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D.E.I.: Divide et Impera – Faith & Anarchy

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

D.E.I.: Divide et Impera – Faith & Anarchy Rulebook

Table of Contents

Table of Contents

  • Breachers
    • Using the Breachers
    • Lisa Vicious Skills
    • Skorpio Drone
    • Breachers Faction Skills
  • Cult of Crono
    • Using the Cult of Crono Cathedral Drone
    • Cathedral Drone
      • Cathedral Drone Rules
    • Balthasar Skills
    • Gift Cards
    • Cult of Crono Faction Skills
  • Equipment Market
    • Using the Equipment Market
    • Equipment Market Action Cards
  • Equipment Feat Tokens
  • New Missions
    • New Missions Setup
  • Cult of Crono Automa
    • Components and Setup
    • Playing with the Automa
    • Crono Request
    • Tiebreaker Tokens
    • Free Units
      • Majority Free Units
      • Minority Free Units
    • Automa Action Phase
    • Automa Actions
      • Buy
      • Collect
      • Movement

Breachers

The Breachers take their name from the hackers who, before the White Death, fought to expose the Achab Corporation's shady intentions. Many accuse them as the perpetrators of White Death, while a few fanatics admiringly join their cause. The Purebred seem to tolerate their acts of revolt perhaps because through White Death they themselves have ascended to power.

Components: Leader (1 cardboard + 1 model); Skorpio Drone (3 cards + 1 model + 1 Drone Token); Scrappers (15 models); Faction Cards (8); Hacking Tokens (12); Construction (9 tokens); Supply Token (1); Faction Tokens (7).

Using the Breachers

If you use this Faction, during Step 3 of the Setup, add the Skorpio Drone token to those available for the game, then determine the Region in which the Drone is to be placed at the beginning of the game using the Drone Tokens as usual.

The Breacher Faction must follow all the rules described in the core game as for any other Faction.

Lisa Vicious Skills

Lisa Vicious (Breachers)

  • Hacking: at the end of each of your Action Phases, if Lisa Vicious is in a Region with at least one Outpost, you may place 1 Hacking Token on an Outpost of your choice in that Region. Only 1 Hacking Token can be placed on each Outpost.
  • Each time you place a Hacking Token on an Outpost you immediately get 1 Supply.

Skorpio Drone

  • Skorpio - Hook-Drill: you can move Skorpio up to 2 Regions, then choose 2 different Actions among the following:
    • Kill
    • Build
    • Collect

Selected Actions are resolved in the Region where Skorpio ended the movement.

Breachers Faction Skills

  • Revolt against the System: when completing a Mission, you must choose a column in the Mission Board and complete both Missions in the chosen column.
  • The Faction Token must be placed on one of the two completed Missions.
  • For each of the two Missions you must always count the Supplies indicated at the bottom: Mission on a later Turn.
  • According to the base game rules, you cannot choose a column on the Mission board where you already have your own Faction Token.

Cult of Crono

The recommissioning of the Cathedral has drawn Crono cultists whose survival to the White Death was in doubt to the city. These worshippers seem to have come from another place and time. The cultists' words of hope manage to bring comfort to the less fortunate, but the protection offered demands loyalty to the Cult of Crono in return.

Components: Faction Cards (8); Supply Token (1); Faction Tokens (7); Leader (1 cardboard + 1 model); Constructions (9 tokens); Scrappers (15 models); Gift Cards (8); Cathedral Drone (3 cards + 1 3D model + 1 Drone token + 4 Altars + 1 White Cube).

Using the Cult of Crono Cathedral Drone

If you use this Faction, during Step 3 of the Setup, add the Cathedral Drone token to those available for the game, then determine the Region in which the Drone is to be placed at the beginning of the game using the Drone Tokens as usual.

The Cathedral Drone is represented by the 3D model and follows the Drone rules of the core game with variations described later in this chapter.

After the Cathedral Drone has been placed on the Game Map:

  • Place the Cathedral Cube on top of the 3D model of the Cathedral.
  • Place the 4 3D models of the Altars in the Ground Regions adjacent to the 3D model of the Cathedral.

The Cult of Crono Faction must follow all the rules described in the core game as for any other Faction.

