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Restart your Future

Restart your Future Rulebook

Table of Contents

Table of Contents

  • Components
  • Preparation
  • Setup
    • Player Setup
    • Pandemia Setup
  • Gameplay
    • Your Turn
    • Mind Fields
    • Start of Your First Turn
    • Character Cards
    • The End of Your Turn
    • Crystals During Your Turn
    • Placing Crystals on Your Mind Board
  • Focus
    • Study Event Action
    • Improving Mind Fields
  • Perception
    • Move Action
    • Play Event (Adult) Action
    • Play Event (Child) Action
    • Place Event Action
    • Playing an Event Card on the Spacetime Grid
    • Complete a Mission Action
    • Using a Void Token
  • Intelligence
    • Plan A / Plan B Action
    • Pandemia: Plan A Action (Virus Track)
    • Pandemia Tracks
    • Pandemia: Plan B Action (Cure Track)
    • Pandemia Crystal Effects
    • Bury Event Action
    • Deep Bury Event Action
  • Memory
    • Gain Time / Event Action
    • Gain Time Action
    • Gain Event Action
    • Gain Adrenaline Action
    • Gain Void Token Action
    • Complete an Objective Card
    • Discarding a Mission Card or Objective Card
  • Time Fault
  • Final Scoring
  • Let Fate Decide
  • Variant: Side Effects Module
  • Variant: Season Mode
  • Solo Play
  • Iconography
  • Dystopias Overview
  • Anomie Dystopia
    • Anomie Setup
    • Anomie: Plan A Action
    • Anomie: Plan B Action
    • Anomie Tracks
    • Anomie Crystal Effects
    • Anomie: Maneuver Action
    • Anomie: Support Action
    • Anomie: Breakout Action
    • Anomie Final Scoring
    • Solo Anomie Dystopia
  • Extinction Dystopia
    • Extinction Setup
    • Chromosome Sets and Sequences
    • Extinction: Plan A Action
    • Extinction: Plan B Action
    • Extinction Mission Points
    • Extinction Crystal Effects
    • Your Freezer
    • Moving Chromosome Cards
    • Taking from the Chromosome Display
    • Extinction Final Scoring
    • Solo Extinction Dystopia
  • Oceanrise Dystopia
    • Oceanrise Setup
    • Oceanrise Gameplay
    • Oceanrise Objective Actions
    • Oceanrise Contribution Track
    • Oceanrise Mission Points
    • Oceanrise Final Scoring
    • Solo Oceanrise Dystopia

Components

  • 1 Main Board
  • 108 Event cards
  • 12 Objective cards
  • 54 Mission cards (22 Easy, 17 Medium, & 15 Hard)
  • 4 Mind boards
  • 4 Card holders
  • 4 Character cards
  • 4 Adult figures & 4 Child figures (1 Adult and 1 Child figure matching each Character card)
  • 8 Figure bases (2 per player color)
  • 4 Action tokens (1 per player color)
  • 4 Player Aid sheets
  • 42 Time tokens
  • 12 Void tokens
  • 48 Fragment crystals
  • 60 Adrenaline crystals
  • 1 Scoring pad (used at the end of the game)

Pandemia Dystopia (recommended for your first game)

  • 1 Fate card (not required during the game)
  • 1 Pandemia board
  • 6 Pandemia dice
  • 4 Pandemia / Anomie side boards (double sided)
  • 20 Progress markers (5 in each player color; 2 per player are used for the Pandemia dystopia)

Side Effects Module (not recommended for your first game)

  • 8 Side Effect cards
  • 4 Shadow tokens (1 in each player color)

A detailed list of solo components can be found in the Solo Rulebook.

Dystopias Components (Season Mode, not recommended for your first game)

  • 4 Season sheets

The printed component list also shows several spaces marked "Reserved for possible stretch goal."

Preparation

When opening the box for the first time. The printed guide, headed "Chain Board Assembly Guide", is a picture sequence, reproduced here as steps:

  1. Unstick the first four stickers and stick them to the corresponding places indicated by the symbol.
  2. Fold carefully to stick the first part of the board together.
  3. Flip the folded board over.
  4. Unstick the remaining four stickers and stick them to the corresponding places indicated by the symbol.
  5. Fold carefully the last part of the board together.
  6. Stick the black stickers on the top of the back side of the board.

Your Chain board is ready for your missions. Enjoy your time travels!

The sticker positions and fold diagrams are pictures in the printed rulebook; consult the printed guide for placement.

Setup

  1. Place the Main board in the middle of the table with the side for your player count face up (2-players / 3- or 4-players).

  2. Shuffle the Event cards to form the Event deck. a. Place one Event card face up in each of the 12 Event card slots on the Main board to create a 3 row, 4 column grid. This is the Spacetime grid. Leave space below each row as figures will be placed there during the game. (2-player game: Instead, place 9 cards to create a 3 row, 3 column Spacetime grid.) b. Place the rest of the Event deck face down near the Spacetime grid. Be sure to leave some space near it for a discard pile. c. Place 3 Event cards from the top of the Event deck face up next to the deck. These are the Upcoming Event cards.

  3. Shuffle the Objective cards and place one face up in each of the Objective card slots on the Main board (4 cards in a 3- or 4-player game, 3 cards in a 2-player game). Return the remaining Objective cards to the box.

  4. Split the Mission cards into 3 decks according to the number of dots on the back of the cards (1, 2, or 3) and shuffle each deck separately. a. Take 2 easy (1 dot) Mission cards per player from the top of the easy Mission deck and place them to one side for now, face down. They will be dealt to players later in the setup. b. Build a single deck of Mission cards according to the number of players as shown in the table below. Return the remaining Mission cards to the box.

    Number of players2p3p4p
    Number of easy Mission cards (1 dot)6912
    Number of medium Mission cards (2 dots)4

Player Setup

Each player chooses a color and takes the following:

  1. 1 Mind board.
  2. 1 Character card: Shuffle the Character cards and deal each player 1 of them face up. Return the remaining Character cards to the box. Place your Character card to the left of your Mind board.
  3. The Adult figure and Child figure matching your Character card.
  4. 2 Figure bases in your color: Attach 1 to the base of each of your figures.
  5. 1 Action token in your color.
  6. 1 card holder.
  7. 2 easy Mission cards: Deal 2 easy Mission cards face down to each player from those that were set aside earlier. Place your Mission cards in your card holder so that you can see the front of them, but no other player can.
  8. 7 Event cards: Deal each player 7 cards from the Event deck face down. Players should look at their own cards, but keep them secret from other players.
  9. 7 Time tokens, 1 Void token, and 6 Adrenaline crystals. These form your personal supply.
  10. 1 Player Aid card.

Pandemia Setup

  1. Place the Pandemia board on the table.
  2. Place the six Pandemia dice in the middle of the Pandemia board.
  3. Each player takes: a. 1 Pandemia side board: Place the board directly below your Mind board, Pandemia side up. b. 2 Progress markers of your color.

Each player's Pandemia side board holds the crystal effect table for the Pandemia dystopia (see Intelligence below). For the other dystopias, follow the setup in the Dystopias sections at the end of this file.

Gameplay

Your Turn

The player who most recently checked the time is the start player. That player takes the first turn of the game, followed by the player to their left, and so on. This continues until the end of the game is triggered (this may mean some players have one more turn than others).

Placing Figures in the Spacetime Grid

The Spacetime grid consists of 12 spaces (9 in a 2-player game). Each space contains an Event card and an area below it to place Adult and Child figures. The top row of the Spacetime grid represents the future, the middle row represents the present, and the bottom row represents the past.

Once a certain number of Mission cards remain in the Mission display there is a time fault where the game is put on hold. During a time fault, the Mission display is refilled and players recall their time travellers. The time fault is explained in detail under Time Fault below.

Gaining and Spending Resources

There are four types of resources: Time tokens, Void tokens, Fragment crystals, and Adrenaline crystals.

When you gain one or more resources, take them from the general supply. Place Time tokens, Void tokens, and Adrenaline crystals in your personal supply. Fragment crystals must immediately be placed on a track on your Mind board and remain there permanently; they may never be in your personal supply.

When you spend Time tokens, Void tokens, and Adrenaline crystals take them from your personal supply and place them in the general supply. All resources are considered unlimited. If the general supply runs out, use a suitable substitute.

Placing Adult Figures in Objective Spaces

Each Objective space contains an Objective card and an area below it to place an Adult figure. If you want to complete an Objective card, your Adult figure must be in the same space as the card.

Mind Fields

The four Mind fields and their main uses are:

  • Focus: Play an Event card to improve a Mind field on your Mind board.
  • Perception: Complete Missions.
  • Intelligence: Acquire new Mission cards by completing your chosen dystopia's objectives.
  • Memory: Collect resources.

