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Rumble Planet

Rumble Planet Rulebook

Table of Contents

Table of Contents

  • Game Objective
  • Setup
  • Card Anatomy
  • Game Turns
    • I - Preparation Phase
    • II - Action Phase
  • Altitudes
  • Attack Step
    • III - Loot Phase
  • Loot Cards
  • End of Game
  • Game Effects
  • Tile Effects
    • Non-Blocking Tiles
    • Blocking Tiles
  • Additional Rules
  • GPS System
  • Equipment Board
  • Health Points (HP)
  • Prestige Points (PP)
  • Accomplishing a Feat
  • Shortages

Game Objective

When a player reaches 18 Prestige Points (PP), the end of the game is triggered.

Players complete the current turn so that everyone has played the same number of rounds. The player with the most PP is crowned Rumble Planet Champion!

Setup

1 – Set up the Green: Choose a side of the board (A or B) and place it at the center of the playing surface. For your first game, use side A. Set the volume-based Elevations on the indicated spots and place the 12 raised Terrain Overlays on top.

Then, place the 4 Teleporter tokens, the 10 Lootbox tokens, and the golden Lootbox token in the spaces indicated on the plan.

2 – Shuffle Weapon cards and place this deck face down next to the board as a draw pile. Do the same for Armor cards, GPS cards and Loot cards. Prepare a discard pile for each of these decks.

3 – Prepare Feat Cards: Take 5 random Level 2 Feat cards, shuffle them to form a face-down pile. Then, take 5 random Level 1 Feat cards, shuffle them, and place them on top of the Level 2 pile. This is the Feat draw pile. Reveal the top 2 cards and place them face-up next to this pile. Store unused Feat cards in the box.

4 – Bank Setup: Place the Credit tokens and Boost tokens within reach of the players; they form the bank. Place the attack dice and the tiles near the board.

5 – Each player selects a character and takes:

  • Their Hero's figure
  • An equipment board
  • A Heroic Object card from their Hero's selection, placing it on the Level 1 side on the equipment board
  • The 5 Feat tokens for their character, which go into their personal supply

6 – Choose the first player in a way that suits you. The player who has held a golf club most recently, for example.

Place the Prestige/Health Points track near the board, also known as the PP/HP Track. Below it, place the Portrait tokens of the chosen Heroes, from left to right, starting with the first player, followed by the others in clockwise order. This indicates the turn order.

For each Hero, place two cubes on the track, above their Portrait token:

  • One Prestige Point (PP) cube at "0" on the top of the track.
  • One Health Point (HP) cube at "18" on the bottom of the track.

7 – Deploy character figurines on the Green.

Starting with the first player and continuing in turn order, each player performs a multiple GPS relocation using the GPS system to position their figure on the Green.

Card Anatomy

Weapon card: Weapon name, Type of card, Artwork, Damages, Range, Effect 1, Cost, Effect 2.

Weapon card back / Armor card back

Armor card: Armor name, Artwork, Defense, Protected body parts (highlighted in green), Effect 1, Effect 2.

Heroic Weapon card: Heroic weapon name, Challenger, Card Level (I or II), Artwork, Card Level Icon, Damages, Range, Effect.

Loot card: Loot bonus (e.g. Loot +2).

Feat card: Name of the feat, Condition, Reward, Feat token slots.

Game Turns

Starting with the first player, each player takes turns in sequence. Your turn is divided into three main Phases that must be played in this order:

I - Preparation Phase II - Action Phase III - Loot Phase

When it's your turn, you're the active player, and your character is the active character. Once you complete all three phases, the next player takes their turn.

I - Preparation Phase

During this phase, you equip yourself to better attack your opponents or defend yourself. Perform the following four steps in order before moving on to the Action Phase.

1 - Obsolescence 2 - Selling 3 - Buying 4 - Tinkering

1 – Obsolescence

Apply obsolescence to all equipment placed on your equipment board, except your Heroic Object.

To do this, move all equipment one space to the right on your obsolescence track. Obsolescence is mandatory—you cannot choose not to perform it.

Obsolete equipment: When equipment leaves the obsolescence track, it is considered Obsolete. Discard it face up into the corresponding shop pile. When equipment becomes worn out, any Boost tokens on it return to the bank, and you do not recover them.

