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SCRAP

SCRAP Rulebook

Table of Contents

Table of Contents

  • Component List
    • General Components
    • Intelligence Components: Common
  • General Component Setup
  • Intelligence Components
    • Common
    • Unique
  • Intelligence Components: Setup and Console Anatomy
    • Player Setup
  • Golden Rule
  • Tiebreakers
  • Object of the Game
  • Gameplay Overview
  • Run Phase
    • Function Anatomy
    • Run Phase Example
  • Call Phase
    • Domain Board Anatomy
    • Call Phase Example
  • Load Phase
    • Load Phase Example
  • Actions Overview
  • Support Actions
    • Energy
    • Weapons
    • Celestium
    • Reset
    • Refresh
    • Progress
    • Data / Fragment
    • Expend
  • Map Actions
    • Create
      • Create Example
    • Mobilise
      • Mobilise Example
    • Fly
    • Crush
      • Crush Example
    • Disable
    • Search
  • Rewards
  • Battle
    • Battle Step 1: Reinforcement Step
      • Reinforcement Step Example
    • Battle Step 2: Command Step
    • Battle Step 3: Resolution Step
      • Resolution Step Example
    • Battle Step 4: Victory Step
    • Relics
  • Energisers
  • Other Game Terms
  • Attributes
  • Card Reference
    • Common Cores
    • Reference Number Notes
    • Reference Numbers #24 to #42
    • Reference Numbers #43 to #57
    • Reference Numbers #58 to #78
  • Experimental Variants
    • Energised Mode
    • Warped Mode
    • Casual Mode
  • Turn Flow Summary
  • Glossary

Component List

General Components

  • 1 Mode Board (double-sided)
  • 4 Domain Boards (1 x 4 varieties)
  • 20 Basic/Advanced Weapon Tokens (double-sided)
  • 12 Relics (3 x 4 varieties)
  • 12 Areas (1 x 12 varieties)
  • 48 Mini Fragment Cards
  • 12 Energisers (3 x 4 varieties)
  • 16 Celestium Tokens
  • 6 Ruins
  • 4 x Data Dials (requires assembly)
  • 4 Battle Screens (double-sided)
  • 4 Battle Boards / Player Aids (double-sided)

Intelligence Components: Common

  • 113 Bots (the Consoles have a more specific breakdown)
  • 6 Consoles (1 x 6 varieties)
  • 6 Function Boxes (assembly required)
  • 78 Functions (13 x 6 different backs)
  • 14 Attributes (double-sided)
  • 6 Ships (1 x 6 varieties)
  • 6 Energy Markers (1 x 6 varieties)
  • 24 Knowledge Markers (4 x 6 varieties)
  • 6 Mode Marker Cylinders (1 x 6 varieties)
  • 6 Lead Markers / Intelligence Randomisers (1 x 6 different backs)
  • 18 Damage Markers (3 x 6 varieties)

General Component Setup

  1. Find The Heart of Seratus Area and place it in the centre of play.
  2. Randomly place 6/8/10 Area tiles for 2/3/4 players in the formation shown in the setup diagram (unmarked tiles are used in all player counts).
  3. Place 3/4/5 Ruins into the indicated spots for 2/3/4 players (unmarked Ruins are used in all player counts).
  4. If playing with 2-3 players, return 1 Relic of each Domain/Colour to the game box. Then, shuffle all remaining Relics and place 1 Relic faceup into each Area so that it covers the Reward icon on the right of the Area (an example can be seen in the setup diagram). Return all remaining Relics (2/0/2 for 2/3/4 players) to the game box.

Note: The Heart of Seratus should not have a Relic placed in it.

  1. Place the Celestium tokens within reach of all players. Do the same for the Weapon tokens.
  2. Shuffle the Fragments and place them face-down (with the Fragment symbol showing) within reach of all players.
  3. Place the Mode Board off to the side with the coloured side face-up. Arrange the Domain Boards around the Mode Board so that the Domains/Colours align with each other.
  4. Place the Energisers in a stack near the Domain's Board.
  5. Give each player a Data Dial and Player Aid/Battle Board. The Player Aid side should be showing.
  6. Set the Battle Screens to the side for now.