Cathedral Drone

  • Cathedral - Time Travelers: place 3 Scrappers arranged according to your choice in one or more Regions where an Altar is located.
  • At the end of your Action Phase-3, before completing a Mission, you must remove 3 of your Scrappers from the Game Map for each card that activated the Cathedral Drone played in your Faction Pad.
  • Drone Cards with +1 and +2 values indicate that you can place those Scrappers 1 or 2 Regions away from Regions with an Altar, respectively.

Example: after playing the Cathedral Drone Card +1 the player places a total of 3 Scrappers. They choose to place 2 Scrappers in a Region adjacent to an Altar and 1 Scrapper in a Region where an Altar is located.

Cathedral Drone Rules

  • The Cathedral is considered a Drone that is located in the Roof Region of the District where it was placed during Setup.
  • That Region is inaccessible, any effect that allows moving, transiting or placing a game element in this Region must be ignored.
  • After this Drone has been placed during Setup it can never be moved. Any effect that indicates to move a Drone is ignored when applied to the Cathedral.
  • The 4 Ground Regions where the Altars are located are called Cathedral Grounds. The Faction that possesses the Majority in the Cathedral Grounds gains the Cathedral Cube. Toward this count, each Faction must add up all Majority values in the 4 Cathedral Grounds Regions.
  • The Cathedral Cube is considered to be a Cube of an Outpost of the color corresponding to the Feat in the Faction Pad near which it was placed. Once it has been placed it cannot be moved near another Feat unless the player loses the Majority in Cathedral Grounds. The Cathedral Cube must be counted toward the limit of 4 Outposts of the same color that can be controlled by a player.

Balthasar Skills

Balthasar (Cult of Crono)

  • Conversion: once per Action Phase, after you have resolved a Move Action with Balthasar or with a group of units that includes Balthasar, you can perform Kill on a Scrapper of an opposing Faction of your choice present in the Region where Balthasar is located. If you do this you must deploy 1 Scrapper in that Region.

Gift Cards

The Cult of Crono Gift Cards are shown with an effect (top half) and a requirement (bottom half). The Gift Cards are listed here with their printed text.

  • Gift 1 - Effect: perform Collect Collect Collect. Requirement: control 4 Outposts of any color.
  • Gift 2 - Effect: gain 2 Energy Cells. Requirement: you own at least 6 Technology.
  • Gift 3 - Effect: gain 4 Technology. Requirement: you own at least 4 Energy Cells.
  • Gift 4 - Effect: buy 1 card from the Black Market at a discount of any 2 resources. Requirement: you own 3 Outposts of different colors.
  • Gift 5 - Effect: perform Move Move Move. Requirement: you have the Majority in the Cathedral Grounds.
  • Gift 6 - Effect: place 2 Scrappers in any Ground Region. Requirement: in this Turn you bought (or otherwise gained) 2 cards from the same Market (Tactic, Logistic or Machinery).
  • Gift 7 - Effect: buy 1 card from a market (Tactic, Logistic or Machinery) at a discount of any 2 resources. Requirement: you control 3 Outposts of the same color.
  • Gift 8 - Effect: Place 1 Elevator and 1 Bridge in any one or more Regions. Requirement: you control 2 Outposts in one or more Roof Regions.

Cult of Crono Faction Skills

  • Gift from the Future: At the beginning of your Action Phase-1 of each Round you must draw 2 Gift Cards. Reveal one of these cards near your Faction Pad, put the other one back at the bottom of the Gift Card deck. The top half of the Gift Card indicates an immediate effect that must be resolved before playing Action Cards in your Action Phase-1, while the bottom half indicates a requirement that must be met.
  • At the end of Action Phase-3, before completing a Mission, check whether the requirement has been met. If so, remove this Gift Card from play. If, on the other hand, the requirement is not met you must place this Gift Card face down in the Recycle Bin of your Faction Pad; the negative value of Supplies will be considered in the Final Count.
  • In the Clean-up Phase of each Turn, shuffle the Gift Card Deck.
  • At the first Action Phase of Turn 1 you must first draw the two Gift Cards, perform the Initial Shuffle, and finally resolve the effect of the chosen Gift Card.

Equipment Market

This expansion adds a new Market to the 3 available in the core box: the Equipment Market is distinguished by the color purple.

Equipment Market Components: Equipment Market Board (1); Equipment Market Action Cards (8); Equipment Feats (6); Equipment Outposts (7); Purple Cubes (7).

