Last Aurora: Project Athena
Last Aurora: Project Athena Rulebook
Table of Contents
Table of Contents
Components
This expansion contains:
- 1 Gamma game board
- 20 Exploration cards (with I, II or III on the back)
- 2 Object cards
- 6 Enemy cards
- 6 Loot cards
- 3 Scan cards (Event cards)
- 5 Automated Turret tokens
- 10 Nuclear Battery tokens
- 4 Detection tokens
Expansion Features
Nuclear Batteries
A Nuclear Battery is a new type of resource. Nuclear Battery tokens are double-sided, and each side represents one of the two battery states.
Charged Battery. If you need to spend a Charged Battery, discard 1 Charged Battery token from your Convoy.
Half-Discharged Battery. If you need to spend a Half-Discharged Battery, you may either discard 1 Half-Discharged Battery token, or flip 1 Charged Battery token over.
Caution! You cannot spend 2 Half-Discharged Batteries instead of 1 Charged Battery (or turn 2 Half-Discharged Batteries into 1 Charged Battery).
Note: a Charged Battery and a Half-Discharged Battery are different resources of the same type. This means, for example, that you cannot exchange a Half-Discharged Battery for a Charged Battery with a trader (because that is not a resource of another type).
Energy Weapons
New equipment and some devices are equipped with energy weapons.
Energy weapons work like ordinary weapons, but to fire them you need Charged Battery tokens instead of Ammo tokens.
Note: because energy weapons do not use Ammo tokens, the Object card "Incendiary Ammunition" does not apply to them.
Detection Level Track
The Detection Level Track shows how strongly the players are drawing the attention of Athena.
When a player receives a red eye symbol, he must move his Detection token up one space on the track (if possible). When a player receives a green eye symbol, he must move his Detection token down one space (if possible).
The Detection level affects many aspects of the game (for example, the damage a player receives from some enemies).
Automated Turrets
Automated Turrets are a new type of danger that players will face in their pursuit of the Aurora.
Each Automated Turret guards a specific perimeter on the game board. A turret's perimeter works on the same principles as the region for enemies: when a player's Convoy is inside the perimeter, the player may both damage the turret and receive damage from it (depending on his Detection level).
Androids
While exploring the southern lands, you may encounter a new type of survivor: androids.
Android cards differ from ordinary survivors in the following ways:
a. to feed an android you need not a Food token but a Half-Discharged Battery token;
b. Object cards have no effect on an android (for example: "MRE", "Decontamination IV Bag", "Hazmat Suit", "Antifreeze Capsules", and so on);
c. Contamination affects an android in the same way as it affects ordinary survivors.
Locations with Weapons
Some locations are equipped with stationary weapons. When you choose the Gather Resources action in a location with weapons, then before or after carrying out the card's action, you may spend one Ammo token to fire the indicated weapon at a turret whose perimeter you are inside, or at an enemy in the same region as you (but not at enemies in the Exploration Zone).
This attack is resolved by the normal rules, except that you cannot use survivor abilities or Object properties that only apply during the Fire Weapons step.
If the result of this attack (on the Outcome card) is a jam, place a Damage counter on the weapon you fired. From then on this weapon is unavailable until the end of the game; it cannot be repaired.
Setup
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Lay out the Gamma game board.
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Place the Automated Turret tokens on the matching spaces of the game board (the numbers on the spaces and on the tokens must match).
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Shuffle the 10 Special Waypoint counters (with the alpha symbol on the back) and place them at random, face up, on the matching route spaces.
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Place the Avalanche counters on the matching spaces of the game board.
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Place the Aurora token beside the route space marked with the number 1.
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Shuffle the Outcome deck and place it near the game board.
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Build the Exploration deck as follows. a. Take the Exploration cards numbered I, II and III on the back from the base game and return to the box those you will not need:
- all cards with the orange cross symbol;
- all 6 Enemy cards with the red wolf symbol. b. Divide the remaining base Exploration cards into three stacks by Time Period (the I, II or III on the back). From the expansion, add to each stack the matching Enemy cards (with the blue brain symbol) and the matching Scan card. Set the resulting stacks aside. c. Take all expansion cards with the blue cross symbol in the corner and divide them into three stacks by Time Period (I, II or III on the back). Shuffle each stack separately and, depending on the number of players in the game, leave in each stack the number of cards shown in the table below.