Intelligence Components

Common

  • 113 Bots (Consoles have a more specific breakdown)
  • 6 Consoles (1 x 6 varieties)
  • 6 Function Boxes (assembly required)
  • 78 Functions (13 x 6 different backs)
  • 14 Attributes (double-sided)
  • 6 Ships (1 x 6 varieties)
  • 6 Energy Markers (1 x 6 varieties)
  • 24 Knowledge Markers (4 x 6 varieties)
  • 6 Mode Marker Cylinders (1 x 6 varieties)
  • 6 Lead Markers / Intelligence Randomisers (1 x 6 different backs)
  • 18 Damage Markers (3 x 6 varieties)

Unique

  • 3 Vows for Olympus (1 x 3 varieties)
  • 1 Divinity Marker for Olympus
  • 5 Infection Markers for Entropy (1 x 5 varieties)
  • 8 Virus Tokens for Entropy
  • 6 Fissures for Vulkanos
  • 1 XP Marker for Cerebrum

Intelligence Components: Setup and Console Anatomy

Console callouts, as lettered on the player board diagram:

  • A. Intelligence Icon.
  • B. POWER.
  • C. Starting Knowledge Levels.
  • D. Bot Stats.
  • E. Track and Energy Marker.
  • F. Reserve (not all Bots shown).
  • G. Queue.
  • H. Celestium Slots.
  • I. Relic Slots.
  • J. Weapon Slots.
  • K. Discard Pile.
  • L. Attributes.

Player Setup

  1. Starting with the youngest player, each player should choose an Intelligence to play for the game and take the matching Console. For your first game, we recommend not playing with Entropy or Olympus due to their complexity.
  2. If playing with more than 2 players, players should sit in ascending POWER order (lowest to highest).
  3. Each player should gather all components for their Intelligence (Bots, Knowledge Markers, Energy Markers, Functions, Attributes, Ship, Mode Marker).
  4. Place your Bots to the left of your Console. This forms your Reserve (F).
  5. Players should place their Attributes underneath their Console (L). Some Attributes have additional SETUP abilities; perform these now.
  6. Players should locate all of their Functions with an 'S' in the top left-hand corner and take them into hand (these are their starting Functions). The remaining Functions can be kept inside the Function Box for now.

Note: In the base game, all Intelligences should start with 7 Functions in hand and have 6 remaining in the Function Box.

  1. Players should also place one of their Knowledge Markers on each of the Domain Boards. The space on which players should put each Knowledge Marker on each Domain is indicated on their Console (C).

  2. Starting with the player with the lowest POWER, each player chooses and places their Ship into any Link in play (including those with Ruins; place your Ship above the Ruins). Links are the hexagonal spaces between Areas. Each Link may contain only a single Ship.

  3. Once again starting with the player with the lowest POWER, each player places each of their starting Bots (indicated by START under the Bot stats (D)) from their Reserve (F) allocated between the two Areas adjacent to their Ship. They may choose to place all their Bots into one Area, if they wish. It is possible (and likely) that players may start with Bots in the same Areas as their opponents.

  4. Each player gains starting Energy and Data based on their seating around the table (i.e. based on their POWER). Starting with the player with the lowest POWER (1st) and continuing clockwise (2nd, 3rd, 4th), each player gains the Energy and Data indicated below:

    • 1st: 2 Energy, 0 Data
    • 2nd: 3 Energy, 0 Data
    • 3rd: 3 Energy, 1 Data
    • 4th: 3 Energy, 2 Data

    To track Energy, place your Energy Marker on the indicated spot on your Console's Track (E). To track Data, use the Data Dial provided during General Setup.

  5. Players are now ready to begin play, starting with the player with the lowest POWER.

Golden Rule

SCRAP is a game that has many unique effects, generated from a wide range of sources, such as Functions, Areas, and Attributes. In general, when resolving these effects, they follow all of the normal rules of play, as written in this rulebook.