On your first turn of the game, place your Action marker onto one of your four Mind fields: "Focus" (your Character card), or "Perception", "Intelligence", or "Memory" on your Mind board. You may then perform the actions of that field in any order.

On subsequent turns, you must move your Action marker to a different Mind field; you cannot select the same Mind field on two consecutive turns. You may then perform the actions of that field in any order.

Strategy tip: While taking and completing Mission cards is the core goal of the game, it is also important to manage your resources and improve your Mind board, so do not neglect those actions.

Start of Your First Turn

At the start of your first turn of the game, you must perform the following two setup steps:

  • If your Adult figure is in an Objective space and you meet the conditions on the Objective card in that space, you may complete it. See Complete an Objective Card under Memory. You may complete more than one Objective card in the same turn if you are able.
  • If all 3 Upcoming Event cards are the same color, you may discard them all and refill them by placing 3 Event cards face up from the top of the Event deck. You may only do this once on each of your turns.

Then, before your first action:

  1. Optionally, return any number of Event cards from your starting hand face down to the bottom of the Event deck in any order and draw the same number of Event cards from the top of the deck.
  2. Place your Child figure in a space on the bottom row of the Spacetime grid (the past). You may choose any space, even one that already contains one or more other player's figures.

Character Cards

As well as being the location of your Focus, your Character card also has a special ability which you may use on your turn.

The End of Your Turn

If there are fewer than 3 Upcoming Event cards, refill them back to 3 cards by placing cards face up from the top of the Event deck.

Crystals During Your Turn

On your turn, before or after an action (but not while performing an action), you may do any of the following:

  • Choose a track on your Mind board and place an Adrenaline crystal from your personal supply in the lowest empty space on that track. You may do this as many times as you like on your turn.
  • Discard any Adrenaline crystals on the tracks on your Mind board to the general supply. Immediately move any Fragment crystals that were above them downwards to fill all empty spaces.

Placing Crystals on Your Mind Board

Each field on your Mind board has a track to the left of the card space where Fragment crystals and Adrenaline crystals may be placed (from bottom to top).

  • Fragment crystals (blue): When you get a Fragment crystal you must immediately choose a track on your Mind board with at least one empty space and place the crystal in the lowest empty space on that track. Once placed, it may not be moved to another track.
  • Adrenaline crystals (red): During your turn you may choose a track and place an Adrenaline crystal from your personal supply in the lowest empty space on that track. You may do this as many times as you like before or after other actions. However, you may not place an Adrenaline crystal while performing another action.

Strategy tip: Remember, at the end of the game, each Adrenaline crystal you still have in your personal supply scores 1 Prosperity point, so use them wisely.

Placing crystals on your Mind board may also gain you additional actions and effects according to your chosen dystopia. For the Pandemia dystopia, see Intelligence below. For other dystopias, see the Dystopias sections at the end of this file.

Focus

When you place your Action marker on your Focus (your Character card) you may perform the Study Event action. You may forego this action if you wish.

Study Event Action

Play an Event card from your hand face up on the Mind field indicated in the bottom left corner of the Event card. If there are already 1 or more Event cards on the Mind field, you must place the new card on top.

Event cards placed face up on your Mind board are known as Studied Event cards.

  • Note: If you have a lot of Studied Event cards in the same Mind field, feel free to move all but the most recent of them to a pile at the side of your play area to make playing the game more manageable. Do not forget to score them at the end of the game!

At the end of the game, if you have Fragment crystals that reach or pass one or more Prosperity point icons on an Event card in the same Mind field, you will score those Prosperity points.

Improving Mind Fields

By playing an Event card on a Mind field you can improve that field, potentially providing you with more actions and Prosperity points.

  • If you have multiple Event cards on the same Mind field, you may only use the actions on the topmost card. However, at the end of the game all of the cards on the Mind field will score their Prosperity points according to the Fragment crystals you have there.
  • On later turns, if you place your Action marker on a Mind field containing an Event card and the crystals on the Mind field's track reach or pass one or more action icons on the card, you may perform those actions in addition to the other actions that Mind field normally provides.
  • You may even perform one of these additional actions if its icon is reached during your turn and you have chosen to perform actions of the matching Mind field this turn.

Strategy tip: Playing an Event card on a Mind field can change your options mid-game, giving you the edge you need to win. However, timing is important! Playing a card too late may prevent you from gaining its maximum benefit, while playing it too early may result in losing access to an important action provided by a previous Event card.

The printed Event card diagram labels its parts as: Name, Mind Field (bottom left corner), Actions (white background), Prosperity Points (gold background), and Flavor Text.

Perception

When you place your Action marker on your Perception you may perform the Move, Play Event (Adult), and Complete a Mission actions. If you have previously improved your Perception, you may be able to perform the Move and Play Event (Adult) action more than once and you may also be able to perform the Play Event (Child) action.

You may perform your actions in any order and you may forego any you do not wish to perform.

Move Action

Place your Adult figure in any space in the Spacetime grid or in any Objective space. In either case, the chosen space must not have your Child figure or another player's Adult figure in it.

OR

Place your Child figure in any space on the same age (row) in the Spacetime grid as it is already on, as long as your Adult figure is not in that space.

Play Event (Adult) Action

Play an Event card from your hand to the space on the Spacetime grid where your Adult figure is. If your Adult figure is in an Objective space, you may not perform this action.

Then, you may choose to gain the benefit indicated on the Event card you played.

Play Event (Child) Action

Play an Event card from your hand to the space on the Spacetime grid where your Child figure is. Then, you may choose to gain the benefit indicated on the Event card you played.

Place Event Action

Place an Event card from your hand to any space on the Spacetime grid. Follow the rules for playing an Event card on the Spacetime grid, but do not gain the card's benefit.

Rules tip: It is helpful to explain to new players that the Event cards on the Spacetime grid cannot be moved or used in any way. Players only need to consider the colors of the cards in order to create their Mission patterns.

Note: This action may not be performed by placing your Action marker on your Perception (there is no card with this action on its left hand side). It is included here as it is one of the benefits that appears on Event cards with the Perception icon.

Playing an Event Card on the Spacetime Grid

Place your Event card face up on top of the card that was already in the appropriate space of the Spacetime grid.

Playing an Event card on top of another card on the Spacetime grid changes the color pattern of the Spacetime grid, which helps you complete your Mission cards. Each of the four colors represents a different aspect of humanity: food (green), energy (yellow), technology (blue), and society (purple).

Playing an Event card on the Spacetime grid also gains you the one-time benefit depicted in the middle section of the card you played.

Some cards only gain you a benefit, while others gain you a larger benefit and all other players a smaller benefit. Some benefits allow you to (once) spend something to gain something else.

You may choose not to gain a benefit. If you choose not to gain a benefit that would also allow other players to gain a benefit, they do not gain the benefit either.

See the Iconography section at the end of this file for a full description of Event card benefits.

Complete a Mission Action

If the Spacetime grid contains the pattern shown on one of the Mission cards in your card holder, you may complete that Mission card. You may use one or more Void tokens to help you create the required pattern (see Using a Void Token). Mission patterns may only be created in the orientation shown on the card.

To complete a Mission card:

  1. Place the Mission card face up next to your Mind board.
  2. Spend the number of Time tokens indicated on the Mission card. If you do not have enough Time tokens, you cannot complete the Mission card.
  3. Gain a Fragment crystal and immediately place it on a track on your Mind board.

Strategy tip: Easy difficulty cards require a color pattern of 3 cards and cost 2 Time tokens. Medium difficulty cards require a color pattern of 4 cards and cost 3 Time tokens. Hard difficulty cards require a color pattern of 5 cards and cost 5 Time tokens. Completing a Mission card gains you a Fragment crystal and 4, 7, or 13 Prosperity points (for easy, medium, and hard difficulties).

The printed Mission card diagram labels its parts as: Prosperity Points, Fragment Cost, and the color pattern to be matched.

Using a Void Token

In order to create the pattern shown on a Mission card, you may use one or more Void tokens from your personal supply.

To use a Void token, place it on an Event card in the Spacetime grid and choose a color. The Event card is considered to be the chosen color for the purposes of matching the pattern on the Mission card you wish to complete.

Once you have completed the Mission card, return the used Void tokens to the general supply.

Example: Paul wants to complete one of his Mission cards, but the colors of the cards in the Spacetime grid do not match.

  1. He places a Void token on a purple card and chooses to temporarily change its colour to blue. He can now find the pattern in the grid that his Mission card requires (a blue card with another blue card directly below it and a green card directly below that).
  2. He spends 2 Time tokens as indicated on the Mission card.
  3. He gains a Fragment crystal which he must immediately place on a track on his Mind board.
  4. He has previously played an Event card to improve his Perception: Comet Exploitation. If he places the Fragment crystal on his Perception track, the Move action shown on the card will be reached.
  5. As he is currently performing Perception actions, this will allow him to perform an additional Move action this turn.