Using the Equipment Market

If you use the Equipment Market in a game of D.E.I. - Divide et Impera, follow these directions during the Setup.

  • Step 6 of the Setup: choose by mutual agreement or randomly select one of the three basic markets (Tactic, Logistic, Machinery) and replace all components in that market with those in the Equipment Market.
  • Place Equipment Outposts (purple) following the normal rules.
  • Points 7, 8 and 9 of the Setup: perform these Setup steps using all of the materials in the Equipment Market instead of the replaced Market.

During the game, any reference to the market that was replaced applies instead to the new market.

NOTE: If you are using other Divide et Impera expansions, it is recommended that you do not introduce more than one new Market in place of those provided in the core game.

Equipment Market Action Cards

Equipment Market Action Cards can be purchased from their Market following the core game rules. Each of these cards is divided into two sections. The upper part indicates the Actions that are to be used by the Faction Leader, or by a group of units that includes the Leader, or in the Region where the Leader is located.

The lower part indicates the Equipment effect that provides a bonus valid for the duration of the current Turn, as long as that card is on its Faction Pad. The Equipment effect affects the Region or units that are with the Leader of your Faction.

NOTE: Copy Actions on Equipment Cards allow you to replicate the Actions of an Equipment Card, but not the Equipment effect.

  • Vending Machine - Effect: gain 2 Candy Boosts. Equipment: whenever you spend 1 Candy Boost to perform an Action that includes your Leader or in a Region with your Leader, you immediately gain 1 Candy Boost.
  • Accumulator - Effect: gain a Technology resource. Equipment: whenever you resolve Collect in the Region where your Leader is located you can consider this action as if it were a blue Collect.
  • Banner - Effect: resolve up to 2 Enlist in the Region where your Leader is located, even if there is no Refuge. Equipment: you have +2 Majority in the Region where your Leader is located.
  • Mines - Effect: resolve Build in the Region where your Leader is located. Equipment: you can resolve a Kill Action in the Region where both your Leader and one of your Constructions are located as if it were a Kill Action.
  • Metal Detector - Effect: resolve up to 2 Collect in the Region where your Leader is located. Equipment: whenever you resolve Collect in a Ground Region where your Leader is located you can take a Technology resource from the reserve, instead of from the Game Map.
  • Power Unit - Effect: convert up to 2 Technology into 2 Energy Cells. Equipment: whenever you gain a resource through a Collect Action in your Leader's Region you gain 1 Supply.
  • Plasma Claws - Effect: resolve Kill in the Region where your Leader is located. Equipment: whenever you resolve a Move Action which includes your Leader, you can consider this action as if it were a blue Move.
  • Shortwave Radio - Effect: resolve up to 2 Move with a group of one or more units that must include your Leader. Equipment: whenever you resolve Kill in a Region with your Leader you can consider it as if it were a red Kill. Translator's note: in the source's Equipment Market card text, the Vending Machine effect line is printed as "Effetto" and the Banner Equipment line is printed in Italian ("hai +2 Maggioranza nella Regione dove si trova il tuo Leader"). Both are translated to English here; the rules are unchanged.

Equipment Feat Tokens

  • Pret a Porter: You no longer have to comply with the Outpost control requirement to buy in the colored markets (Tactic, Logistic, Machinery).
  • Natural Talent: You can unlock your Feats at the end of any of your Action Phases in which you control 2 Outposts of the associated color, instead of only at the end of your Action Phase 2.
  • I Want You!: When you build a Refuge, you can resolve up to 2 Enlist in that Region.
  • Watchtowers: When you build an Elevator you can resolve up to 2 Kill in that Region.
  • Bridge Crane: When you build a Bridge you can resolve up to 2 Collect in the regions of that Bridge.
  • Opportunist: When you unlock this feat you gain 1 Supply for each Outpost you control.

New Missions

New Missions Setup

You can incorporate these four new Missions into any game of D.E.I. Divide et Impera. If you decide to do so, during preparation before solving Step 11 shuffle the Mission cards contained in this expansion together with those from the core game.