However, sometimes game effects may break or contradict certain rules. Whenever there is a conflict between a game effect and the rules, the game effect wins.

As an example using everyday language, if a rule says "You can't clap your hands", but a card effect says "You can clap your hands once per turn", then the card effect wins and you are able to clap your hands once per turn.

In the same way, if a rule says "You can do a backflip" but a card effect says "You can't do a backflip", then the card effect wins again and you would not be able to backflip.

Simply put, the rules are always right unless a game effect says otherwise.

Tiebreakers

Frequently while playing SCRAP, you will be required to determine who has the most of something (for example, determining who Controls an Area by working out who has the most Strength).

Whenever players a tied for ANYTHING, the player whose Intelligence has the higher POWER is considered to have more (they "win" the tie, so to speak).

For example, Cerebrum, Tacyhon, and Vulkanos are all tied for the most Strength in an Area. Their POWER is as follows:

  • Cerebrum: 1337
  • Tachyon: 2012
  • Vulkanos: 4203

As such, Cerebrum has the least Strength in the Area (as it has lower POWER than both Tachyon and Vulkanos), and Vulkanos has the most Strength in the Area (as it has higher POWER than both Cerebrum and Tachyon). In this case, Vulkanos would Control the Area.

Tip: Players who are playing Intelligences with higher POWER should try and utilise their tiebreaker as much as possible, as this is one of their natural advantages. POWER can be found on your player Console (centre-left).

Object of the Game

In SCRAP, your goal is to collect as much Data as possible. There are many ways to do this, including scavenging the planet, battling other Intelligences, collecting Relics, and more.

The game ends when, at the end of any player's turn, ANY player has 50 or more Data. At this point, players reveal and Score any Fragments they have collected and not already Scored. Then, whichever player has collected the most Data is the winner; they have discovered the secrets behind The Singularity, and are best poised to thrive in the brave new galaxy they find themselves in.

Tip: Games tend to last for approximately 14 rounds (each player takes one turn each round). Be sure to try and secure Data as frequently as you can.

Gameplay Overview

In SCRAP, players alternate taking turns, which are made up of three distinct Phases.

During your Run Phase, you reveal the Function card that is rightmost in your Queue (the section above your Console). This determines the major course of action that your Intelligence will take for the turn, but it is (generally) planned in advance, and is thus not very flexible.

During your Call Phase, you will choose a Domain for your Bots to focus on. This helps your Bots develop their knowledge of that Domain, and provides you with a minor but more flexible action (compared to the Run Phase).

Finally, during your Load Phase, the Function you resolved in the Run Phase will be placed in your Discard Pile, any remaining Functions in your Queue will slide to the right, and you'll place new Functions from your hand at the back of your Queue. In effect, the Load Phase is where you plan the major actions you'll take in future Run Phases.

Once you complete these three Phases, play continues with the player to your left. This sequence will repeat until a player has reached 50 Data (see "Object of the Game" above).

Run Phase

In the Run Phase, you perform the following steps:

  1. Reveal your Active Function, which is the rightmost Function in your Queue (the Functions lined up above your Console). Usually there are two.

On your first turn, your Queue will be empty. As such, instead you choose any Function except Raid from your hand, and place it faceup in their Queue as your Active Function. This will be the Function that resolves during this Run Phase.

In the very rare case that your Queue is empty on a future turn, choose any Function from your hand and place it faceup in your Queue as your Active Function. It will resolve during this Run Phase.

  1. You may Power-Up the Function they have revealed by either:

    a) Discarding 1 card of the same Domain/Colour from your hand (see the box to the right for Function Anatomy).

    b) Discarding 1 Celestium token from your Console.

  2. You now resolve the Function. If you did not Power-Up the Function, resolve only the Core. If you did Power-Up the Function, resolve the Core and Power-Up, in order from top to bottom.

Exception: If the Power-Up has a MOD effect, the player resolves the Core only, but takes into account any changes provided by the MOD effect.

Once you complete these steps, your Run Phase is finished, and you proceed to your Call Phase.

