - Government Intervention: the Purebred player can place 1 Bridge or 1 Elevator from any Faction reserve in a Region outside the London Bridge District. The chosen player Gains 2 Supplies.
  • 5 - Time's Up: the Purebred player performs 2 Move Actions. All the other Factions take 1 Candy Boost.
  • 6 - Hierarchy: the first player in the current Turn Order can decide to Gain 2 Supplies. In order to do so, they swap their Turn order position with the Purebred position. All the other positions remain unchanged.

Scenario #3: The Campground

Commander Boris and his troops are in town and now they must be received and fed. A suitable location must be found for the new guests to shelter them from the expected blizzards.

Setup

  1. Reveal Objective [3] next to the Mission board.
  2. Set up the Map, as showed in the figure.
  3. Purebred setup: the Purebred player starts the Scenario with 3 Agents and their Leader in the Campground Region, instead of the regular rules for starting deployment.
  4. Use the C&A module (page 9), but only use the Challenge rules.

Scenario Rules

  • The Central Region, in the Map center, is called the Campground. All players can always enter the Campground, without needing Majority.
  • All the Refuges players build in the Campground are called Feasts, and they cannot be used as Refuges. In this Scenario, Feasts are not Constructions. Players must have Majority in the Campground in order to set up a Feast. If players want to build a Refuge and do not have Refuge tokens in their reserve, then they cannot remove a Feast token from the Map.
  • In this Scenario, Factions will help the Old London infrastructures development. Players cannot place a second time a Construction already placed.

Objective 3

You Gain 4 Supplies when you set up a Feast in the Campground Region.

Final scoring: Obtain 1 Power Point if you have Majority in the Campground Region.

Events

  • 1, 2, 3 - Salary: the Purebred player can give a Resource to the Feast owners. If the Purebred player does this, they gain 2 Supplies for each Resource token they provide. Each player can receive at most the number of Resources as the number of their Feasts. The Purebred player must give Resources in a uniform way, when possible to all Feast owners. If no Faction has set up a Feast, then the Purebred player can return a Resource to the general Reserve to Gain 2 Supplies.
  • 4 - Contacts Network: all the Factions (except the Purebred player) can deploy 2 Scrappers from the reserve in a Region with a Neutral Refuge or their own Refuge. The Purebred get 1 Candy Boost.
  • 5 - Funding: the Purebred player immediately Gains 1 Technology and 1 Energy Cell. All the other Factions Gain 1 Candy Boost.
  • 6 - Hierarchy: the first player in the current Turn Order can decide to Gain 2 Supplies. In order to do so, they swap their Turn order position with the Purebred position. All the other positions remain unchanged.

Scenario #4: Wealth and Poverty

The Purebred troops and the locals continue to allocate enormous quantities of supplies to feed everyone. Factions are completing work like never before to gain the best results possible, but as time goes by, the social tensions grow.

Setup

  1. Reveal Objective card [4] next to the Mission board.
  2. Set up the Map, as showed in the figure.
  3. Purebred setup: the Purebred player starts the Scenario with 3 Agents and their Leader in the Campground Region, instead of the regular rules for starting deployment.
  4. No Events occur in this Scenario.
  5. All the Factions, except the Purebred, start the Scenario with their Supplies token on "30".

Scenario Rules

  • The Central Region, in the Map center, is called the Campground. All players can always enter the Campground, without needing Majority.
  • Players can complete a Mission at the end of each Action Phase, instead of at the end of each Third Action Phase; but each Mission must give 6 or more Supplies. Rules for Completing a Mission on Time or on Later Turns remain unchanged.
  • All Faction players (except for the Purebred player) retire (quit the Scenario) once they Complete their fourth Mission (by completing each Column of the Mission board). Once they do so, they consult the Objective 4 card and proceed immediately to the Supplies Final Scoring.
  • The Scenario immediately ends once all Factions (except the Purebred) are retired, and Final Scoring for Market cards and for the Purebred player then takes place.

Objective 4

You lose 3 Supplies at the beginning of each Action Phase. The Purebred player does not suffer this effect.

Final Scoring: You obtain 2 Power Points if you end the Scenario by the Second Turn - or - 1 Power Point if you end the Scenario by the Third Turn.

Events

No Events occur in this Scenario.

Scenario #5: Uprising!

The Purebred feast has increased the dissatisfaction in town. Factions can unite in temporary alliances to improve their stand against the Purebred.

Setup

  1. Reveal Objective [5] next to the Mission board.
  2. Set up the Map, as showed in the figure.
  3. Use the C&A module (page 9), but only use the Alliance rules.

Scenario Rules

See the Vengeance Module. In this Scenario, players use the Vengeance Module, but with slight differences. Vengeance Cards also affect the Purebred Faction.