The printed example includes a diagram of the Spacetime grid, which is not reproduced here.

Intelligence

When you place your Action marker on your Intelligence you may perform either the Plan A or the Plan B action.

If you have previously improved your Intelligence, you may be able to perform an additional Plan A action or Plan B action, and you may also be able to perform the Bury Event action.

You may perform your actions in any order and you may forego any you do not wish to perform.

Plan A / Plan B Action

The Plan A and Plan B actions are specific to the dystopia you are playing. If you are not playing the Pandemia dystopia, refer to the Dystopias sections at the end of this file for instructions on how these actions work in your chosen dystopia.

Pandemia: Plan A Action (Virus Track)

Roll the six Pandemia dice. Each yellow virus side counts as +1 movement and each green cure side counts as -1 movement. If you roll the star side it counts as either 0 or +2 movement, depending on the number of crystals on your Intelligence track (See Pandemia Crystal Effects).

Sum your movement total. If your total is greater than zero, move your Progress marker that number of spaces forward on the Virus track. If your total is less than or equal to zero, move your Progress marker just one space forward on the Virus track.

If you do not yet have a Progress marker on the track, moving onto the first space uses 1 of your movement.

Having 1 or more crystals on the tracks on your Mind board gains you additional effects when rolling the Pandemia dice as indicated on your Pandemia side board (see Pandemia Crystal Effects).

Pandemia Dice: Each Pandemia die has three yellow Virus sides, two green Cure sides, and one Cure / Virus side.

In the Pandemia dystopia you use the Plan A action to move one of your Progress markers along the Virus track, and the Plan B action to move your other Progress marker along the Cure track.

Dice face key: Virus side = +1; Cure side = -1; Star side = 0 or +2 (See Pandemia Crystal Effects).

Pandemia Tracks

There are two Pandemia tracks on the Pandemia board: the longer Virus track around the outside of the board and the shorter Cure track.

Your Progress marker may share a space with any number of other player's Progress markers. Once a Progress marker reaches the last space on a track, it cannot be advanced any further. You may only have one Progress marker on each track.

Stages: Each track is divided into eight stages. At the end of the game, for each track, the player whose Progress marker is furthest along the track (in the case of a tie, all tied players) gains Prosperity points according to the stage their Progress marker is on. However, if the same player's Progress marker is furthest (or tied for furthest) along both tracks, they only score the stage their Progress marker is on with the higher amount of Prosperity points.

Milestones: There are Milestones on each track. At the end of the game, you gain Prosperity points based on the highest value milestone each of your Progress markers has reached or passed on their respective track.

Mission Points: Whenever you reach or pass a Mission point, you must take a new Mission card and any Adrenaline crystals on top of it from the Mission display. Place this Mission card in your card holder and the Adrenaline crystals in your personal supply. If you already have three cards in your card holder, you must either discard the Mission card or one of the cards in your card holder face down next to your Mind board (See Discarding a Mission card or Objective card under Memory).

Strategy tip: You might have noticed that, at some point, the stage points on the stages start to decrease instead of increase. This is intentional, to encourage players to divide their progress between both tracks instead of focusing on just one.

Pandemia: Plan B Action (Cure Track)

As with the Plan A action, roll the six Pandemia dice, but this time each green cure side counts as +1 movement and each yellow virus side counts as -1 movement. As before, if you roll the star side it counts as either 0 or +2 movement, depending on the number of crystals on your Intelligence track (See Pandemia Crystal Effects).

Use your movement total to move your Progress marker in the same way as the Plan A action, but this time you are moving your Progress marker on the Cure track.

Pandemia Crystal Effects

Having 1 or more crystals on the tracks on your Mind board gains you additional effects when rolling the Pandemia dice as indicated on your Pandemia side board.

  • 1 or more crystals on your Perception track: Before you roll the Pandemia dice you may set up to a certain number of the dice to either the cure or the virus side (but not the star side). You then roll the remaining dice.
  • 1 or more crystals on your Intelligence track: After you roll the Pandemia dice (and have performed any rerolls due to crystals on your Memory track), you may count up to a certain number of dice showing the star side as being worth +2 instead of 0.
  • 1 or more crystals on your Memory track: After you roll the Pandemia dice, you may choose up to a certain number of the dice and reroll them once.

The table shows the maximum number of dice you may set, the maximum number of star sides you may count as +2 movement, and the maximum number of dice you may reroll according to the number of crystals you have in the corresponding field. These values are also indicated on your Pandemia side board.

Number of Crystals012-34-56
Perception (the maximum number of dice you may set)01234
Intelligence (the maximum number of dice showing the star side you may count as +2 movement)01234
Memory (the maximum number of dice you may reroll)01234

Remember: You may only place an Adrenaline crystal before or after an action, not while performing another action, so you cannot roll the Pandemia dice and then decide to place an Adrenaline crystal before resolving the result of your roll.

Example: Jen is performing a Plan A action and has one crystal in each track on her Mind board.

  1. She chooses to set one Pandemia die to the virus side.
  2. She rolls the remaining five dice.
  3. She rerolls one die showing the cure side.
  4. She chooses to count one of the two dice showing the star side as +2 movement instead of 0.
  5. She has a total movement of 4 and so moves her Progress marker 4 spaces forward on the Virus track.

Calculation shown in the printed example: 1 + 1 + 1 + 2 + 0 + (-1) = 4.

Bury Event Action

Play an Event card from your hand face up underneath the Mind field indicated in the bottom left corner of the Event card. Other players may not look at this card during the game. At the end of the game, if you have Fragment crystals in the same Mind field that reach or pass one or more Prosperity point icons on the Event card, you will score those Prosperity points.

Event cards placed face up underneath your Mind board are known as Buried Event cards.

Deep Bury Event Action

Play an Event card from your hand face down underneath the Mind field indicated in the bottom left corner of the Event card. Other players may not look at this card during the game. At the end of the game the card will score you 2 Prosperity points.

Event cards placed face down underneath your Mind board are known as Deep Buried Event cards.

Note: This action may not be performed by placing your Action marker on your Intelligence (there is no card with this action on its left hand side). It is included here as it is one of the benefits that appears on Event cards with the Intelligence icon.

Note: If you have a lot of Buried or Deep Buried Event cards underneath your Mind board, feel free to move them to a pile at the side of your play area to make playing the game more manageable. Be careful not to flip them over or get them mixed up with your Studied Event cards, and do not forget to score them at the end of the game!

Memory

When you place your Action marker on your Memory you may perform the Gain Time / Event action twice. If you have previously improved your Memory, you may also be able to perform the Gain Time, Gain Event, and Gain Adrenaline actions. You may perform your actions in any order and you may forego any you do not wish to perform.

Alternatively, instead of performing all of your Memory actions you may perform a Gain Void token action.

Strategy tip: Keep in mind that Void tokens are a powerful resource as they can be used to temporarily change the color of a card in the Spacetime grid to help you create a Mission pattern.

Gain Time / Event Action

Gain a Time token or draw an Event card, either from the Event deck or the three Upcoming Event cards.

Gain Time Action

Gain a Time token.

Gain Event Action

Draw an Event card, either from the Event deck or the three Upcoming Event cards.

Gain Adrenaline Action

Gain an Adrenaline crystal.

Gain Void Token Action

Gain a Void token.

Complete an Objective Card

If your Adult figure is in an Objective space and you meet the conditions on the Objective card in the same space, you may complete it.

To complete an Objective card:

  1. Take the Objective card and place it in your card holder.
  2. If you already have three cards in your card holder, you must either discard the Objective card or one of the cards in your card holder face down next to your Mind board.

Strategy tip: Completing Objective cards gains you Prosperity points and denies those same points to your opponents. Therefore, it is wise to complete them before your opponents can. However, each one takes up a space in your card holder that you could instead be using to hold a Mission card.

Discarding a Mission Card or Objective Card

Your card holder is limited to holding a maximum of three cards (uncompleted Mission cards and completed Objective cards).

If you take a new Mission card or complete an Objective card when you already have three cards in your holder, you must either discard the new card or one of the cards in your card holder.

Place the discarded card face down next to your Mind board. At the end of the game, you will lose points for each Mission card you have discarded, and you will not score for any Objective cards you have discarded.

Time Fault

If, after you have had your turn, the number of Mission cards remaining in the Mission display is equal to or fewer than the number of players (for example, 4 or fewer Mission cards in a 4-player game), a time fault is triggered.

If this is the third time fault to be triggered (the Child figures are on the top row of the Spacetime grid), the game ends immediately. Do not resolve the time fault. Instead, proceed to Final Scoring.