  • Roofs Control: Gain 4 Supplies for each Roof Supremacy, or 2 Supplies for each Roof Supremacy if the Mission is completed on a later Turn.
  • Logistics Market Incentive: You gain 3 Supplies per Logistic Market card, or 2 Supplies per Logistic Market card if the Mission is completed on a later Turn.
  • Military Market Incentive: You gain 3 Supplies per Tactic Market card, or 2 Supplies per Tactic Market card if the Mission is completed on a later Turn.
  • Infrastructure Market Incentive: You gain 3 Supplies for each Machinery Market card, or 2 Supplies for each Machinery Market card if the Mission is completed on a later Turn.

Market Belonging: Drone Cards found in these Markets (Tactic, Logistic, Machinery) do not count toward Incentive Missions. Only cards of the same color as the relevant Market count.

Translator's note: the Roofs Control card text is printed in Italian in the source ("Guadagni 4 Scorte per ogni Supremazia sui Tetti, o 2 Scorte per ogni Supremazia sui Tetti se la Missione è completata in Ritardo") and is translated here.

Cult of Crono Automa

Components and Setup

The Automa contained in this expansion always uses materials from the Cult of Crono Faction. Listed below are the exclusively used components of the Automa and the preparation changes from the base game.

  • A - Automa Cards (24)
  • B - Tiebreaker Tokens (7)
  • C - Request Tokens (3)
  • D - Automa Board (1)

Crono Automa Board Anatomy:

  • E. Automa Cards Slot: slot for placing the deck of Automa Cards.
  • F. Automa Resource reserve: Slot for placing the Resources obtained from the Automa.
  • G. Recycle Bin: Slot for placing the Market Cards purchased by the Automa.
  • H. Automa Action Slot (6 slots): An Automa Card must be placed in each of these slots after it has been resolved.
  • I. Crono Request Slots: Slot for placing the Request tokens.

When playing a game with an Automa player, make the following changes to the setup:

  • Step 1 of the Setup - Map of Old London: Set up the Game Map according to the number of players participating in the game, considering the Automa as a participating player.
    • Example: if you are playing a game with 3 human players and 1 Automa player follow the setup for 4 players.
  • Step 3 of Setup - Cathedral (J) and Drone Tokens (K): Determine the location of the Cathedral Drone through the Drone Tokens as usual.
  • Step 7 of the Setup - Outposts: use the Outposts and Markets (Tactic, Logistic, Machinery) included in the core game.
  • Step 9 of the Setup - Crono Request: Shuffle the 3 Crono Request Tokens face-down (L). Randomly place 1 face up Token in each of the Crono Request Slots.
    • NOTE: In the case of a solo game, it is not possible to draft Feats. The player gains 3 random Feats, 1 per color.
  • Step 13 of Setup - Token Supply (M): this token is used in the same way as the normal Factions supply tokens in the core game. Place the Token on tile 0 of the Supply Board.
  • Step 14 of the Setup - Automa Board: this board will be used throughout the game to manage the Automa materials. Place this board so that it can be reached by all players. Place 1 Technology and 1 Energy Cell in the Resource slot.
  • Step 16 of the Setup - Automa Cards: Shuffle the 24 Automa Cards to form a deck and place it in the dedicated slot on the Automa Board.
  • Step 19 of the Setup - Refuges of the Crono Cultists (N): Place the 3 Automa Refuges in different Ground Regions each containing a different colored Outpost. Use the Tokens to determine the location of each individual Outpost. Only 1 Refuge can be placed in each Region.

Playing with the Automa

Translator's note: the source prints this heading in Italian ("GIOCARE CON L'AUTOMA"); it is rendered here in English.

This mode allows you to add a virtual player to your D.E.I. games from 1 up to 5 human players.

The following paragraphs will explain in detail the rules for playing a game with the Automa. The first player in Priority order is in charge of operating the Automa game materials keeping the following guidelines in mind:

  • The Automa is always last in Priority order.
  • In the three Action Phases of each Round, the Automa performs Actions by revealing Automa Cards as indicated in the paragraph Automa Action Phase.
  • The Automa gains Supplies in the Automa Missions Phase and by buying Market Cards as indicated in the respective paragraphs.
  • At the end of the Action Phase-3 of the last game Turn, calculate the Automa's Supplies as indicated in the paragraph Automa Final Count.

Crono Request

Request Tokens represent the will of the deity Crono, which the Cult of Crono Faction will attempt to indulge in to gain more Supplies. Each Crono Request Slot shows a value (2, 1 and 0) called a Request Bonus.