Objective 5

When a Vengeance card is applied to the Purebred Faction, the player who resolved that card Gains 2 Supplies.

Final Scoring: obtain 1 Power Point for each red space you reach on the Vengeance track (up to 2).

Events

  • 1, 2 - Contacts Network: all the Factions (except the Purebred player) can deploy 2 Scrappers from the reserve in a Region with a Neutral Refuge or their own Refuge. The Purebred get 1 Candy Boost.
  • 3, 4 - Riot: all the Factions (except the Purebred player, in Turn order and only once per player), can choose and reveal any Vengeance Card as if it were a Rank 1 card. Then discard and replace the card as indicated in the Vengeance Module. After each player has resolved a Vengeance card, the remaining cards on the Vengeance board slide to the right and reveal 1 new card.
  • 5, 6 - Hierarchy: the first player in the current Turn Order can decide to Gain 2 Supplies. In order to do so, they swap their Turn order position with the Purebred position. All the other positions remain unchanged.

Scenario #6: Purebred Vendetta

The Purebred are acting to stop Faction rioting, starting new operations against the Survivors to reestablish order in town!

Setup

  1. Reveal Objective [6] next to the Mission board.
  2. Set up the Map, as showed in the figure.
  3. Use the Vengeance Module (page 6).
  4. Use the C&A module (page 9), but only use the Alliance rules.

Scenario Rules

See the Vengeance Module. In this Scenario, players use the Vengeance Module, with slight differences. Factions are called in to foil all the Purebred operations to force them to discard all the Vengeance cards. During this Scenario, a player can suffer a Whistle-blow while resolving if they reach or exceed the indicated threshold - or - the player can choose to discard the Vengeance card instead of resolving it. The Whistle-blower player moves forward on the Vengeance track (with the resulting rewards), as usual.

Whistle-blow rules for the Purebred player remain unchanged.

Objective 6

The Purebred Faction gains 1 Supply for each opposing Faction that would be affected by the card placed on the Vengeance board.

Note: in a 2-player game, the Purebred gain 2 Supplies if the Vengeance card affected the opponent.

Final Scoring: obtain 1 Power Point for each red space you reach on the Vengeance track (up to 2).

Events

  • 1, 2 - Vendetta: the Purebred player chooses and resolves any Vengeance card as if the card were a Rank 1 card. The remaining cards slide to the right and reveal 1 new card.
  • 3, 4 - Roundup: the Purebred player chooses a Region where they have the Majority. Any opposing Faction that has 1 or more Units in that Region must remove a Scrapper from that Region or give 1 Resource (of their choice) to the Purebred player.
  • 5 - Funding: the Purebred player immediately Gains 1 Technology and 1 Energy Cell. All the other Factions Gain 1 Candy Boost.
  • 6 - Hierarchy: the first player in the current Turn Order can decide to Gain 2 Supplies. In order to do so, they swap their Turn order position with the Purebred position. All the other positions remain unchanged.

Scenario #7: The Lab

The assault on the Lab is the last chance for the Factions to stop the Purebred from controlling London! What secrets lie hidden within this Lab?

Setup

  1. Reveal Objective [7] next to the Mission board.
  2. Set up the Map, as showed in the figure.
  3. OPTIONAL - If you own The Citadel Expansion, you can place The Citadel 3D model on the Lab complex.
  4. Use the C&A module rules (page 9).

Scenario Rules

  • Use the C&A module rules (page 9).
  • The Central Region, in the Map center, is called the Lab complex. After playing an Action card, if a Faction has Majority in the Lab, the player can choose to Withdraw a Unit and perform instantly a Buy Action to buy a Card from 1 of the 3 Markets. The player ignores the Market requirements and if they Withdraw an additional Unit, then pays 1 Resource, of their choice, less. Withdrawn Units from the Lab are placed in a single Neutral Refuge. Each player can activate the Lab only once for each Action Phase.

Objective 7

Superior: at the end of your Second Action Phase, if you have Majority in the Lab, then you Gain 4 Supplies.

Final Scoring: if you control the Lab, then you Gain 1 Supply for each Market card you have (also flipped and in the Recycle Bin). The Purebred do count all their Market cards to complete this Objective.

Events

  • 1 - Contacts Network: all the Factions (except the Purebred player) can deploy 2 Scrappers from the reserve in a Region with a Neutral Refuge or their own Refuge. The Purebred get 1 Candy Boost.
  • 2 - Resources Network: all the Factions (except the Purebred player) get 1 Technology and 1 Energy Cell. The Purebred get 1 Candy Boost.
  • 3, 4 - Occupying: in Turn order, the player, who controls 2 or more Outposts of the same color can choose to remove 1. Place the Outpost token back in the box. The cube will stay on their Faction Pad. If the player removes an Outpost, they take a Market card, of the corresponding color, for free and ignoring all Market requirements.
  • 5, 6 - Funding: the Purebred player immediately Gains 1 Technology and 1 Energy Cell. All the other Factions Gain 1 Candy Boost.