Gain Boost tokens. When one of your equipment pieces becomes worn out, gain 1 Boost token per card discarded. Crafted equipment (see the "Tinkering" step below) consists of two cards and therefore gives you 2 Boost tokens when it becomes worn out. Keep your Boost tokens in your supply; the +1 Damage or +1 Defense side doesn't matter at this point.

Voluntary Obsolescence. You can voluntarily make any number of equipment pieces on your obsolescence track worn out (and gain 1 Boost token per card discarded/obsolete).

Effects Triggered by Obsolescence. Some effects are triggered when a card leaves the obsolescence track and becomes obsolete. These effects are marked with the "upon obsolescence" trigger. These effects can also be triggered outside the obsolescence step, at any time the card becomes obsolete.

2 – Selling

During this step, you can sell Weapon and Armor cards from your hand. Cards already on your obsolescence track cannot be sold. Selling is optional.

When you sell a card, discard it next to the corresponding shop and take as many Credits from the bank as half the card's value:

  • Selling a Weapon card (value 8 Credits) gives you 4 Credits.
  • Selling an Armor card (value 6 Credits) gives you 3 Credits.

Keep your Credit tokens in your supply. You can sell as many Weapon and Armor cards from your hand as you want, as long as you have cards to sell. If your hand is empty, you cannot sell.

3 – Buying

If you have Credits in your supply, now is the time to buy cards from the Weapon or Armor shop. However, once you start buying, you can no longer sell during this turn, as the selling step has passed! You don't have to buy cards, but it would be a missed opportunity.

When buying equipment, pay the bank as many Credits as the card's value:

  • A Weapon card costs 8 Credits.
  • An Armor card costs 6 Credits.

Then draw a card from the corresponding shop and add it to your hand.

You can buy as many Weapons and Armor pieces as you want, as long as you have enough Credits. If you don't have enough Credits, you cannot buy.

Buying Prestige Points. If you're rich enough and don't mind, you can also buy Prestige Points during this step. Each Prestige Point (PP) costs 18 Credits. You can buy as many as you want, provided you have enough Credits…

4 – Tinkering

Tinkering allows you to:

  • Equip
  • Craft
  • Boost

During this step, you can play Equipment cards from your hand and place them in empty equipment slots on your board. You can also craft by sliding one card from your hand under another card already placed on your board. You can spend Boost tokens to improve equipment already on your board. You can equip, craft, or boost as many cards as you want, in any order, as many times as you want.

Equipping

To equip, simply take a Weapon or Armor card from your hand and place it in an empty equipment slot on your board.

Effects Triggered on Placement. Some effects are triggered the moment you place a card on the obsolescence track. They are indicated by the trigger "on placement". These effects are also triggered when you place a card in a craft, even if the text of the effect is hidden by the main card.

Crafting

Crafting allows you to combine two pieces of equipment: one card from your hand can be combined with a card already placed on the obsolescence track. You cannot craft a Heroic Object.

To craft, take a card from your hand and slide it under a non-crafted equipment card of the same type (Weapon or Armor) on your obsolescence track, leaving only the "effect 2" section of the lower card visible. The upper card is called the main card, and the lower card is the secondary card. These two cards now count as one crafted piece of equipment.

You cannot craft in the reverse order: the card already on the obsolescence track must become the main card.

Only the effect 2 of the secondary card is now usable. The other numerical values (Range and Damage for Weapons, Defense for Armor) are no longer considered, and the text of the effect 1 is ignored.

Crafted Weapons and Armor are much more powerful:

  • A crafted Weapon gains a +2 Damage
  • A crafted Armor gains a +2 Defense

These bonuses are indicated on the equipment board.

Boosting

When your equipment becomes worn out, you gain Boost tokens. Now is the time to use them to boost equipment on your obsolescence track. You cannot boost a Heroic Object.

To place a Boost token from your supply on a piece of equipment, pay the bank as many Boost tokens as there are already on the equipment you want to boost, plus the one you're adding.

For example:

  • To boost a piece of equipment with no Boost tokens, place 1 Boost token from your supply on it, without any additional cost.
  • To boost a piece of equipment that already has 1 Boost token, pay 1 additional Boost token to the bank.
  • To boost a piece of equipment with 2 Boost tokens, pay 2 additional tokens, and so on.

You can place as many Boost tokens as you want on your equipment, but you must place them one by one, paying the additional cost each time.