Players I II III
Note: if you reveal an Event card, immediately resolve its effect, then discard that card and reveal the next one.
Note: the Russian print marks the start cards with the letter that corresponds to the S marking on the base game cards.
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Each player chooses a colour and takes the Detection token of that colour. Place these tokens in the bottom row of the Detection Level Track, each in its own space. As in the normal game, each player also receives:
- the round wooden Convoy token (place it on the first route space on the left part of the game board);
- a player board;
- a Turn Order counter;
- a Fame counter (place it on the Fame Track on his player board, on the zero space without stars);
- two Target counters (place them on the matching spaces of his player board);
- the two Start Survivor cards of his colour (place them in his Active Zone, to the right of his player board);
- 1 Start Truck card and 1 Start Trailer card of his colour (place them in his Convoy zone, to the right of his player board).
In addition, each player takes 2 Survivor tokens, 1 Food token, 1 Fuel token and 1 Ammo token. These tokens are placed on his Convoy according to the Placement Rules.
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Starting from the leftmost space, place the Turn Order counters on the Turn Order track at random, one per space.
Playing the Game
The game proceeds according to the normal rules, with the changes described below.
Phase 1: Exploration - New Bonus Actions
New bonus actions have appeared in the Exploration Zone slots.
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Slot 1: Remove 1 Damage token from your Convoy, OR remove 1 Contamination counter from a survivor card involved in this action, OR spend 1 Fuel token to move your Convoy immediately forward 1 or 2 spaces along the game board.
This movement is resolved immediately, during the Exploration phase, as part of the action. You cannot use abilities and Object properties that apply only during the Movement phase (for example, the Co-Pilot's ability). You can, however, use abilities that apply during the Exploration phase. For example, if a Hermit is involved in the action, he allows you to ignore Contamination if you pass through a contaminated Special Waypoint or a contaminated road.
You must consider, gain and use all effects shown on the game board (for example, the effects of Special Waypoints, Contamination, and the track symbol shown on the board), as you would during ordinary movement.
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Slot 2: Remove up to 2 Contamination counters in total from one or more survivor cards involved in this action, OR gain 1 Charged Battery and add 1 Damage token to your Convoy.
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Slot 3: Remove 1 or 2 Damage tokens from your Convoy, OR move your Detection token down one space (if possible) and add 1 Damage token to your Convoy.
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Slot 4: Gain 1 Food token and add 1 Damage token to your Convoy, OR spend 1 Half-Discharged Battery to gain 1 Ammo token, OR gain 1 Fuel token and lose 1 Fame Point.
Note: if your Fame counter is already at -1 Fame Point, you can still gain the Fuel token by adding 1 Damage token to your Convoy.
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Slot 5: Gain 1 Fuel token and place 1 Contamination counter on a survivor card involved in this action, OR spend 1 Half-Discharged Battery to gain 1 Fuel token and move your Detection token up one space (if possible).
Phase 1: Exploration - Additional Turn Order Update
At the end of the Exploration phase you must update the Turn Order track. The player whose Convoy is leading (on the main road) moves his Turn Order counter to the rightmost position; the player whose Convoy is second moves to the next position, and so on. If a player's Convoy is on a shortcut, its position is determined as if it were on the nearest vertically aligned space on the main road. In case of a tie, the player on the main road is considered to be ahead.
Example 1: Additional Turn Order update. Andrey (red), Denis (green), Katya (yellow) and Sveta (blue) must update the Turn Order. To do this, they must first determine their positions relative to one another. Since Katya and Sveta are on shortcuts, first find the vertically aligned positions for their Convoys on the main road. Sveta (blue) is first, followed by Denis (green). Andrey (red) and Katya (yellow) share one position, but since Andrey is on the main road, he is ahead of Katya.
Phase 3: Movement
At the end of the Movement phase you must update the Turn Order track once more.
Note: when the Gamma board is used, there are two Turn Order updates in each round (the first at the end of the Exploration phase, the second at the end of the Movement phase).
Fixed Special Waypoints
Fixed Special Waypoints work like ordinary Special Waypoints, but their effect remains available to all players who end their movement on them.
Phase 4: Fire Weapons
Ambush
After the enemy ambushes have been resolved, the automated turrets open fire on all Convoys located inside their perimeters.