Scenario Rewards

Rewards for who has the most Supplies at the Scenario end:

  • First: 4 Campaign Points
  • Second: 2 Campaign Points
  • Third: 1 Campaign Points
  • Fourth: 0 Campaign Points

End of the Campaign

If the Purebred wins the Campaign:

"We were taking a great risk. The Factions tried to defy the Law, because we allowed them to see a spark of hope for changing things. But from now on, the law will be tighter and punishments will be harshly applied to all who violate it!"

"There is still a lot of work in the Lab to accomplish if we wish to live through the White Death, and outbursts like these cannot be tolerated again!"

If a Survivor Faction wins the Campaign:

From the Lab, an underground tunnel runs for many meters until running into an impenetrable obstacle. The Iron door can only be opened with a retinal scan.

"Hey! Let's use a scientist's body!" They do and the door slowly opens... A pungent smell and a cloud of gases invades the room. "Let's go in before the door closes."

A gargantuan metal Construction, nestled within an icy cave, appears before the advancing Scrappers. It appears to be a ship hangar ... but buried underground? Suddenly, the Scrappers are surrounded by Agents who subdue them. "Damn Purebred Security guards! I hate them!"

"We knew something was hidden here, but a ship? Where is it from?"

The Citadel incursion has ended... But now, the consciousness of the Faction survivors is renewed in a new light! "We will fight on! For the awakening!"

Appendix

Glossary

  • Advantages: permanent power-ups that can be unlocked during the Campaign mode, page 10.
  • Agent: Units controlled by the Purebred. They are considered Scrappers for all the rules and effects that apply on Scrappers.
  • Alliance: a new rule used in the Campaign mode. The Alliance rule can also be used in a D.E.I. regular game. See Challenge & Alliance, page 9.
  • Bridge Segment: a different use of the Bridge in Scenario #2, page 12.
  • Campaign: a new game mode. The Campaign mode allows 2 to 4 players to play 7 linked Scenarios in sequence.
  • Campground: a specific Region defined in Scenario #3 and #4, page 14 and 15, of the Campaign mode.
  • Challenge: a new rule used in the Campaign mode. The Alliance rule can also be used in a D.E.I. regular game. See Challenge & Alliance, page 9.
  • Event: a new rule used in Campaign mode, page 10.
  • Feast: a different use for the Refuge, in Scenario #3, page 14, of the Campaign mode.
  • Lab: a specific Complex, composed of several Regions defined in Scenario #7, page 18, of the Campaign mode.
  • Power Points: points that players obtain to unlock Advantages for their own Faction during the Campaign mode.
Bounty Hunter
Threshold:
Vengeance:
- or -
  • Hideout – Threshold: if you have 2 or more Units in the same Region where a Refuge of yours is located. Vengeance: remove that Refuge - or - Lose 3 Supplies.
  • Infrastructures – Threshold: if you have 1 or more Units in the same Region where a Bridge or an Elevator of yours is located. Vengeance: remove that Construction - or - Lose 3 Supplies.
  • Technocrat – Threshold: if you play 2 or more Drone cards during the current Turn. Vengeance: discard 2 Resources of your choice - or - Lose 3 Supplies.
  • Ruin: a graphical element that divides the Thames into River Regions and marks a passage throughout the Thames shores.
  • Scenario: a specific game in the Campaign mode, page 10.
  • Thames: a new module used in the Campaign mode. The Thames module can also be used in a D.E.I. regular game, page 9.
    • Thames River Region: they cannot contain Units (including Drones).
    • Thames Districts: they depict the Thames River, included in this Expansion Set.
  • Whistle-blow: a new Action introduced in the Vengeance Mode. Whistle-blow allows players to resolve a Vengeance card, page 6.
  • Withdraw: relocate the Unit to a Neutral Refuge, page 6 and 18.
  • New Tokens
    • Barracks: a Construction used exclusively by the Purebred. It is used as a Refuge for this Faction, page 4.
    • Order: tokens used by the Purebred in a Regular D.E.I. game, page 4.
  • Vengeance Mode
    • Vengeance board: the board players use in Vengeance mode, pages 6-8.
    • Vengeance cards: the cards that must be resolved with the Whistle-blow Action, pages 6-8.
    • Vengeance track: the track used to move Faction tokens forward or backward after a Whistle-blow, pages 6-8.