Function Anatomy

  1. The Domain, indicated by the colour and shape. The Function's Level (S, 1, 2) is indicated inside.
  2. The Title. Serves as a means of identifying and referencing the card.
  3. The Reference Number. Used to easily reference any clarifications in the rulebook (see pXX, as printed in the original).
  4. The Core, indicated by the grey box. It contains italicised flavour text (no game purpose), followed by various ability text and icons.
  5. The Power-Up, indicated by the coloured box (matching the Function's Domain) and lightning pattern. It otherwise is presented the same as the Core.

Easily Missed: The Core and Power-Up can appear in either order (e.g. Core at the top, Power-Up at the bottom, or the opposite). Pay careful attention to this.

Run Phase Example

It is Cerebrum's Run Phase. First, they reveal their rightmost Function (1). It is Endless Forge (as seen in Function Anatomy at the top-right).

They have the option to Power-Up; in this case, they have no Celestium, so they could only do so by discarding a card of a matching Domain from hand (Yellow/Creation in this case). They decline to do so, as they want to hold onto that Function for future use.

Finally, they resolve the Core (3) of the Function (not the Power-Up as they did not pay its cost).

Note: The specifics of the various icons and abilities in SCRAP are explained later in the rulebook (starting from p11).

Call Phase

In the Call Phase, you perform the following three steps:

  1. Choose a Domain that is adjacent to the current location of your Mode Marker (the cylindrical piece with your Intelligence icon on it) on the Mode Board and shift your Mode Marker there. Domains are adjacent if they share a side with each other (i.e. those directly opposite are NOT adjacent). The centre of the Mode Board (the Reset part) is adjacent to all Domains.

At the start of the game, your Mode Marker is in the centre of the Mode Board (on the Reset part), which means you can move it to any Domain (as it is adjacent to all of them). Afterwards, you generally have a choice between the two Domains adjacent to your current one.

If you resolved a Reset Action during your Run Phase, your Mode Marker will be in the middle of the Mode Board, allowing you to choose any Domain.

You can also choose to spend 1 Celestium token before choosing a Domain to perform a 1 Reset Action immediately, shifting your Mode Marker back to the centre of the board and letting you choose any Domain.

  1. Once you have chosen a Domain, Advance your Knowledge Marker one space forward along the Knowledge Track in the chosen Domain. Follow the connecting lines between each space when advancing.

When advancing along the track, there are three spaces that provide you with bonuses when you pass them. These are as follows:

  • 3-4: Gain the Level 1 Function of the matching Domain from your Function Box (the Function cards that you left/placed in there during Setup). Place it straight into your hand. The Level and Domain of the Function can be found in the top left corner (as seen on the previous page under Function Anatomy).
  • 6-7: As above, but gain the Level 2 Function of the matching Domain instead.
  • 9-10: Gain 1 Fragment. Place it facedown in front of you; you are allowed to look at it, but you should keep it secret from other players. You can reveal this at any time to Score it and gain the Data shown on it (usually to have the game end at the end of a turn by reaching 50).
  1. Choose one of the Subroutines that you can access on the track and resolve it. The Subroutines are groups of Actions located along the left side of the Domain Board, divided into rows. You may access any Subroutine row that your Knowledge Marker has reached or passed.

Once you have completed these steps, your Call Phase is finished, and you will proceed to the Load Phase.

Domain Board Anatomy

  1. The Domain's icon, used as a reference point and to aid with colour vision deficiency.
  2. The Domain's name. This is used as a point of reference, but has no other game purpose.
  3. The Knowledge Track. This is where each player's Knowledge Markers will be placed and advanced throughout the game. There are 10 spaces in total.
  4. A bonus obtained for passing this space. These are located between spaces 3-4, 6-7 and 9-10.
  5. A Subroutine Row. These are the Actions you can choose from during the Call Phase. For example, this Subroutine lets you perform a 2 Action.