When a time fault is triggered do the following:

  1. Each player: Take your Adult figure back.
  2. Each player: Gain a Fragment crystal, and immediately place it on a track on your Mind board.
  3. Each player: Move your Child figure one space up on the Spacetime grid (from the past age to the present age in the first time fault, and from the present age to the future age in the second time fault).
  4. On each Mission card remaining in the Mission display, place a number of Adrenaline crystals according to the card's difficulty: 1 crystal if easy, 2 if medium, and 3 if hard.
  5. Refill the Mission display by placing Mission cards from the top of the Mission deck face down until the number of Mission cards in the display is equal to the number of players multiplied by 3 (6 cards for 2 players, 9 cards for 3 players, 12 cards for 4 players).
  6. Discard all Upcoming Event cards and then place 3 Event cards from the top of the Event deck face up next to the deck as the new Upcoming Event cards.

Then the time fault ends and the game continues with the next player to the left taking their turn.

When the third time fault is triggered, the game ends immediately without resolving the time fault. The game also ends immediately on the rare occurrence that the Event deck is depleted.

Final Scoring

For the Pandemia dystopia. Taking a Scoring sheet, write the dystopia and the players' names in the top sections, and score each of the categories for each player as follows:

Plan A (Virus track) and Plan B (Cure track) scoring. For each track:

  • Gain the points shown on the highest Milestone your Progress marker has reached or passed.
  • Additionally, the player whose Progress marker is furthest along the track (in the case of a tie, all tied players) gains Prosperity points according to the stage their Progress marker is on. However, if the same player's Progress marker is furthest (or tied for furthest) along both tracks, they only score the stage with the higher amount of Prosperity points.

Mission cards:

  • Score the Prosperity points shown on each of the face-up Mission cards next to your Mind board (four, seven, and thirteen points for easy, medium and hard Mission cards, respectively).
  • Lose Prosperity points for each face-down Mission card next to your Mind board: lose one point for each easy difficulty Mission card, lose two points for each medium difficulty Mission card, and lose three points for each hard difficulty Mission card.
  • Uncompleted Mission cards in your card holder neither gain or lose you points.

Example: Jack has completed 4 easy Mission cards (16 points) and 2 medium Mission cards (14 points) and has 1 discarded hard Mission card (-3 points) for a total of 27 Prosperity points for his Mission cards.

Completed Objective cards:

  • Score the Prosperity points shown on each of the Objective cards in your card holder (three, four or five points).
  • Discarded Objective cards do not score.

Event cards on and underneath your Mind board:

  • For each of the Mind fields on your Mind board, score all the Prosperity points on Studied Event cards (face-up Event cards on the Mind field) and Buried Event cards (face-up Event cards underneath the Mind field), where the Prosperity point icon is reached or passed by the Fragment crystals on the field's track. You may find it easier to take all of the face-up Event cards for that Mind field and place them in the card slot one by one, seeing which Prosperity point icons score, and adding up the total as you go.
  • Additionally, score two Prosperity points for each Deep Buried Event card (face-down Event cards underneath your Mind board).

Adrenaline crystals:

  • One point for each Adrenaline crystal in your personal supply.

Dystopia scoring: In addition, each player also gains Prosperity points according to your chosen dystopia (see the Dystopias sections at the end of this file).

Example: Jack completed one Objective card worth 4 Prosperity points. One of the Event cards on his Mind board scores 2 points and one of the face-up (Buried) Event cards underneath his Mind board scores 3 points. He also has one face-down (Deep Buried) Event card underneath his Mind board which scores 2 points for a total of 9 Prosperity points for his Event cards. He has 7 Adrenaline crystals in his personal supply, so scores 7 Prosperity points for them. He scores 18 points for the highest milestone he has reached or passed on the Virus track plus another 5 points from the stage he is on for being tied in first place for a total of 23 Prosperity points for Plan A. He reached the first milestone on the Cure track so scores 7 Prosperity points for Plan B.

The printed example's scoring sheet totals for Jack are: Mission cards 27, Objective 4, Event cards 9, Adrenaline 7, Plan A 23, Plan B 7, total 77.

Winner: The player with the most Prosperity points is the winner and the one who saves their future world. If there is a tie, the player that completed the most Mission cards wins the tie. If there is still a tie, the player with the most points from their completed Mission cards wins the tie. If there is still a tie, then spacetime is telling you to buckle up and…

Let Fate Decide

For your next game, let fate decide what danger humanity will face. The Event cards at the top of each pile on the Spacetime grid have an impact weight. Check the Fate card to see what future your time travel journey has created: Cards in the past (bottom row) weigh 1, cards in the present (middle row) weigh 2 and cards in the future (top row) weigh 3. Add up the total weight of each color and the color with the highest total will determine the dystopia for your next game. In case of a tie, the winner chooses one of the tied dystopias. However, you may always skip time continuity and choose the dystopia that best suits your playing style.

  • If blue has the highest total, play Pandemia.
  • If yellow has the highest total, play Anomie.
  • If green has the highest total, play Extinction.
  • If purple has the highest total, play Oceanrise.

Variant: Side Effects Module

To spice up your game, you can choose to add one of these side effects to your next game, or even add several for a more challenging game. (Not recommended for your first game.)

  • SHADOW: At the beginning of each time fault, place your Shadow token on the space where your Child figure is. From then on you may use a move action to move your Shadow token instead of one of your figures. You may move it to any space on the Spacetime grid that does not contain your Adult or Child figure. You may never place your Adult or Child figure in the space where your Shadow token is.
  • STUCK WITH IT: When placing an Event card on a Mind field, you may only choose a Mind field without an Event card on it.
  • CONTINUITY: You may not move your Child figure (except for moving it directly up one space during a time fault).
  • BLIGHT: You may not place a Fragment crystal on the topmost space of any Mind field track.
  • INEVITABLE: You may not discard and refill the 3 Upcoming Event cards when they are the same color.
  • HIDE AND SICK: You may only place Adrenaline crystals on one of your Mind fields in each turn.
  • JET LAG: You may not choose to gain a Void token instead of performing your Memory actions.
  • OBSESSION: You may only Bury and Deep Bury Event cards underneath one of your Mind fields.

If you decide to add one or more Side Effects to your game, during setup take the corresponding Side Effect cards and place them near the Spacetime grid as a reminder that they are active.

Fatigue: After you have played each episode and calculated your total Prosperity points, check to see if you have reached or passed a Fatigue threshold. These thresholds are at 78, 165, 255 and 350 total Prosperity points. If at least one player has reached or passed a threshold that has not yet been reached, then a Side Effect must be applied from the next episode onwards. The player with the lowest total Prosperity points for the Season draws two random Side Effect cards and must choose one (if tied for lowest points, choose a tied player randomly). All players write down the name of the Side Effect next to the appropriate threshold space on their Season sheet. In each subsequent episode of this season, for each Fatigue threshold you have reached or passed, you must follow the rules of the corresponding Side Effect card. If you have not yet reached a particular Fatigue threshold, you may ignore the corresponding Side Effect card.

Variant: Season Mode

This mode allows you to compete in a miniseries of five consecutive games (episodes). To play Season mode you must also use the Side Effects module.

Episode I

Start setting up the game as usual, but after creating the Spacetime grid, take the Fate card, add up the total weight of all four Event card colors to see which dystopia you will play (see Let Fate Decide). In the case of a tie, decide on a start player, then the player to the right of the start player chooses one of the tied dystopias.

Before you start playing episode 1, each player takes a Season sheet to keep track of their score. Write down your name and the Character you are playing on your sheet.

Play the game following the standard rules. After the final scoring, in the first column (I) of your Season sheet record the following:

  1. The dystopia you played.
  2. The episode title (optional): You may create a fun title for the episode you just played.
  3. The Prosperity points you scored and your total Prosperity points for the season (after episode 1, this total will be the same as the Prosperity points you scored in your first game).
  4. Any additional notes you wish to make about your game.
  5. The 3-digit number on the topmost Event card in each pile on the Spacetime grid (the Spacetime grid will be set up using these cards in your next game).
  6. The 3-digit number on each Mission card in your card holder (you will get them back in your next game).

Episodes II to V

Set up the game as normal except for the following:

  • Spacetime grid: Create the Spacetime grid using the Event cards you recorded after the previous episode and in the same configuration.
  • Mission cards: Before creating the Mission display, take any Mission cards you had remaining in your card holder after the previous episode and place them back in your card holder. You do not need to set aside any easy Mission cards before creating the Mission display as you will not gain any new Mission cards during setup.
  • Character: You must play the same Character in each episode.
  • Start player: The start player is the player with the lowest total Prosperity points. In the case of a tie, choose one of the tied players randomly.

Choosing Dystopias: Rather than following the rules above to determine the dystopia you play in each episode, you may instead choose the five dystopias you will play at the beginning of the Season, or decide on each dystopia you will play at the start of each episode.

The Season Finale: At the end of the fifth game, the Season comes to a finale. The player with the most total Prosperity points wins and is declared the Season's ultimate protagonist. And if that's not you, good luck in Season 2!