A Request Token is placed in each of these slots, identifying either a Market or an Outpost color. Each time the Automa attempts to perform an Action according to the Crono Request (symbol) look first at the token placed in the leftmost Crono Request Slot to which the +2 bonus corresponds, the Automa attempts to perform the Action to fulfill the leftmost request if possible, otherwise look to the next few slots to the right.

  • Whenever the Automa gains a Control Cube it should be placed in an Available Square of the Required Token of the corresponding Outpost type.
  • Cathedral Cube: when the Automa gains the Cathedral Cube this must be placed in a leftmost Token Request slot with value +2.

Tiebreaker Tokens

At any time during the game if two or more choices are possible for the Automa, use Tokens to determine the outcome. Shuffle the face down tokens and associate a random token with each possible choice. Reveal the tokens and resolve the outcome in favor of the token with the greater value.

Free Units

To play a game with the Automa you will have to familiarize yourself with a new concept, Free Units, which will be used on several occasions.

Free Units are defined as a group of one or more Units of the Automa that can be moved to another Region without the Automa losing Majority in the starting Region in which 1 or more Resources, or 1 or more Outposts are located.

Whenever you are asked to identify Free Units you must first evaluate Majority Free Units and only then Minority Free Units, as described below.

Majority Free Units

Majority Free Units are those Units in a Region where the Automa has Majority that can move without the Automa losing Majority in that Region.

In addition, Units that are in a Region without Resources or Outposts are always considered Majority Free Units, even if the Automa does not actually have Majority in that Region.

Example - In Region A there are 6 Cult of Crono Scrappers and 3 Ravagers Scrappers. Since the Automa needs only 4 Scrappers to maintain the Majority in that Region, 2 of its Scrappers (bordered in red) are considered Free Units.

Tip: you can "visualize" the Majority Free Units by physically separating any groups of Units in the Regions to represent the Free Units on one side and the minimum Units to maintain the Majority.

Units can perform a Movement without the Automa losing Majority in that Region.

In addition, the 2 Scrappers that are in Region B are also considered Majority Free Units since there are no Outposts or Resources in that Region.

Minority Free Units

If no Majority Free Unit is identified then Units are considered to be Free Units if they are located in a Region where the Automa does not have Majority.

NOTE: Automa Units that are in a Region where there is a tie and neither the Automa nor another Faction has the Majority fall into this category.

Automa Action Phase

In each Action Phase the Automa performs a number of Actions. For each Action, reveal an Automa Card from the top of the deck and check in order from top to bottom which Action it can perform; you can always perform the last Action on each card.

When an Action is performed, place the Automa Card in the first Action Slot of the Automa, starting from the top left. Draw a new Automa Card, and so on until you reach the expected number of Actions for the current Turn.

Each Automa Action Phase ends after an expected number of Automa Cards from the current Turn have been revealed and resolved:

  • Turn 1: 3 Automa Cards
  • Turn 2: 4 Automa Cards
  • Turn 3: 5 Automa Cards
  • Turn 4: 6 Automa Cards

Tip: The Automa Action Slots (M) show the Turn in which they can be used to place Automa Actions, as a reminder for this sequence.

At the end of each Action Phase discard the revealed Automa Cards by forming a discard pile next to the Automa Card deck. If a new Automa Card is to be revealed but the deck is empty, shuffle the discarded Automa Cards to form a new deck.

For each type of Action, the Automa Card indicates a symbol that defines a "goal" for that Action. The possible actions of the Automa are:

  • Buy
  • Collect
  • Move
  • Enlist

Candy Boost: the Automa can neither gain nor use Candy Boost. Whenever an effect would allow the Automa to gain a Candy Boost that effect is ignored.

Automa Actions

Buy

With this Action the Automa will attempt to Buy a Card from one of the Markets in play and place it in the Recycle Bin slot of the Automa Tile.

To check if you can perform this Action, follow these steps:

1 - Market Choice. The symbol on the Automa Card indicates the Market from which to Buy the card:

  • Tactic symbol: Choose the Tactic Market
  • Logistic symbol: Choose the Logistic Market
  • Machinery symbol: Choose the Machinery Market
  • Crono Request: evaluate all Markets, one at a time, in the order from left to right indicated by the Require Tokens. If it cannot purchase from one Market it moves on to the next Market.

If it cannot buy any card in the chosen Market it then proceeds to check the next Market, in the case of buying according to the Crono Request, or this Action is not performed and it then proceeds to the next Action.