Call Phase Example

It is Cerebrum's Call Phase. Their Mode Marker (1) is on the Creation/Yellow Domain on the Mode Board, so they must shift it to an adjacent Domain: either the Innovation/Blue or Termination/Red Domains.

They could also spend 1 Celestium token to perform 1 Reset, which would place their Mode Marker back in the centre and allow them to choose any Domain, but they decline. Instead, they choose the Innovation/Blue Domain.

Next, they advance their Knowledge Marker by one space (3), from 4 to 5. Finally, they choose a Subroutine to resolve. They could choose any one of the options marked (3), as they have reached or passed them. They decide to choose 1 because the other options have a cost of discarding a Function, which they don't wish to do. This concludes their Call Phase.

Load Phase

In the Load Phase, you perform the following three steps:

  1. Place your Active Function (if it has not been placed elsewhere by another game effect, such as Refresh) into your Discard Pile facedown.
  2. You may spend 1 Celestium token to take a Function from your Queue into hand.
  3. Slide any other Functions in your Queue to the right. Place new Functions facedown in your Queue (to the left of any Functions already there) until you are at your Queue Limit (2 in the base game) or you have no Functions in hand.

Once you have completed these three steps, your turn is over. Check to see if any player is at 50 or more Data; if someone is, the game is over (see "Object of the Game", p7). Otherwise, the player to your left may begin their turn.

New Player Recommendation: For your first few games, we recommend having the next player begin their turn while the current player is completing their Load Phase. This will help to speed up play and make the experience smoother for everybody, without a player feeling pressured to hurry up because they are holding up play. We do not recommend this for experienced play as it does give the player conducting their Load Phase a notable advantage.

Load Phase Example

Cerebrum is starting their Load Phase. First, they place their Active Function, Endless Forge, to the Discard Pile on the right and flip it facedown (1).

They decline to spend 1 Celestium token to return their Function in Queue (3) to hand.

Finally, they refill their Queue, shifting the Function already there to the right (3) and placing one from hand facedown to the left of it (3). This completes their Load Phase.

The next player to the left of them would now begin their turn, starting from the Run Phase.

Actions Overview

The remainder of this rulebook is dedicated to explaining the various icons and terms that appear throughout the game. These are grouped conceptually into two main groups: Support Actions and Map Actions.

Almost every Action in the game is accompanied by a number preceding it; this is known as the Value. The higher the Value, the more powerful the Action.

Actions in the game are usually resolved left to right, top to bottom. If a group of Action icons are joined by a glowing plus, you can resolve them in any order; treat them as one big Action rather than two separate ones.

Tip: The Manoeuvre Function benefits very strongly from its plus icon, due to how flexibly you can resolve its Actions. More details can be found in the Card Reference on p19.

Some actions in the game are joined by an arrow, like the example shown below:

Cooperate and secure precious Knowledge: -? Energy → ?+1 Search. You choose the Value for ?.

In this case, the icons before the arrow (on the left) are known as a Cost. They involve spending resources such as Energy, as is the case above. If you cannot pay the cost, you cannot perform the Action(s) after the arrow.

Finally, like the above, sometimes the Value is a ?. The Function will tell you how to determine the Value of ?. In the example above, the Value is chosen by you (so in this case, if you had chosen a Value of 3, you would have to spend 3 Energy in order to perform a Search with a Value of 4 (3 + 1)).

Support Actions

Energy

When you perform the Energy Action, you adjust your Energy Marker up a number of steps on your track (the left side of your console) equal to the Value of the Action. You cannot have more than 9 or less than 0 Energy. If you would gain Energy in excess of 9, the excess is lost.

Energy is used to pay various costs throughout the game. This will be represented by a minus (-) symbol in the Action or Bot Stats (for the Create Action) (the Value will also be in red). Adjust your Energy Marker down that many steps to pay such a Cost. If you cannot pay the Cost, you cannot perform the Action.

Weapons

When you perform the Basic/Advanced Weapon Action, gain a number of Weapon tokens from the General Supply equal to the Value, and of the type shown. There are two types: Basic and Advanced.