Solo Play

The printed rulebook directs solo players to the separate Solo Rulebook, which was not available for this transcription. The rules printed in the main rulebook and the Dystopias draft that relate to solo play are given below. The solo opponent "Chaos" is set up and played according to the Solo Rulebook; the sections below cover only the Chaos behaviour printed in the Dystopias draft.

Solo Season: You can also play a Solo Season mode following the same rules. Chaos doesn't need a Season sheet, just write down its Prosperity points for each game and its total Prosperity points for the Season in the notes section on your own sheet.

Iconography

Event Card Benefits

  • Icon of several figures: Other players gain the benefit indicated to the right of this icon (you gain the benefit to its left).
  • Black arrow: Spend the resources or discard the Event cards to the left of the arrow to gain the benefit to the right of the arrow.
  • If neither of the above icons are shown, you gain the benefit on the card.

Focus Actions (see Focus, page 8)

  • Study Event icon: Perform a Study Event action.

Perception Actions (see Perception)

  • Move icon: Perform a Move action.
  • Play Event (Adult) icon: Perform a Play Event (Adult) action.
  • Complete a Mission icon: Perform a Complete a Mission action.
  • Play Event (Child) icon: Perform a Play Event (Child) action.
  • Place Event icon: Perform a Place Event action.

Intelligence Actions (see Intelligence)

  • Plan A icon (A): Perform a Plan A action.
  • Plan B icon (B): Perform a Plan B action.
  • Bury Event icon: Perform a Bury Event action.
  • Deep Bury Event icon: Perform a Deep Bury Event action.

Resources, Cards, and Memory Actions (see Memory)

  • If the icon is shown to the left of an arrow, you must spend the resource. Otherwise, you gain the resource.
  • Time token: A Time token.
  • Void token: A Void token.
  • Fragment crystal: A Fragment crystal.
  • Adrenaline crystal: An Adrenaline crystal.
  • Event card: An Event card. When you gain an Event card, draw it either from the Event deck or the three Upcoming Event cards.
  • Time token / Event card: Gain a Time token or an Event card.
  • Mission card icon: Take a Mission card (and any Adrenaline crystals on top of it) from the Mission display.

Dystopias Overview

Transcribed from the "DYSTOPIAS RULEBOOK draft version 0.6" (companion to the main rulebook, official English draft). The printed Dystopias rulebook begins with a comparison chart rating each dystopia for Luck, Strategy, Complexity and Duration; those ratings are shown as graphics and are not reproduced here.

Restart features four different dystopias. In your first game, you probably battled a deadly pandemic virus in Pandemia. The other three are Anomie, a world without laws or order; Extinction, a horror world in which humans can no longer reproduce; and Oceanrise, a world where the ice has melted and the seas have covered all land.

Although each dystopia has its own mechanisms, Restart manages to implement them all smoothly, keeping the core mechanism of playing cards on the grid and your board. The only things that change are the actions Plan A and Plan B in the Intelligence field. These actions represent the different actions taken according to the objective of each dystopia.

In each game of Restart you must choose exactly one of these dystopias to play with. The main rulebook explains the rules for the main game and the Pandemia dystopia; the sections below give the rules for Anomie, Extinction and Oceanrise.

Dystopia Components (printed in the Dystopias rulebook)

Anomie Dystopia

  • 1 Anomie board
  • 4 Pandemia / Anomie side boards (double sided)
  • 8 Senator tokens (2 in each player color)
  • 20 Progress markers (5 in each player color)

Extinction Dystopia

  • 4 Extinction / Oceanrise side boards (double sided)
  • 96 Chromosome cards
  • 4 Extinction Aid cards

Oceanrise Dystopia

  • 1 Land Map pad (20 Map sheets)
  • 4 Extinction / Oceanrise side boards (double sided) (this entry is printed twice in the component list)

Solo Extinction / Oceanrise Dystopia

  • 1 Extinction / Oceanrise Solo Aid card (double sided)

Anomie Dystopia

Anomie is a dystopia that the more strategic players may prefer.

In the Anomie Dystopia you use the Plan A and Plan B actions to move your Senator tokens on the Anomie board in order to advance along the Anomie tracks (Law, Health, Culture, Education, and Economy).

Anomie Setup

  1. Place the Anomie board below the Mission cards display.
  2. Each player takes: a. 1 Anomie side board: Place the board directly below your Mind board, Anomie side up. b. 5 Progress markers of your color. c. 2 Senator tokens of your color. Place one of your Senator tokens on the Anomie board in the middle of the 3 spaces of your color. Place your other Senator token on the space of your color to the right of your first Senator token.

Anomie board spaces

  • Empty space: A space without a Senator token on it and which is not a Veto space.
  • Veto space: Senator tokens may not move onto a Veto space.
  • The Law space: The Law space (the Law track).
  • The Bill spaces: The Bill spaces (the Health, Culture, Education and Economy Bill tracks).

Anomie: Plan A Action

Choose ONE of the following:

  1. Move one of your Senator tokens that is alone on a space to an orthogonally adjacent empty space on the Anomie board. If it lands on the Law space, move your Progress marker forward one space on the Law track.
  2. Only if you have 2 or more crystals on your Memory track: Perform a Support action.
  3. Only if your Senator token is under 1 or more other Senator tokens: Perform a Breakout action.

Anomie: Plan B Action

Choose ONE of the following:

  1. Move one of your Senator tokens that is alone on a space to an orthogonally adjacent empty space. If it lands on a Bill space, move your Progress marker forward one space on the corresponding Bill track.
  2. Only if you have 2 or more crystals on your Memory track: Perform a Support action.
  3. Only if your Senator token is under 1 or more other Senator tokens: Perform a Breakout action.

Anomie Tracks

There are five Anomie tracks: one long Law track and four identical short Bill tracks (Health, Culture, Education, Economy).

Your progress on each track is marked with one of your Progress markers. If you need to move a Progress marker on a track that does not yet have one of your Progress markers on it, moving onto the first space uses 1 of your movement.

Once your Progress marker reaches the last space on a track, it cannot advance any further.

Your Progress markers may share a space with any number of other player's Progress markers. A player may only have one Progress marker on each track.

Mission Points (Anomie): Whenever you reach or pass a Mission point on a track, you must take a new Mission card and any Adrenaline crystals on top of it from the Mission display. Place this Mission card in your card holder and the Adrenaline crystals in your personal supply. If you already have three cards in your card holder, you must either discard the Mission card or one of the cards in your card holder face down next to your Mind board (See Discarding a Mission card or Objective card in the main rulebook).

Anomie Crystal Effects

Having 1 or more crystals on the tracks of your Mind board gains you additional effects when performing a Plan A or Plan B action.

  • Landing on a Bill space while performing a Plan A action does not move any of your Progress markers on the Bill tracks. Landing on the Law space when performing a Plan B action does not move your Progress marker on the Law track. This is true whether you are moving or maneuvering your Senator token.
  • Similarly, you are not permitted to land on a Bill space when performing the Support action via a Plan A action, and you are not permitted to land on the Law space when performing the Support action via a Plan B action.

1 or more crystals on your Perception track: When performing a Plan A action, if your Senator token lands on the Law space, you may move your Progress by more than one space on the Law track. When performing a Plan B action, if your Senator token lands on a Bill space, you may move an additional Progress marker forward one space. These effects apply whether you are moving, maneuvering, or performing a Support action with your Senator token.

The table below shows, for Plan A, the number of spaces your Progress marker moves on the Law track, and for Plan B, which additional Progress marker moves (counted by the crystals on your Perception track):

Number of CrystalsPlan A Action: spaces you advance on the Law trackPlan B Action: the extra Bill track that you advance
01(none)
12(none)
22(none)
33The opposite Bill track (Health and Education are opposite, Culture and Economy are opposite)
43The opposite Bill track (Health and Education are opposite, Culture and Economy are opposite)
53The opposite Bill track (Health and Education are opposite, Culture and Economy are opposite)
64Any other Bill track

1 or more crystals on your Intelligence track: Whenever you are about to perform a Plan A or Plan B action with a Senator token, immediately before that action you may perform a Maneuver action with that Senator token.

2 or more crystals on your Memory track: When performing a Plan A or Plan B action, you may choose to perform a Support action.

Anomie: Maneuver Action

  • You may maneuver a Senator token that is on its own in a space or at the top of a stack. It must be the Senator token with which you are about to perform a Plan A or Plan B action.
  • The Senator token is maneuvered through one or more non-empty spaces to an empty space:
    • The spaces may be horizontal or vertical, but they must all be in the same direction (the empty space you maneuver your Senator token to must be in either the same row or column it started the maneuver in).
    • Your maneuver may not pass through empty spaces; your Senator token must end the maneuver on the first empty space it encounters.
  • The table below shows the maximum number of non-empty spaces your maneuver may pass through according to the number of crystals on your Intelligence track. It must always pass through at least one non-empty space.
Number of Crystals (Intelligence track)Senator token and/or veto spaces you may maneuver through
1-2-31
4-52
63
  • You gain the benefit of the space your Senator token ends the maneuver in, just as you would for a Plan A or Plan B action:
    • a. If you are performing the maneuver due to a Plan A action and your Senator token ends the maneuver on the Law space, move your Progress marker forward one or more spaces on the Law track according to the number of crystals on your Perception track, just as you would for a Plan A action.
    • b. If you are performing the maneuver due to a Plan B action and your Senator token ends the maneuver on a Bill space, move your Progress marker forward one space on the corresponding Bill track and then, if you have 3 or more crystals on your Perception track, on an appropriate additional Bill track, just as you would for a Plan B action.