The number of damage a Convoy receives is determined by the symbol on the left side of the Detection Level Track, in the row where your Detection token is. For example, if your Detection token is in the bottom row, the automated turrets deal no damage to your Convoy. During each turret attack, reveal 1 Outcome card: the red area on the back of the card on top of the Outcome deck shows the part of the Convoy in which the players receiving damage must distribute it.
Note: automated turrets attack every round during the Ambush step, even if no enemy ambushes were resolved during that round.
Example 2: Automated turret fire. An automated turret attacks Denis (green) and Katya (yellow), dealing them 2 and 1 damage respectively (as shown on the Detection Level Track). They reveal an Outcome card and see that on the back of the top card of the Outcome deck the red area shows that this damage must be distributed across the second column of their Convoys.
Convoys Fire
During your turn you may attack a turret if your Convoy token is inside its perimeter. To carry out such an attack:
- Choose one undamaged weapon in your Convoy that has not yet been used to attack in this step.
- Discard 1 Ammo token from your Convoy (or a Charged Battery token, if you chose an energy weapon).
- Flip the top card of the Outcome deck and find the result of the attack. There are three possible outcomes:
- Hit: if the damage inflicted is greater than or equal to the turret's Defense value, you destroy the turret. Otherwise the turret receives no damage.
- Jam: the weapon used in the attack is damaged; immediately place a Damage token on the Cargo box of that weapon.
- Miss: the shot inflicts no damage.
If you destroy a turret, immediately place its token on your player board and gain the resource shown in the turret's space.
Fame Points for destroying turrets are not awarded immediately, but at the end of the game (1 Fame Point for each turret).
During this step you may also attack enemies in your region by the normal rules.
Example 3: Firing at an automated turret. Denis (green) spends 1 Ammo token to attack a turret with his weapon. He reveals an Outcome card and finds that the attack inflicts 2 damage. Since this matches the turret's Defense value (2), the turret is destroyed. Denis places the turret token on his player board and immediately receives 1 Half-Discharged Battery (as shown in the turret's space on the game board).
Enemies Fire
This step is resolved by the normal rules. Automated turrets do not attack during this step.
End of the Game
In addition to the Fame Points gained by the normal rules, each player also receives:
- 1 Fame Point for each automated turret he destroyed;
- 1 or 2 Fame Points if his Detection token is in the first or second row of the Detection Level Track, respectively.
Example 4: Counting Fame Points. Sveta counts her Fame Points. She receives:
- 2 Fame Points for the position of her token on the game board;
- 2 Fame Points for the position on the Fame Track;
- 2 Fame Points for 2 unused Object cards;
- 1 Fame Point for the left part of the central "Athena" block in her Convoy. In addition, she spends a Half-Discharged Battery from her Convoy to gain 1 more Fame Point from this device;
- 2 Fame Points for the 2 automated turrets she destroyed;
- 1 Fame Point for her position on the Detection Level Track;
- since no one has reached the Aurora, Sveta receives 3 additional Fame Points for having 3 undamaged Convoy cards.
In total she receives 14 Fame Points.
Appendix: Enemy Cards
I – AFN-1.2 Scout (Ambush). Each player in the region must either add 1 Damage token to one of the indicated cards of his Convoy, or move his Detection token up one space.
II – AFN-3.0 Assault Trooper (Ambush). Each player in the region must either add 1 Damage token to one of the indicated cards of his Convoy, or move his Detection token up one space.
III – Reaper (Ambush). Each player in the region must either discard 1 Charged Battery, or add 2 Damage tokens to the top row of cards in his Convoy and move his Detection token up one space (if possible).
IV – Athena's Followers (Ambush). The player in the region who has the highest Detection level (or each such player, if there are several) must place 1 Contamination counter on 1 of his own survivors.
V – Athena's Wings (Ambush). Each Convoy in the region receives damage in the top row, depending on the Detection level of that Convoy (as shown on the Detection Level Track).
VI – Athena's Armor Suit (Ambush). Each player in the region adds 2 Damage tokens to the left column of cards in his Convoy.
Appendix: Loot Cards
Hacked Guard. This is an android survivor. A player who has a Hacked Guard in his Active Zone gains 1 Fame Point each time he destroys an automated turret.
"Right" and "Left Part of the Central Athena Block" devices. Each of these devices has a special Cargo box that provides 1 Fame Point at the end of the game if it is undamaged. Each device also has two special Cargo boxes; each of them provides 1 Fame Point at the end of the game if it is undamaged and if the player spends 1 Half-Discharged Battery from his Convoy.