Each Boost token gives a +1 Damage or +1 Defense bonus. Turn the Boost token to the +1 Damage side when boosting a Weapon and to the +1 Defense side when boosting an Armor.

Boost tokens stay attached to the equipment and move with it when it becomes obsolete.

Heroic Object

At the start of the game, each player receives 1 Heroic Object card linked to their character. A Heroic Object never becomes obsolete and is never worn out. It stays in play until the end of the game. A Heroic Object cannot be crafted with another piece of Equipment and cannot be boosted with Boost tokens.

II - Action Phase

During the Action Phase, you can move across the Green and attack your opponents. You can perform 1 movement and up to 2 attacks, in any order, but only in two steps: a movement step and an attack step.

If you start with the movement step, you won't be able to move after your attack step. If you start with the attack step, you won't be able to attack after your movement step.

Movement Step

During this step, you can move across adjacent spaces on the Green. You can move as many spaces as your Movement Points (MP) allow. You don't have to move; you can stay in your space, but unused MPs are lost at the end of the movement step.

Your character has a base of 3 MP. Increase this value by +1 MP for each empty equipment slot on your obsolescence track.

Example: At the start of the game, the 4 equipment slots on your obsolescence track are empty, so your character gains +4 MP for a total of 7 MP on their first turn.

Spend 1 MP to move into an adjacent free space. If you don't have enough MPs to move into a space, you cannot move there.

Climbing

If you want to move into a space at a higher altitude than where you start, you must spend 1 additional MP for each level of altitude difference (see the ALTITUDES section).

Picking up lootboxes

During your movement step, if you enter a space containing a Lootbox token, pick it up and add it to your supply. You cannot pick up lootboxes outside your movement step.

If you start your movement step in a space with a Lootbox token (it could have entered your space during an opponent's turn), pick it up.

Altitudes

Climbing. To move into an adjacent space at a higher altitude, spend 1 additional Movement Point (MP) for each level of altitude difference. These MP modifiers only apply during your movement step.

Falling. If you move or are moved into a space that is at least 2 levels lower than your starting space, suffer 1 Injury for each level of altitude difference. You do not suffer Injuries when descending only 1 level.

Advantageous Position. If you attack an opponent from a higher altitude, gain +1 Damage for each level of altitude difference.

Attack Step

Your golfing skills will be tested. Or more accurately, your weapon skills, and your opponents' ability to defend with their armor.

Each Weapon can only be used once per attack step.

Attack Limit. During your attack step, you can attack up to 2 times. Since each weapon can only be used once per attack step, you must have at least 2 weapons on your equipment board to perform 2 attacks (most starting Heroic Objects are Weapons).

Detailed Attack Sequence

To perform an attack, follow these steps:

1 – Choose a weapon you have not yet used this turn.

2 – Select a target within the weapon's Range. The weapon's Range is expressed in spaces. Your target must be within the Range of your weapon for you to attack them. You can only target opposing characters.

3 – If the weapon has any effects triggered "on attack", apply them.

4 – Roll the attack die to determine which part of the targeted character is hit, or if it's a critical, unavoidable hit.

5 – Based on the body part hit:

  • Your opponent applies any "successful protection" effects from any Armor covering the same body part as the die result.
  • Your opponent applies any "failed protection" effects from any Armor not covering the body part indicated by the die. These effects also apply in case of a critical hit.

Your opponent chooses the order in which he applies his effects, if necessary.

6 – Announce the total Damage inflicted by your Weapon. Don't forget to include any modifiers, such as crafting bonuses or Boost tokens.

7 – Your opponent totals their Defense: any Armor protecting the same body part as the die result adds its Defense value to this total. Your opponent must also consider any modifiers, such as crafting bonuses or Boost tokens. In the case of a critical hit, the target's Defense total is 0.

8 – Subtract your opponent's Defense from your total Damage. Any remaining Damage is converted into Injuries. The targeted opponent loses as many Health Points (HP) on the Prestige/Health Point track as they suffer Injuries.

Summary of the Attack Sequence

  1. Choose the Weapon used
  2. Choose a target within the Weapon's Range
  3. Apply Weapon effects
  4. Roll the attack die
  5. Apply Armor effects (of the opponent's armors)
  6. Calculate Damage
  7. Calculate Defense (= 0 if critical hit)
  8. Total Damage – Total Defense = Injuries

Multiple Targets

Some attacks allow you to target additional opponents besides your initial target selected in Step 2 of the attack sequence. In such cases, the first target is referred to as the "initial target."