Example: Red has chosen to perform a Plan A action as they want to advance their Progress marker on the Law track. They have 1 crystal on their Intelligence track and therefore may first perform a maneuver action. Red maneuvers their Senator token two spaces to the left (maneuvering through one Veto space), ending the maneuver on the first empty space their Senator token encounters. Although their Senator token ends this maneuver on the Culture space, as they are performing a Plan A action this would not move any of their Bill Progress markers. They then use their Plan A action to move their Senator token onto the Law space and in doing so advance their Law Progress marker.

Anomie: Support Action

Move one of your Senator tokens to an adjacent Law or Bill space that already has 1 or 2 other Senator tokens on it, provided that the bottom token in that space is not one of your Senator tokens.

You may only move to a space linked to the action (Plan A or Plan B) you are using to perform this Support action; you cannot move your Senator token to a Bill space via a Plan A action and you cannot move your Senator token to the Law space via a Plan B action.

  • Place your Senator token underneath the other Senator tokens in the space to create a stack of tokens.
  • The opponent whose Senator token is directly above yours in the stack may choose to immediately gain the benefit of the space, including any Perception crystal effect they may have.
  • If there is now a stack of 2 tokens, you gain double the benefit of the space. If there is now a stack of 3 tokens, you gain triple the benefit of the space. In either case include any Perception crystal effect you may have.
  • The table below shows how many crystals you need on your Memory track to be able to perform the Support action under 1 or 2 other Senator tokens.
Number of Crystals (Memory track)Number of Senator tokens you can stack under
2-3-4-51
62

Strategy tip: When another player performs the Support action to move their Senator token immediately below one of yours, you may choose to receive the benefit of the space. This gains you more points at the end of the game, but it may also force you to cross a Mission point. You will then need to immediately take a new Mission card from the display, even if you don't have an open spot for it on your Mission board. This is why accepting the benefit is a strategic choice. If you choose not to accept, your opponent still gains the full benefit and you forfeit yours.

Strategy tip: You cannot move a Senator token that is stacked under 1 or more other Senator tokens. Instead: you may wait until all the Senator tokens above yours have been moved, or you may perform the Breakout action.

Anomie: Breakout Action

Take one of your Senator tokens that is stacked under one or more other Senator tokens and place it onto one of the three starting spaces in your color that does not have a Senator token on it.

In the unlikely event that all three of your starting spaces have a Senator token on it, you may not perform this action.

Strategy tip: Although the Breakout action is often a last resort, it can sometimes give you an advantage based on the positions of other players' Senator tokens on the board.

Anomie Final Scoring

Gain Prosperity points based on your progress on the Anomie tracks.

  • Plan A (Law track): Gain the Prosperity points shown on the space on the Law track your Progress marker is on.
  • Plan B (Bill tracks): For each Bill track, gain the Prosperity points shown below the Bill tracks according to the space your Progress marker is on:
Space on the Bill track123456
Prosperity234678

Solo Anomie Dystopia

Setup: In addition to the normal setup for Chaos in the Solo Rulebook, give it the following:

  1. 5 Progress markers in its color.
  2. 2 Senator tokens in its color, placing them on the Anomie board as you would for a human player.

Chaos: Overview. Chaos performs the Anomie Plan A and Plan B actions differently from you. It simply places one of its Senator tokens in its preferred position regardless of how far it must be moved to do so. Similar to you, according to the Fragment crystals on its Mind board, Chaos may advance by more than 1 space at a time on the Law track when performing a Plan A action, and on multiple Bill tracks when performing a Plan B action. It may also perform the Support action. Chaos never performs the Maneuver action.

Chaos: Plan A or Plan B? If Chaos can legally place a Senator token in the Law space (either the space is empty, or one of your Senator tokens is the bottom token in the space and Chaos is capable of performing a Support action), it performs the Plan A action. Otherwise, it performs the Plan B action.

Remember: Event cards give specific Plan A or Plan B actions. Chaos does not get to decide which to perform in those cases.

Chaos: Selecting its Senator token. Whether it is performing the Plan A or Plan B action, select Chaos' Senator token to use that matches the earliest of the following criteria:

  1. Any one that is alone in a space that is not the Law space or a Bill space.
  2. One that is alone in the Law space.
  3. Any one that is alone in a Bill space.
  4. Chaos' topmost one in the Law space.
  5. Any of Chaos' topmost ones in a Bill space.
  6. Any one underneath one of your Senator tokens.

Chaos: Plan A Action

  1. If the Law space is empty, place Chaos' selected Senator token in the space. Chaos gains the benefit of that space.
  2. Otherwise, Chaos performs a Support action in the Law space; place Chaos' selected Senator token below your token. You may gain the benefit of the space and then Chaos gains double or triple the benefit of the space according to the number of Senator tokens in the space.

Chaos: Plan B Action

  1. If Chaos can perform a Support action in a Bill space, it does so; place Chaos' selected Senator token below your token. You may gain the benefit of the space and then Chaos gains double or triple the benefit of the space according to the number of Senator tokens in the space.
  2. Otherwise, place Chaos' selected Senator token in an empty Bill space. Chaos gains the benefit of that space.

In either case, if there is more than one applicable Bill space, choose the Bill space where Chaos' Progress marker is lower on the corresponding Bill track. In case of a tie, choose the earlier Bill track on the Anomie board (from top to bottom).

Solo Anomie Final Scoring: Chaos gains Prosperity points for progressing along the Law and Bill tracks just as a human player does.

Example: Green is performing a Plan A action. They have 1 crystal on their Perception track, 6 on their Intelligence track, and 2 on their Memory track.

  1. They start by performing a Maneuver action through a Veto space, their other Senator token, and one of Red's Senator tokens, ending the maneuver on the Culture Bill space. They do not advance their Progress marker on the Culture Bill track as they are performing a Plan A action, which can only advance your Progress marker on the Law track.
  2. They use a Support action to move their Senator token into the Law space below one of Red's Senator tokens.
  3. Red chooses to gain the benefit of the Law space; they advance their Progress marker on the Law track two spaces forward (as they have two crystals on their Perception track).
  4. Green advances their Progress marker on the Law track four spaces forward (a double benefit).

Extinction Dystopia

Extinction is a dystopia that players who love card games, especially rummy, may prefer.

In the Extinction Dystopia, you use the Plan A and Plan B actions to take cards from the Chromosome decks or the Chromosome display in order to create sets or sequences in your Chromosome columns.

Extinction Setup

  1. Shuffle the X and Y Chromosome cards separately to form two Chromosome decks and place them near the Mission display. Take the top three Chromosome cards from each deck and shuffle them together. Place one Chromosome card face up below each Mission card in the Mission display to create the Chromosome display.
  2. Deal two Chromosome cards from each deck to each player: Place your four Chromosome cards face up in a row in front of you. You may place them in any order you prefer as their order does not matter. Each of these Chromosome cards forms the start of one of your four Chromosome columns.
  3. Each player takes: a. 1 Extinction side board: Place the board directly below your Mind board, Extinction side up. b. 1 Extinction Aid card.

Chromosome decks. There are two Chromosome decks. The X Chromosome deck is colored black, and the Y Chromosome deck is colored red. Although the decks appear similar, they are not identical. Both decks include cards with values from 1 to 8, but each deck has a different number of each value. Your Extinction Aid card shows the number of each value each deck contains.

Chromosome columns. You have four Chromosome columns. At the start of the game, each of your columns contains one Chromosome card. Each column may contain up to six Chromosome cards. A column may be completely empty, thus containing no Chromosome cards.

Whenever you place a Chromosome card in a column, place it on top of any other Chromosome cards in the column. Leave the top part of each previous card visible so that its value can be seen. If you place a card in an empty column, simply place it as the top card of that column.

Chromosome Sets and Sequences

  • A Chromosome set is a column of Chromosome cards of the same type (X or Y) and value (1 to 8).
  • A Chromosome sequence is a column of Chromosome cards of the same type (X or Y) with descending consecutive values (no two values may be the same, and there may not be "gaps" between values).

A set or sequence may consist of two to six Chromosome cards, and for a set or sequence to be valid, there must be no other cards in that column. The higher the number of cards in the set or sequence, the more Prosperity points you will gain at the end of the game.