Thermonuclear Turret device. This device consists of a cannon with rating 4, an energy cannon with rating 4, and a special Cargo box that provides 1 Fame Point at the end of the game if it is undamaged and if the player spends 1 Half-Discharged Battery from his Convoy.
Full-Metal Bagpiper device. This device has a special Cargo box that provides 1 Fame Point at the end of the game if it is undamaged and if the player spends 1 Half-Discharged Battery from his Convoy.
Nuclear Truck. This truck has a special power box: during the Movement phase you may spend any number of Fuel tokens and/or Charged Battery tokens to add 1 movement point for each token spent (you must still spend 1 Fuel token to start moving). When you receive this card, you may replace your current truck with it.
Appendix: Survivor Cards
Android Mimic. If you have an Android Mimic in your Active Zone, then once per round you may spend 1 Half-Discharged Battery to copy 1 ability of a survivor in an opponent's Rest Zone.
Cyborg. A Cyborg counts as both an android and a human. Object card effects apply to it, and you may feed it any combination of Food and Half-Discharged Batteries.
If there is a Cyborg in your Active Zone during the Fire Weapons phase, ignore the jam symbol on the Outcome card.
Hacker. During the Rest phase, the Hacker allows you to spend 1 Half-Discharged Battery to move your Detection token down one space (if possible).
Appendix: Object Cards
Grenade. Allows you to deal 2 damage to an enemy in your region, or to an automated turret whose perimeter you are inside. If an enemy is chosen as the target, you gain 1 Fame Point and place your Target counter on its card, as in a normal attack.
After the attack, reveal an Outcome card: if the row for a weapon with the rating shown on the card is a jam, add 1 damage to the bottom row of your Convoy.
Mobile Jammer. Allows you to choose one of two options:
- move your Detection token down one space (if possible);
- spend 1 Half-Discharged Battery to move your Detection token down two spaces (if possible).
Appendix: Encounter Cards
Scrap Collector. When you encounter the Scrap Collector, you may choose one of the following:
- discard the Scrap Collector card and spend 1 Half-Discharged Battery to gain 1 Object card and move your Detection token down one space (if possible);
- discard the Scrap Collector card to gain 1 Charged Battery, lose 1 Fame Point, and upgrade your Convoy by taking a Truck, Trailer or Device card from the discard pile.
Note: you cannot take Convoy cards of an opponent's colour from the discard pile.
Appendix: Event Cards
Level 3 Scan. Each player must move his Detection token up one space for each Half-Discharged Battery and/or Charged Battery in his Convoy. Then move the Aurora forward the number of spaces shown in the right column of the Detection Level Track opposite the token of the player with the highest Detection level.
Example 5: Level 3 Scan. Because of the Level 3 Scan effect, the Aurora must move forward. The highest Detection level belongs to Sveta and Denis. The number in the right column opposite their Detection tokens is 2, so the Aurora moves forward 2 spaces and reaches the space marked with the green number 5.
Appendix: Icon Reference
- Charged Battery: a Nuclear Battery token showing the charged side.
- Half-Discharged Battery: a Nuclear Battery token showing the half-discharged side.
- Red eye: move your Detection token up one space (if possible).
- Green eye: move your Detection token down one space (if possible).
- Blue brain: Enemy clan.
- Blue cross in the corner: Additional card. A limited number of cards with this symbol are used in the game.
- Orange cross (setup): base game Exploration card not used in this expansion's setup.
- Red wolf (setup): base game Enemy and Loot card not used in this expansion's setup.
- Jam: the weapon used in the attack is damaged; place a Damage token on the weapon's Cargo box.
Convoy cells with a special effect:
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End-of-round cell (remove Contamination): at the end of the round, you may spend 1 Half-Discharged Battery to remove 1 Contamination counter from one of your survivor cards.
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End-of-round cell (produce Charged Battery): this cell produces 1 Charged Battery token at the end of each round. Place this token on any other Cargo box.
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Rest phase cell: during the Rest phase, you may spend 1 Half-Discharged Battery to remove up to 2 Damage tokens from your Convoy (or fewer).
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Movement phase cell: before starting your movement, you may spend 1 Half-Discharged Battery to gain all resources from the Special Waypoints (including fixed ones) that you will pass during the upcoming movement.
Note: this effect does not apply to Special Waypoints with Contamination.