Other Markets: If you play a Market other than the 3 in the core box, consider its color as that of the replaced Market.

2 - Card Choice. Look at the leftmost revealed Market Card of the indicated Market.

If the Automa has the necessary Resources and Requirements to buy this Market Card, then it spends the relevant Resources and places it face down in the Recycle Bin of the Automa Board. The Action is considered performed.

If it cannot buy the leftmost card, then it tries to buy the middle card, and then the one to the right of the same Market. If the Automa cannot buy any card from the indicated Market, this Action is not performed and the next Action is then performed.

3 - Crono Request Bonus Supplies. Only if the Buy Action has been performed: the Automa gains Supplies equal to the Crono Request bonus corresponding to the Market from which it made the purchase.

Collect

With this Action, the Automa will attempt to collect a Resource of the indicated type. Observe the Regions in which the Automa has the Majority and which contain the indicated Resource.

Three situations can occur based on the number of Regions valid for this Action:

  • No Region: The Action is not performed and the next Action on the same Automa Card is verified.
  • One Region: The Automa collects the Resource indicated by the Action. The Action is considered performed.
  • More than one Region: The Automa collects the indicated Resource in the Region where there are the fewest. The Action is considered executed. In case of a tie between two or more Regions use the Tiebreaker token to determine the Region.

Movement

This Action allows the Automa to move its Units on the Game Map.

The Automa Card indicates to which destination the Automa will attempt to move the Free Units. Possible destinations can be:

  • Crono Request: evaluate all colors of Outposts, one at a time, in the order from left to right indicated by Crono Request. If it cannot move to an Outpost color it moves to the next color.
  • Tactic Outpost
  • Logistic Outpost
  • Machinery Outpost
  • Energy Cell Resource
  • Technology Resource

Check if there are Free Units that can enter a Region, with a single Move Action, in which the Automa does not yet have a Majority and which includes the destination indicated. Remember that the Automa for the purpose of movement follows the same Majority rules as a Faction controlled by a normal player, so it can only move if by entering it would form a Majority in the target Region.

Tip: you can "highlight" groups of Free Units eligible for movement by placing a covered Tiebreaker Token next to each group.

Therefore, different situations can occur:

  • No Free Units: The Action is not performed and the next Action on the same Automa Card is verified.
  • A single group of Free Units: That group of Units performs the movement to enter the indicated destination Region. The action is considered performed.
  • More than one group of Free Units: The movement will be performed by the largest group of Majority Free Units, or, if it cannot do so, by the smallest group of Minority Free Units.

Leader Balthasar: in the event that Leader Balthasar is in the Region of the Free Unit group performing the move, he must always be included among the units being moved.

Tip: if you have highlighted the groups of Free Units eligible for movement, now just flip these tokens over and check the tiebreaker.

More possible destinations: once the group of Free Units to be moved is defined, if there are two or more eligible destinations to which they can move, the Region containing the greatest number of Resources is chosen. In case of a tie use the Tiebreaker Token to determine the destination.

Constructions and Indirect Movement

Automa Units can use both Neutral and their own Faction's Elevators and Bridges, like any player.

An Indirect Movement is a movement to a Region (Roof or Ground) that would have been possible only through the presence of a Bridge or Elevator that is not currently present. If there are no Free Units (either Majority or Minority) that can move according to the indicated destination, consider whether the Automa can perform an Indirect Movement to the same destination. If it can do so, the Automa places the Construction required for the movement and performs the Move Action.

Whenever the Automa needs to place a Construction, but there are no more Construction Tokens in the Reserve, it then loses 1 Supply (if it has any) and performs that movement without placing the Construction, as if that Construction were present.

Indirect Movement Example - the Automa must move toward a Tactic Outpost. It has 3 Scrappers in a Ground Region with a Logistic Outpost. Another Faction has 2 Scrappers in the adjacent Region with Tactic Outpost. However, it must leave 1 Scrapper to keep the Majority where it is. In an adjacent Roof Region, but without an Elevator, there is a Tactic Outpost. Therefore, the automa places 1 Elevator and moves the 2 Free Units to the Tactic Outpost destination.

Crono Request Movement Example

Example: the Automa attempts to perform a movement to the Crono Request destination that indicates the Outposts in order: Tactic Outpost, Logistic Outpost and Machinery Outpost.