For attacks labeled "Ring" or "Extended Ring," all opponents present in the attack's area (within 1 or 2 spaces of the center) are also targeted by the attack.

When attacking multiple targets, roll the attack die only once: all targets are hit in the same body part indicated by the die.

All effects that apply to the initial target also apply to each additional target.

In the case of a critical hit, the Defense of all targets is 0, and no target can reduce the Damage with their Defense.

III - Loot Phase

You can now open the lootboxes you picked up during your movement step. Afterward, lootboxes are dropped back onto the Green using the GPS system.

Opening a Lootbox

Weapons, Armor and Bonus. Lootboxes often contain Weapons or Armor. Anything else in a lootbox is considered a Bonus.

Golden Lootbox. If you have the golden Lootbox token in your supply, draw one card from either the Weapon shop or the Armor shop, whichever you prefer.

Looting

Spend one Lootbox token from your supply to reveal one Loot card. Gain the equipment and Bonus indicated on the revealed card, then discard the card. Repeat this process until you have used all the Lootbox tokens in your supply.

Loot Cards

  • Weapon - Draw a card from the Weapon store and add it to your hand.
  • Armor - Draw a card from the armor store and add it to your hand.
  • Credits - Take as many credits from the bank as indicated and place them in your reserve.
  • Healing - Heal yourself of as many HP as indicated.
  • Replacement - Move to an adjacent space.
  • Teleporter Replacement - Replace 1 teleporter token in an adjacent space.
  • Gear Swap - Swap two adjacent pieces of equipment on your equipment track.

Lootbox Drops

Perform a GPS relocation (or multiple relocations if necessary). Place each Lootbox token in the coordinates indicated by the GPS. There is no limit to the number of Lootbox tokens that can occupy a single space.

During a drop, if a Lootbox token is placed in your space, you suffer 2 Injuries, and the token remains in the space; you do not pick it up.

End of Game

The game ends when one player reaches or exceeds 18 Prestige Points (PP). If you reach 18 PP first, you gain 2 additional PP (use a second PP cube on the track). Your opponents will not gain these extra 2 PP when they reach 18 PP.

Play as many additional turns as needed so that everyone has played the same number of turns. If you were the last in turn order and triggered the end of the game, finish your turn, and the game ends, as everyone will have played the same number of turns.

At the end of the game, the player with the most PP is crowned Rumble Planet Champion! If there is a tie, the turn order determines the winner among the tied players.

Game Effects

Each card has 2 effects: effect 1 and effect 2. Aside from their different names, they all provide some kind of effect. The effect of each card is described directly on the card.

Most tiles also have an effect. The effect of each tile is described in this chapter.

Equipment Effects

The effects of Equipment cards and Heroic Objects apply under specific conditions, depending on their trigger.

  • Passive: This effect is applied as long as its text is visible on your equipment board under the conditions described in the effect text.
  • On Placement: Apply this effect during the Tinkering step when you place equipment on your obsolescence track, whether equipping or crafting.
  • Upon Obsolescence: Apply this effect when the Equipment card becomes worn out and leaves the obsolescence track.
  • On Attack: Apply this effect during an attack, as soon as you designate your target, just before rolling the attack die.
  • On Successful Protection: Apply this effect when the attack die hits a body part protected by this Armor, whether or not it reduces the damage.
  • On Failed Protection: Apply this effect when the attack hits a body part not protected by this Armor.

Tile Effects

A golf course is often full of obstacles, and things can quickly become chaotic. Teleporters, oil slicks, defensive fields, energy walls—many tiles can be placed or replaced on the Green.

There can never be more than one tile in the same space.

There are two types of tiles: non-blocking and blocking tiles. A character can occupy the same space as a non-blocking tile but cannot occupy the same space as a blocking tile.

Most tiles have an effect.

Non-Blocking Tiles

Teleporter Tile: Several teleporters are placed on the Green at the beginning of the game to spice things up. Anytime a player enters a space with a Teleporter tile, they are immediately teleported. Similarly, if a Teleporter tile is moved, placed, or replaced in your space, you are immediately teleported.