Weapon tokens are stored in the bottom right corner of your console. If you have no empty slots, you may discard old Weapon tokens to make room for new ones (though this only really matters when discarding Basic Weapons to make room for Advanced Weapons).

Weapons are generally used during the Battle Action to your Bots, and the Create Action as a substitute for Energy. Some Intelligences, such as Vulkanos, have other uses for them.

Celestium

When resolving the Celestium Action, gain Celestium tokens from the General Supply equal to the Value and place them one at a time into the Celestium slots of your choice in the top right of your Console.

As you place a Celestium token onto your Console, you may perform the Action(s) of the slot you placed it in. Resolve each of these Actions one at a time. You may discard old Celestium tokens to make room for new ones if you wish, though this is only useful to access the Action(s) of a slot that is currently occupied.

Celestium tokens can generally be spent for a special effect during each Phase. These effects are explained in their corresponding sections (Run Phase p8, Call Phase p9, Load Phase p10), but they are reproduced on the following page for ease.

In short, you can spend 1 Celestium to do the following:

  • a) Power-Up your Active Function during the Run Phase.
  • b) Perform a 1 Reset Action during the Call Phase.
  • c) Return a Function in your Queue to your hand (except your Active Function) during the Load Phase.

Reset

When you perform the Reset Action, you shift your Mode Marker from its current Domain to the centre of the Mode Board. This will let you select any Domain during the Call Phase.

In the base game, Reset always has a Value of 1; its Value is included for consistency and for futureproofing.

Tip: Reset has several uses. It can let you access the same Domain multiple turns in a row, allowing you to rapidly advance your Knowledge Marker in it. It can also surprise opponents who may have planned around you not being able to access a particular Domain on that turn.

Refresh

When resolving the Refresh Action, choose a number of cards from your Discard Pile and/or Queue. Return those cards to your hand.

If you take back Functions from your Queue, you will have to place additional Functions into your Queue during your next Load Phase, if able.

Exception: If you choose your Active Function and it's currently in the middle of resolving, finish resolving it first before returning it to your hand.

Progress

When resolving the Progress Action, choose one of your Knowledge Markers and advance it once. Do this a number of times equal to the Value of the Action. You may choose the same or a different Knowledge Marker each time. If your Knowledge Marker passes a bonus, you gain that bonus as usual.

Do not perform any Subroutine Actions; the Progress Action only advances your Knowledge Markers (different to the Call Phase).

Easily Missed: You ARE allowed to select the Domain where your Mode Marker is currently located when resolving the Progress Action.

Data / Fragment

When resolving the Data Action, advance your Data Dial a number of steps equal to the Value. Some effects tell you to gain Data, which is resolved in the same way.

When resolving the Fragment Action, draw a number of Fragment cards equal to the Value and keep them facedown in front of you. In the rare case that there are no Fragments left, gain Data instead of a Fragment.

You can look at your Fragments. Other players are only allowed to know how many Fragments you have, not how much Data they are worth. Each Fragment has a Data Value in the top right hand corner.

At any time, you may choose to reveal any number of your Fragments to Score them; gain the Data shown on them, then remove them from the game.

Tip: Usually, you should only Score your Fragments when it would end the game or when another player has triggered the end of the game. This way, you keep exactly how close you are to winning secret for the longest time possible.

Design Note: The only game relevant information on Fragments is the Data in the top right corner. However, there is lots of lore about the world included on them, to help you learn about the SCRAP universe. We hope you enjoy them!

Expend

Expend is different to other icons as it only ever appears as a cost. When paying such a cost, you must discard cards from your hand based on the shown Value. Place the discarded Functions facedown in your discard pile. For example, the Spark Function has the following Cost + Action:

Expend 1 → 1 Celestium.

In this case, you would need to discard one card from your hand in order to gain 1 Celestium.

Some cards, such as Reboot and Energisers, have a "No Expend" icon in the upper left corner of the card, as shown below. These cards cannot be discarded to pay an Expend cost.

Map Actions

Many Map Actions will utilise your Bots and their stats. Bots have two stats: Strength and Size. You can find a Bot's stats above their image on your Console.