  1. Check if there are Free Units that can move into the Region of a Tactic Outpost. a. First look at the Majority Free Units, if there are none... b. Look at the Minority Free Units, if there are none... c. (Indirect Movement) Look at the Majority Free Units that could perform an Indirect Movement, if there are none... d. (Indirect Movement) Look at the Minority Free Units that could perform an Indirect Movement.
  2. Check if there are Free Units that can move into the Region of a Logistic Outpost. If there are none...
  3. Check if there are Free Units that can move into the Region of a Machinery Outpost. If there are none, verify the next Action.

Automa Enlist

This Action allows the Automa to deploy new Units on the Game Map.

The Automa Card indicates in which Region the enlistment is performed:

  • Leader (Balthasar - CONVERSION):
    • If Balthasar is a Free Unit, identify the Region where another Faction has Supremacy and 1 or more Units of the Automa are present. The Faction with Supremacy suffers a Kill Action in that Region, while the Automa places Balthasar and deploys 1 Scrapper in that Region. In the case of multiple possible Regions choose the one with fewer Units belonging to the Faction with Supremacy.
    • If Balthasar is not a Free Unit of the Automa, or if no Region can be chosen in this way, deploy 1 Scrapper in the Region where Balthasar is located.
  • Refuge: identify the Automa Refuge where it has the fewest Units and deploy 1 Scrapper in that Region. In case of a tie between two or more Refuges choose the Refuge from among them that is in the same Region as the first the Outpost indicated by the Crono Request, in order from left to right.
  • Drone (Cathedral - TIME TRAVELERS): Deploy 1 Scrapper in the Region with an Altar where the Automa has fewer Units.

Whenever the Automa needs to deploy one or more Scrappers, but there are no more Scrappers in the Reserve, the Automa chooses a Scrapper that is already on the Game Map taken from the Region with the most Free Units and places it in the indicated Region.

Automa Missions Phase

At the end of its Action Phase-3, the Automa gains Supplies based on the Outposts it controls. For each Control Cube it gains Supplies equal to the Request bonus corresponding to that cube.

Automa Clean-up Phase

Translator's note: the source prints this heading in Italian ("Fase di Pulizia Automa"); it is rendered here in English.

In the Clean-up Phase, update the position of the Request Tokens based on the number of Control Cubes placed on each token.

  • Place the token with the greatest number of Cubes on the Crono Request Slot with +2 bonus.
  • Place the token with the greatest number of Cubes after the previous one on the Crono Request Slot with +1 bonus.
  • Place the token with the lowest number of Cubes on the Crono Request Slot with +0 bonus.

In case of a tie between two tokens, reverse the order of the tokens involved from the previous Turn. Control Cubes remain placed on the corresponding Request Tokens.

NOTE: If the Automa does not control any Outposts of a color it is considered to control 0 Outposts of that color.

Automa Final Count

At the end of Action Phase-3 of Turn 4, the Automa performs the Final Count in the following way:

  • Gains 1 Supply for every 2 Technology Resources it has.
  • Gains 1 Supply for each Energy Cell Resource it has.
  • Gains the Supplies indicated by the Market Cards bought.

Automa Difficulty Level

You can adjust the difficulty level of the Automa to make it more or less challenging to deal with. In each Action Phase of the Turn, the Automa performs the number of Actions indicated according to the difficulty chosen:

  • Easy
    • Turn 1: 3 Automa Cards
    • Turn 2: 3 Automa Cards
    • Turn 3: 4 Automa Cards
    • Turn 4: 4 Automa Cards
  • Hard
    • Turn 1: 5 Automa Cards
    • Turn 2: 5 Automa Cards
    • Turn 3: 6 Automa Cards
    • Turn 4: 6 Automa Cards
  • Constructions and Indirect Movement
  • Crono Request Movement Example
  • Automa Enlist
  • Automa Missions Phase
  • Automa Clean-up Phase
  • Automa Final Count
  • Automa Difficulty Level
    • Only in the first Turn of the Automa: the Automa deploys its initial Leader and Scrappers as if it were a player in Priority order. Place Balthasar in the Neutral Refuge closest to the Cathedral, if necessary use Tiebreaker Tokens to determine an individual Region. If you are playing on a 3x3 Game Map place Balthasar in the one Neutral Refuge.