Teleportation. Teleportation is a replacement: perform a controlled GPS relocation. Remember, the active player always chooses the region during a controlled GPS relocation.

Sometimes, a Lootbox token is relocated to a space with a Teleporter tile. The Lootbox stays in that space and is not teleported.

If you enter a space containing both a Teleporter tile and a Lootbox token during your movement phase, pick up the Lootbox normally and then proceed with teleportation.

Drone Tile: Observation drones allow you to get a better view of the Green. A space with a Drone tile is considered to be at one level of altitude higher.

Oil Slick Tile: Watch your step—it's slippery! Golfers sometimes leave junk on the Green.

If you want to leave a space containing an Oil Slick tile during your movement step, it costs 1 extra MP.

Entering a space with an Oil Slick does not cost additional MP.

Defensive Field Tile: These archaic defensive fields make quite an impression on the Green, and players often cling to them.

While in the Zone 1 area centered on the Defensive Field tile, you gain +2 Defense. This bonus is applied only once per attack, no matter how many armors you have. However, if you are adjacent to multiple Defensive Fields, you benefit from +2 Defense for each one.

Blocking Tiles

Turret, Squirrel and Energy Wall tiles are Blocking tiles.

A blocking tile can be targeted by an attack and suffer Injuries as if it were a character. A blocking tile is said to be destructible. If it suffers enough Injuries at once, it is destroyed and removed from the Green. If a blocking tile receives fewer Injuries than necessary to destroy it in one go, nothing happens.

Turret Tile: Automatic turrets with motion sensors can appear on the Green, though players are less fond of them. Certain effects place a Turret tile on the Green.

Whenever you enter a space in Zone 1 centered on a Turret tile, you suffer 2 Injuries. If a Turret tile suffers at least 3 Injuries in one hit, it is destroyed and removed from the Green.

Squirrel Tile: This curious squirrel has a fondness for Agent Dogniss Tailor. Only Agent Dogniss can place the Squirrel tile on the Green.

Whenever a player other than Agent Dogniss enters a space in Ring centered on the Squirrel tile, they suffer 3 Injuries. However, if the Squirrel tile is placed or moved into a space adjacent to you, you do not suffer any Injuries.

If the Squirrel tile suffers at least 3 Injuries in one hit, it is destroyed, removed from the Green, and Agent Dogniss retrieves it into their supply.

Energy Wall Tile: The energy wall is extremely tough—very, very tough. It's almost impossible to imagine how you could destroy such a thing.

If an Energy Wall tile suffers at least 6 Injuries in one hit, it is destroyed and removed from the Green. An Energy Wall has no effect other than blocking movement.

Summary Table of Tiles

TileBlockingDestructible (Injuries)ZoneEffect
TeleporterNoNo-Perform a controlled GPS relocation on the character who enters the space with this tile.
DroneNoNo-A space containing a Drone tile is considered to be one level of altitude higher.
Oil SlickNoNo-Moving out of a space with an Oil Slick tile costs 1 extra MP.
Defensive FieldNoNoRing 1Gain +2 Defense in a space within Ring centered on this tile.
TurretYes3Ring 1Entering a space in Ring centered on a Turret tile causes 2 Injuries.
SquirrelYes3Ring 1Entering a space in Ring centered on the Squirrel tile causes 3 Injuries to non-Agent players.
Energy WallYes6-The Energy Wall has no effect other than being destructible and blocking movement.

Additional Rules

These rules present essential concepts for understanding the flow of the game.

Whenever a rule refers to "you," "your," or "yours," it can refer to you as a player, your Mini, or any of your other game materials. The meaning is clear depending on the context. Similarly, the rules interchange "opponent" and "opposing" to refer to another player, their Mini, or their other game materials.

Rule Conflicts

In rare cases, the rules may contradict one another; this is normal.

Golden Rule: If Rule "A" states that something is possible, but Rule "B" states that the same thing is not possible, Rule "B" takes precedence, meaning it's not allowed.

Note: If the text of Effect "X" on a game card contradicts the text of Effect "Y" in this rulebook, apply the text of Effect "X," in accordance with the Golden Rule.

Green Rules: Localization and Altitude

The game board is called the Green. It consists of 100 spaces grouped into 4 regions of 25 spaces. The spaces on the board are at altitude level 0, the raised spaces are at altitude level 1, and the even higher spaces are at altitude level 2. Regardless of elevation, the position of each space on the Green is identified by two coordinates: one letter (from A to J) and one number (from 1 to 10).