Most Actions that utilise these stats have those stat icons within the icons themselves (see the Create icon below for an example).

Create

When you perform the Create Action, choose a total Size of Bots from your Reserve up to the Value of the Action. Deploy those Bots into the Area(s) adjacent to your Ship (those Areas that your Ship borders). You may allocate Bots between those Areas as you wish; you may place all of the Bots in one Area, or split them between the two.

Some Bots (usually the larger two of each Intelligence) also have an Energy Cost to Deploy them. To pay this, reduce your Energy Marker by the specified amount. You may also spend Weapon tokens, (by discarding them to the general supply) in place of or in combination with Energy; each Weapon token provides Energy equal to its Strength.

Tip: Spending Weapon tokens can be a great way to save Energy, but may leave you vulnerable during Battle.

Create Example

Vulkanos is resolving a 5 Create Action. They decide to Deploy 3 Cinders (3 x 1 Size) and 1 Flame (1 x 2 Size), for a total of 5 Size of Bots.

The Cinders have no Energy Cost, but the Flame does. Vulkanos decides to spend 1 Energy and 1 Basic Weapon token to pay for it (the Basic Weapon token substitutes as 1 Energy) as it has 1 Strength. Vulkanos would then Deploy these Bots as they choose into the Areas adjacent to their Ship.

Mobilise

When resolving the Mobilise Action, you may Move Bots with total Size up to the Value of the Action. Each Bot may Move only once per Action, and may Move to a Linked Area. Areas are Linked if BOTH the following are true:

  • i) They share a border, and therefore there is a Link (hexagonal space) between them.
  • ii) That Link is empty, OR the top visible hexagonal piece in that Link belongs to your Intelligence (e.g. if your Ship is on top of a Ruins, the Areas are Linked for your Bots, but not for enemy Bots).

If you would Move a Stunned Bot, it Recovers instead. Stand it back up, and it cannot Move this Action. Stunned Bots will be explained on the next page (under the Disable Action).

Mobilise Example

  • A. In A, as the Link is empty, any player could Move Bots through it.
  • B. In B, as the topmost element is a Ruins, no player could Move Bots through it.
  • C. In C, as the topmost element belongs to Cerebrum, Cerebrum could Move Bots through it, but other players could not. This would be the case even were there a Ruins underneath Cerebrum's Ship, as only the topmost element is considered.

Fly

When resolving the Fly Action, take your Ship and place it into ANY other Link in play that does not contain an enemy Ship. Your Ship is always placed on top of all other elements in that Link (e.g. Ruins, Fissures from Vulkanos). Do this a number of times equal to the Value of the Action. In the base game, this Value is almost always 1.

Easily Missed: Your Ship is able get around the map very easily, as the Fly Action lets it relocate to ANY Link (not just nearby ones).

Tip: Ship placement is important for blocking enemy movement, helping you Move through Ruins, relocating so you will Deploy future Bots in new Areas, and more. Consider carefully where you land your Ship.

Crush

When resolving the Crush Action, choose an Active Bot you Control (any Bot in play that is not Stunned is considered Active). The Value of the Action is determined by that Bot's Size, plus or minus a modifier (if any). In the example below, the Value would be the chosen Bot's Size plus 1.

Your chosen Bot deals a total amount of Damage equal to the Value of the Action. Allocate this Damage as you choose amongst enemy Bots in your Bot's Area. What you are trying to do is deal Damage to enemy Bots equal to the enemy Bot's Strength; any less has no effect.

Any Bots that are dealt damage at least equal to their Strength are Destroyed (place them from play back into their owner's Reserve). Whenever you Destroy enemy Bots for any reason, you gain Data equal to the total base Strength of enemy Bots Destroyed.

Sometimes the Crush Action has an Energy Cost, which may include a Value with a Size icon (and potentially a modifier) like below:

In such a case, the Cost is equal to the Size of the Bot performing the Action, plus or minus any shown modifiers (in this case there is no modifier on the Cost side).