The printed page shows several example columns marked valid (check) or invalid (cross), including a three-card set of 7Y cards and a three-card sequence of 8Y, 7Y, 6Y as valid examples.

Strategy tip: Because the number of cards of each value is different in each Chromosome deck, it may be easier to try to create a particular set or sequence from the cards of a particular deck.

Extinction: Plan A Action

Take the top card of the X Chromosome deck and immediately place it in one of your Chromosome columns.

See Extinction Crystal Effects for how crystals on your Mind board tracks affect this action.

Extinction: Plan B Action

Take the top card of the Y Chromosome deck and immediately place it in one of your Chromosome columns.

See Extinction Crystal Effects for how crystals on your Mind board tracks affect this action.

Extinction Mission Points

After performing a Plan A or Plan B action, for each Chromosome card type (X and Y) check the total number of cards of that type you have in your Chromosome columns and your Freezer. Each time one of these totals reaches or passes a Mission point threshold, you must take a new Mission card and any Adrenaline crystals on top of it from the Mission display. Place this Mission card in your card holder and the Adrenaline crystals in your personal supply. If you already have three cards in your card holder, you must either discard the Mission card or one of the cards in your card holder face down next to your Mind board (See Discarding a Mission card or Objective card in the main rulebook).

The table below, which is also included on the Extinction aid card, shows the Mission point thresholds. It is printed as a single row of values beneath the labels "Total number of X Chromosome cards" and "Total number of Y Chromosome cards":

Mission point thresholds: 3, 5, 6, 8, 10, 13, 14, 18, 22.

Extinction Crystal Effects

Having 1 or more crystals on the tracks of your Mind board gains you additional effects when performing a Plan A or Plan B action.

  • 1 or more crystals on your Perception track: You may place Chromosome cards you take into your Freezer instead of immediately placing them in a Chromosome column. You may store a number of Chromosome cards in your Freezer up to the number of crystals on your Perception track.
  • 1 or more crystals on your Intelligence track: During a Plan A or Plan B action you may move Chromosome cards from one column to another. You may move a number of Chromosome cards during each Plan A or Plan B action up to the number of crystals on your Intelligence track.
  • 1 or more crystals on your Memory track: You may take Chromosome cards from the Chromosome card display instead of the Chromosome decks. You may take a card up to the position (from left to right) equal to the number of crystals on your Memory track.

Your Freezer

Having crystals on your Perception track allows you to place Chromosome cards in your Freezer.

When taking a Chromosome card, instead of immediately placing it in a Chromosome column, you may place it face down next to your Chromosome columns. This area is your Freezer. You may look at the cards in your Freezer at any time. Spread the cards in your Freezer out a little to allow other players to see how many cards and of which types you have stored.

  • Any number of times during a Plan A action, you may place an X Chromosome card from your Freezer into any of your Chromosome columns, following the normal placement rules (no more than 6 cards in a single column, and on top of the previous card in the column). Similarly, any number of times during a Plan B action, you may place a Y Chromosome card from your Freezer into a Chromosome column.
  • You may never move a card from a Chromosome column to your Freezer.
  • At the end of each Plan A or Plan B action, if you have more Chromosome cards in your Freezer than the number of crystals on your Perception track, you must immediately place Chromosome cards from your Freezer into your Chromosome columns until the number of cards in your Freezer obeys this limit. This may happen if you placed Adrenaline crystals on your Mind board in a previous turn.

Remember: You may only place an Adrenaline crystal before or after an action, not while performing another action, so you cannot decide to place an Adrenaline crystal just before the end of a Plan A or Plan B action to allow you to store more Chromosome cards in your Freezer.

Moving Chromosome Cards

Having crystals on your Intelligence track allows you to move Chromosome cards from one column to another.

You may move a Chromosome card at any time during a Plan A or Plan B action, but you may only move a number of cards during each action up to the number of crystals on your Intelligence track.

When performing a Plan A action, you may only move X Chromosome cards. Similarly, when performing a Plan B action, you may only move Y Chromosome cards.

To move a Chromosome card from one column to another, take the bottommost Chromosome card from one of your columns and place it in another column following the normal placement rules (no more than 6 cards in a single column, and on top of the previous card in the column).

Taking from the Chromosome Display

Having crystals on your Memory track allows you to take a Chromosome card from the Chromosome card display instead of the top card of a Chromosome deck:

  • When performing a Plan A action, you may only take an X Chromosome card from the display. Similarly, when performing the Plan B action, you may only take a Y Chromosome card.
  • You may only take a card up to the position (from left to right) equal to the number of crystals on your Memory track. For example, you may only take the rightmost Chromosome card from the display if you have six crystals on your Memory track.

At the end of your Plan A or Plan B action, if you have taken a Chromosome card from the display, refill the display:

  • Fill the gap in the display by moving the Chromosome cards to the right of the gap one position to the left.
  • Take the topmost card from the Chromosome deck of the same type as the card you took and place it face up in position 6 (the rightmost position). If one of the Chromosome decks runs out, take the topmost card from the other Chromosome deck to refill the display.

Example: Purple has three X Chromosome cards of values 8, 5, and 4 in a column. This is not currently a valid sequence, so Purple would like to make the sequence valid using a Plan A action. They have 1 crystal on their Perception track, 4 on their Intelligence track and 3 on their Memory track:

  1. They move their value 4 X Chromosome card to another column, and then also move their value 5 X Chromosome card to another column. They have used two of the four moves they are permitted by the 4 crystals on their Intelligence track.
  2. Instead of taking the top card of the X Chromosome deck, they take the value 7 X Chromosome card from position 3 in the Chromosome display (as permitted by the 3 crystals on their Memory track) and place it on their newly uncovered value 8 X Chromosome card.
  3. They take a value 6 X Chromosome card from their Freezer and place it on top of the value 7 X Chromosome card they just placed, leaving their Freezer with one card in it.
  4. They move their value 5 and value 4 X Chromosome cards back to their original column, creating a five-card sequence. They have now used all four of the moves they are permitted by the 4 crystals on their Intelligence track.
  5. They refill the Chromosome display by moving cards in positions 4 to 6 one position to the left and placing the top card from the X Chromosome deck face up in position 6.
  6. At the end of their Plan A action, their Freezer has one Chromosome card in it, which is permitted due to the 1 crystal on their Perception track.

Extinction Final Scoring

Gain Prosperity points based on the number of cards in your valid sets and sequences. Remember, all cards in a column must contribute to the set or sequence for it to be valid.

Set or sequenceProsperity points
2 Cards3
3 Cards7
4 Cards11
5 Cards13
6 Cards15
  • Plan A (X Chromosome sets and sequences): Gain the total Prosperity points from your valid X Chromosome sets and sequences.
  • Plan B (Y Chromosome sets and sequences): Gain the total Prosperity points from your valid Y Chromosome sets and sequences.

Solo Extinction Dystopia

Chaos: Overview. Chaos performs the Extinction Plan A and Plan B actions differently from you. It simply tries to make sets of its four preferred cards: value 4 and value 5 X Chromosome cards, and value 1 and value 8 Y Chromosome cards. The Fragment crystals on Chaos' Mind board do not gain Chaos any additional effects when performing its Plan A and Plan B actions.

Setup: In addition to the normal setup for Chaos in the Solo Rulebook: before shuffling the Chromosome decks, give Chaos a value 4 and a value 5 X Chromosome card and a value 1 and a value 8 Y Chromosome card. Place these in a row as the start of Chaos' four Chromosome columns.

Chaos: Plan A or Plan B? If any of Chaos' four preferred Chromosome cards is in the Chromosome display, it takes the leftmost of them by performing the appropriate action: Plan A if it is an X Chromosome card and Plan B if it is a Y Chromosome card. It then places the card in its matching Chromosome column.

If there are no Chromosome cards in the display that match its four preferences, Chaos chooses to perform a Plan A action if the leftmost Chromosome card in the display is an X Chromosome card, or Plan B if it is a Y Chromosome card. However, instead of placing the leftmost card in one of Chaos' Chromosome columns, place it face down on the bottom of the matching Chromosome deck.

Remember: Event cards give specific Plan A or Plan B actions. Chaos does not get to decide which to perform in those cases. When this happens, take the leftmost preferred card from the display of the appropriate type (an X Chromosome card for a Plan A action, or a Y Chromosome card for a Plan B action) and place it in its matching Chromosome column. If no preferred card of the required type is in the display, instead place the leftmost Chromosome card of the required type in the display onto the bottom of the matching Chromosome deck.

At the end of Chaos' Plan A or Plan B action, refill the Chromosome display just as would for a human player.

Solo Extinction Final Scoring: Chaos gains Prosperity points for creating sets of Chromosome cards of the same type and value just as a human player does.