Adjacency and Ring

Two spaces are considered adjacent if they share a common side, regardless of their altitude (ignore elevations when determining adjacency).

A Ring is a set of spaces defined by a center (which could be an attacker, a target, a token, a tile, etc.) and a radius of 1 to 2 spaces around that center. This Ring is associated with a game effect, which will affect everything within the spaces of that zone. A Ring of radius 1 is a Ring; a Ring of radius 2 is an Extended Ring.

Distances

Two spaces separated by one space are considered 2 spaces apart from each other, or more simply, 2 spaces away. Two spaces separated by two spaces are 3 spaces apart, and so on.

Some effects instruct you to move closer, or to move something closer or farther away by a certain number of spaces. The final position of the game element must be either closer to or farther away from its original position, as specified by the effect.

Alignment

Two spaces are said to be aligned when they are in the same straight row of spaces. By extension, two characters, tiles, or tokens are also said to be aligned if they occupy aligned spaces.

Blocked Space / Free Space

Heroes, Fans, and some tiles block the space they occupy. A space occupied by a character or a blocking tile is called a blocked space. Two blocking elements cannot occupy the same space, so two characters cannot share the same space, nor can a character and a blocking tile, or two blocking tiles.

A space that is not blocked is called a free space.

Movement, Placement, and Replacement

In all three cases, a character, tile, or token is moved into a space.

Movement consists of taking a game element from the Green and moving it into an adjacent free space. Most of the time, it's the minis that are moved, but some game effects instruct you to move a tile or token. If several spaces are eligible for movement, the active player always chooses the destination space.

Placement involves placing a Mini, tile, or token that is off the Green into a free space on the Green.

Replacement involves first removing a Mini, tile, or token from the Green and then placing it into another free space, just as in Placement. Replacing a Mini, tile, or token into an adjacent space is also possible, depending on what the effect specifies, but this is not considered Movement.

Impossible Placement or Replacement

If it's impossible to place or replace a character or blocking tile because all eligible spaces are blocked, the active player chooses a free space adjacent to one of the blocked spaces. In the very rare case where all adjacent spaces are also blocked, the active player chooses a free space one space farther away.

GPS System

The Green Positioning System (GPS) is used to precisely determine one or more spaces on the game board. It is utilized at several points during the game:

  • During game setup
  • During a Lootbox drop
  • When using a Teleporter, voluntarily or not
  • When a character returns to the game after being knocked out (KO)
  • When using certain equipment

GPS Relocation

To use the GPS system, reveal the top card of the GPS deck and place it face up in the discard pile. The highlighted region on the back of the next card in the GPS deck indicates in which region the space is located. The face of the card just placed in the discard pile provides the exact coordinates of the space within that region.

Controlled Relocation

Sometimes, the rules will specify that the GPS relocation is controlled. In this case, the active player chooses the region (northwest, northeast, southwest or southeast) before the GPS card is revealed and discarded; the highlighted region on the back of the card is ignored.

If it's a multiple relocation, the active player only chooses the first region, and the others are determined normally in a clockwise order from the chosen region.

Multiple GPS Relocations

At times, you may need to perform multiple GPS relocations to determine several coordinates at once.

Perform a normal GPS relocation for the first space. For additional spaces, use the other coordinates indicated on the GPS card in the discard pile, moving clockwise. If you need to determine more than 4 coordinates, reveal and discard a new GPS card to get additional coordinates.

Example

I collected 2 lootboxes and the golden Lootbox this turn. After opening them during my Loot Phase, I need to relocate them for a drop onto the Green. This is a multiple relocation.

1 – Reveal the top card of the GPS deck and place it face up in the discard pile. The back of the next card shows the southeast region (highlighted purple triangle). The face of the discarded card provides the coordinates I-10 in this region. Place the first token, the golden Lootbox, in the space at I-10 on the Green.

2-3 – Place the next two Lootbox tokens in the southwest, northwest, and northeast regions (yellow circle, blue square, and green hexagon), in the spaces I-1, B-1, and B-10, respectively.

Equipment Board

Each player has an equipment board. Your board has 4 equipment slots where you can place Weapon and Armor cards from your hand. These 4 numbered slots form the obsolescence track.