Oceanrise Dystopia

Oceanrise is the dystopia that interacts most with the game's core mechanism, as the placement of your Adult and Child figures plays an important role in your strategy.

In the Oceanrise Dystopia, you use the Plan A and Plan B actions to draw symbols on your Map sheet in order to strategically fill in regions and columns.

Oceanrise Setup

Each player takes:

  1. 1 Oceanrise side board: Place the board directly below your Mind board, Oceanrise side up.
  2. A Map sheet and a pencil.

Map sheet. Your Map sheet is divided into twelve regions, each containing nine sectors. Eight of the sectors in each region are blank and one contains a City. Each of the twelve regions on your Map sheet corresponds to the space in the Spacetime grid in the same relative position (row and column).

Each figure in a space in the top three rows of the Spacetime grid is considered to be in the region with the same relative position as that space. For example, if your Adult figure is in the topmost space of the leftmost column of the Spacetime grid, it is also considered to be in the top left region of your Map sheet (and every other players' Map sheet).

The position of your Adult figure determines in which region you may perform a Plan A action. The position of other players' Adult and Child figures determine in which region you may perform a Plan B action. A figure in an Objective space is not considered to be in any region and cannot be used to perform a Plan A or Plan B action.

2-player game: The rightmost column of regions on the Map are not used as the Spacetime grid in a 2-player game has only 3 columns. The dotted vertical line on the Map sheet serves as a reminder of this.

Symbols. During the game, you will draw wildlife, lake, and forest symbols in sectors on your Map sheet to claim those sectors as protected areas. You may only draw one symbol in each sector. You may draw a symbol in a sector whether it is blank or contains a City. However, if you draw a symbol in a sector with a City, that sector no longer counts as a City.

Oceanrise Gameplay

Plan A Action. In the region where your Adult figure is considered to be, you may draw wildlife, lake, and forest symbols. The number of crystals on your Perception, Intelligence, and Memory tracks determines how many of each symbol you may draw.

If your Adult figure is in an Objective space, you are unable to perform a Plan A action.

Plan B Action. Choose another player's Adult or Child figure on the Spacetime grid that is not in an Objective space. The player whose figure you choose may circle the leftmost uncircled number on their Contribution track as a reward for helping you perform your Plan B action.

Then, in the region on your Map sheet where the chosen figure is considered to be, you may draw wildlife, lake, and forest symbols. The number of crystals on your Perception, Intelligence, and Memory tracks determines how many of each symbol you may draw.

Oceanrise Objective Actions

Having 1 or more crystals on the tracks of your Mind board determines the symbols you may draw when performing a Plan A or Plan B action.

  • Your Perception track determines how many wildlife symbols you may draw.
  • Your Intelligence track determines how many lake symbols you may draw.
  • Your Memory track determines how many forest symbols you may draw.

The table below shows how many symbols you can draw according to the number of crystals you have in the corresponding field:

Number of crystals0123456
Perception (wildlife)0011112
Intelligence (lake)1111223
Memory (forest)0123456

Example: Green is performing a Plan A action in the region their Adult figure is considered to be. They have 2 crystals on their Perception track, 4 on their Intelligence track, and 3 on their Memory track.

  1. They draw one wildlife symbol due to the 2 crystals on their Perception track.
  2. They draw two lake symbols due to the 4 crystals on their Intelligence track. Drawing the first of these lakes means they have drawn a symbol in a second sector in this region and so they will be taking a Mission card once they have finished drawing the remainder of their symbols.
  3. They draw three forest symbols due to the 3 crystals on their Memory track. They choose to draw one of these symbols in a sector containing a City.

They then take a new Mission card and any Adrenaline crystals on top of it from the Mission display.

Oceanrise Contribution Track

Your Contribution track is located at the bottom of your Map sheet. If another player uses the position of one of your figures to perform a Plan B action, you may immediately circle the leftmost uncircled number on your Contribution track.

At the end of the game you will gain the Prosperity points shown on the rightmost circled number on your track.

Strategy tip: If you circle a number on your Contribution track with a Mission point, you must immediately take a new Mission card from the display, even if you don't have an open spot for it on your Mission board. This is why accepting the benefit is a strategic choice. If you choose not to accept, your opponent still gains the full benefit of their Plan B action.

Oceanrise Mission Points

There are two ways to reach a Mission point and take a Mission card:

  1. Each time you draw a symbol in a second sector in the same region (the two symbols may be the same or different). Finish drawing any remaining symbols, then place a cross in the appropriate Mission point box in the same row and column as the region (see diagram) and take the Mission card.
  2. When you reach the third, sixth, ninth and twelfth space on the Contribution track. Before you take a new Mission card, draw a cross on the Mission point icon on your Map sheet to show that you have reached the Mission point.

When you reach a Mission point, take a new Mission card and any Adrenaline crystals on top of it from the Mission display. Place this Mission card in your card holder and the Adrenaline crystals in your personal supply. If you already have three cards in your card holder, you must either discard the Mission card or one of the cards in your card holder face down next to your Mind board (See Discarding a Mission card or Objective card in the main rulebook).

Oceanrise Final Scoring

Gain Prosperity points based on the symbols you have drawn on your Map sheet and your progress on your Contribution track.

  • 6 Prosperity points for each column containing nine sectors that each have a symbol drawn in them.
  • 2 Prosperity points for each Wildlife symbol in the same region as a City.
  • 1 Prosperity point for each Lake symbol in the same region as a City.
  • The Prosperity points shown on the rightmost circled number on your Contribution track.

You can use the right side of your Map sheet to fill in your Prosperity points for your columns, wildlife symbols, and lake symbols. Place the total of these points in the hexagon below them.

Solo Oceanrise Dystopia

Setup: In addition to the normal setup for Chaos in the Solo Rulebook, give it the following: 1 Map sheet.

Chaos: Overview. Chaos employs a simple approach of always choosing to draw as many symbols on its Map sheet as it can and in a specified order. Similar to you, according to the Fragment crystals on its Mind board, Chaos may draw more symbols on its Map sheet.

Chaos: Plan A or Plan B? If Chaos' Adult figure is in a region which has at least one sector that does not have a symbol drawn in it (including the City), Chaos performs a Plan A action. Otherwise, it performs a Plan B action.

Remember: Event cards give specific Plan A or Plan B actions. Chaos does not get to decide which to perform in those cases.

Remember: If you draw a symbol in a sector with a City, it no longer counts as a City and any wildlife or lake symbols in the same region will not score.

If Chaos is performing a Plan B action, but all sectors on its Map sheet in the regions where your Adult and Child figures are already have a symbol drawn in them, it forgoes this action, and you do not get to circle the leftmost uncircled number on your Contribution track.

Chaos: Plan A Action. Chaos draws as many symbols in the region where its Adult figure is as it is able, given the crystals on its Mind board and whether there are any sectors remaining in the region without a symbol drawn in them. First it draws as many wildlife symbols as it is able, then as many lake symbols as it is able, then finally as many forest symbols as it is able. Chaos draws symbols in the region's sectors from top to bottom and from left to right regardless of whether the sector is blank or contains a City.

Chaos: Plan B Action. If your Adult figure is in an Objective space, Chaos will choose to use your Child figure. Otherwise, Chaos will choose to use your figure that is in a region with the most symbols drawn in it. In case of a tie, choose the region where your Adult figure is. You may circle the leftmost uncircled number on your Contribution track and gain a Mission card as normal if you reach a Mission point.

Similarly, each time you perform the Plan B action, you should circle the leftmost uncircled number on Chaos' Contribution track. Chaos draws symbols in the region as it does for a Plan A action: as many as it is able, wildlife, then lake, then forest symbols, and from top to bottom and left to right.

Solo Oceanrise Final Scoring: Chaos gains Prosperity points as a human player does, but also gains extra points for drawing symbols in a sector showing a City:

  • Plan A (symbols drawn on its Map sheet): Chaos gains the total Prosperity points from the following:
    • 6 Prosperity points for each column containing nine sectors that each have a symbol drawn in them.
    • 2 Prosperity points for each Wildlife symbol in the same region as a City.
    • 1 Prosperity point for each Lake symbol in the same region as a City.
    • 8 Prosperity points for each Wildlife symbol drawn in a sector showing a City.
    • 5 Prosperity points for each Lake symbol drawn in a sector showing a City.
    • 3 Prosperity points for each Forest symbol drawn in a sector showing a City.
  • Plan B (Contribution track): Chaos gains the Prosperity points shown on the rightmost circled number on its Contribution track.
6
8
Number of hard Mission cards (3 dots)468

c. Shuffle the newly built Mission deck and place 3 face-down cards per player from the top of the deck on the table (6 cards for 2 players, 9 cards for 3 players, 12 cards for 4 players). This is the Mission display. d. Place the rest of the Mission deck nearby.

  • Place the Time tokens, Void tokens, Fragment crystals, and Adrenaline crystals on the table to create the general supply.