The board also has 1 slot for a Heroic Weapon, where your starting Heroic Weapon card is placed.

Any tokens kept near your equipment board, such as Feat tokens, Lootbox tokens, or Credit tokens, are called your supply.

Health Points (HP)

Damage and Injuries

During the game, your character will take damage from attacks, and this damage may be converted into injuries if it isn't fully blocked by the defense of your armor.

Damage is different from injuries. Damage is dealt when your character is attacked, but injuries may occur at any time, especially during an attack.

Losing Health Points and Healing

You start the game with 18 Health Points (HP), represented by the HP cube on the Prestige/Health Points track. When you take injuries, you lose HP: move the HP cube down the track by as many steps as injuries taken. It's not possible to go below 0 HP.

Your character will sometimes have the opportunity to heal and regain HP. When you heal, move the HP cube up the track by the number of HP regained. It's not possible to go above 18 HP.

Knocked Out! (KO)

If your HP cube reaches 0, your character is knocked out (KO). The active player is considered the one who knocked you out.

If you are KO'd, immediately apply obsolescence to your equipment and remove your Mini from the Green. Keep it next to you.

But don't worry—you're still in the game! The medical team will get you back on your feet to finish your game, with full HP.

At the beginning of the Preparation Phase of your next turn, reset your HP cube to 18 and perform a GPS relocation to determine your new position on the Green. Then, proceed with your turn as usual, including the obsolescence step!

Level-Up!

When your HP and Prestige Points (PP) cubes meet or cross each other on the track for the first time, flip your Heroic Object card to its Level 2 side. It will remain on this side for the rest of the game.

Prestige Points (PP)

Gaining and Losing PP

The most important rule to remember is this: you can only gain PP during your turn when you are the active player. However, you can lose PP at any time!

When you gain PP, move your PP cube up the track by as many steps as PP gained. When you lose PP, move the PP cube down the track by the number of PP lost. It's not possible to go below 0 PP.

Exceeding 18 PP

If you go above 18 PP, leave your PP cube on the track and place a second cube on the "0" position of the same track. Move this second cube up by as many steps as PP gained beyond 18. This second PP cube is now used.

If your PP drops below 0 again, remove the second PP cube from the track and move your original PP cube down by as many steps as PP lost below 0. Your original PP cube is now in use again.

Ways to Gain or Lose PP

ConditionGain / Loss
Attack and injure an opponent (once per turn, per opponent)+1 PP
Knock out an opponent+1 PP
Pay 18 Credits to the bank (during the "Buying" step)+1 PP
Accomplish a Level 1 Feat+1 PP
Accomplish a Level 2 Feat+2 PP
Another player accomplishes a Level 2 Feat and taunts you-1 PP
Be the first to reach or exceed 18 PP+2 PP

Accomplishing a Feat

Feats offer objectives that you can accomplish to entertain the audience and earn Prestige Points (PP).

At the start of the game, 2 Level 1 Feat cards are revealed. If you are the active player, you can accomplish up to 2 different Feats. You can accomplish the same Feat multiple times, but only across different turns.

When you meet the conditions of a Feat card, place one of your Feat tokens from your supply onto that card to show it has been accomplished.

  • If it's a Level 1 Feat card, you gain 1 PP.
  • If it's a Level 2 Feat card, you gain 2 PP and you can taunt another player of your choice, causing them to lose 1 PP.

At the end of your turn, if there are as many tokens on a Feat card as there are players in the game, remove the card from the game and each player retrieves the Feat tokens placed on it. Reveal a new Feat card from the top of the Feat deck to replace it. If the Feat deck is empty, no new Feat cards are revealed.

Shortages

If, during the game, the Weapon or Armor shop runs out of cards, reshuffle its discard pile to form a new shop. Likewise, if the Loot deck is empty, reshuffle its discard pile to form a new Loot deck.

The GPS deck works a bit differently: always keep the last drawn GPS card in the discard pile so that there's always a visible GPS card in the discard pile.

If the Feat deck is exhausted, do not reshuffle the cards to create a new Feat deck.

If you need to place a tile but all tiles of that type are already on the Green, you may replace an existing tile of the same type on the Green.

If you run out of Feat tokens in your supply, you can no longer accomplish Feats.

If, by some miracle, the bank runs out of Credit tokens or Boost tokens, you can no longer earn any as long as the bank is empty.