Crush Example

Kirurgeon is resolving their unique Harvest Function, which has the Core shown (A). They choose their Blade (B) to perform the Crush Action. Their Blade has a Size of 2, so they will assign 2 Damage amongst enemy Bots in the Area.

The Blade assigns 1 point of Damage to each Neurite (C). They both have 1 Strength, so both are Destroyed and Kirurgeon gains 2 Data for Destroying 2 Strength of Bots (and also 1 Advanced Weapon as per the text). The Axon (D) could have been Damaged as well, but as it has 3 Strength, this would not have Destroyed it.

Disable

The Disable Action resolves in exactly the same way as the Crush Action (to the left), except that instead of Destroying Bots, it Stuns them and you gain no Data. Place them lying flat to indicate this.

Stunned Bots have a few weaknesses:

  • i) They cannot be chosen to perform Actions that require Active Bots (for example, Disable).
  • ii) They do not contribute their Strength towards Control of the Area they occupy (important for the Search Action).
  • iii) They cannot Move; the next time they would, they simply Recover instead and stand back up (becoming Active again).
  • iv) They may be Destroyed if you lose a Battle in their Area.

Sometimes, the Disable Action will appear alongside a Mobilise Action, as in the following:

In this case, you first perform a Mobilise Action with the shown Value. After each Bot Moves or Recovers as part of that Action, they may perform a Disable Action with a Value equal to their Size.

If multiple Bots Move as part of the Mobilise Action, total all the Damage they deal before determining whether an enemy Bot is affected.

Search

When you perform the Search Action, choose Rewards with total Cost equal to the Value of the Action from any number of Areas you Control (each Reward will have a cost of 1 or 2, as seen in the centre of the icon). Example Search Rewards are shown below.

You Control an Area if you have at least one Active Bot in the Area, and the most total Strength of Active Bots in that Area (remember that ties, as always, are broken by highest POWER).

You may not resolve the same Search Reward twice in the same Phase. You also cannot choose Search Rewards that are covered by Relics (see p18).

Rewards

Perform the Actions of each of the chosen Search Rewards. You may perform them in any order (as if they were all joined by a glowing plus). If you gain multiple of the same Action type as a Reward, you may combine their Values (this is mainly important for Create).

Easily Missed: If you resolve the Create Action as a result of a Search Reward, the Bots are Deployed from your Ship as usual, NOT in the Area that you gained the Reward from.

Additionally, you must choose all Rewards before resolving any of them. As such you cannot use Bots that you Deploy while resolving the Rewards to help you gain Control of an Area where you wish to resolve Search.

Tip: Resolving a high Value (5+) Search Action is one of the major ways of gaining a huge amount of Data in a single turn. This is why Control of Areas is so important; it gives you access to a wider range of Rewards, while also denying them to your opponents.

Be aware that the main source of a high Value Search Action is the Scavenge Function, which also requires Energy. As such, be very wary of players who have Control of a good amount of Areas, and also have a decent amount of Energy.

Battle

When you perform the Battle Action, choose any Area in play. Then, a Battle occurs in that Area (you may mark it with the Battle token for ease of reference).

Note that there are no limitations on which Area you can choose and, no matter which Area you choose, a Battle will occur, even if there are Bots only belonging to only one player or no Bots at all.

However, you should ensure that you either have Bots already in the Area or Bots in Linked Areas that you can Move in.

Battle is the most challenging and exciting part of SCRAP. The next few pages are filled with explanations and examples of how a Battle resolves.

Battle Step 1: Reinforcement Step

Starting with the player to the left of the Current Player (the player who started the Battle) and continuing clockwise, each player chooses and performs one of the following:

  • Pass. If the Current Player passes and they have no Bots in the Battle Area, the Battle ends immediately with no winner.
  • Reinforce: Spend any amount of Energy (at least 1) to immediately perform a Mobilise Action with a Value equal to the amount spent. Each Bot that Moves or Recovers from this Mobilise Action must end up in the chosen Area; otherwise, that Bot cannot be chosen.
  • Strike if they are the Current Player. This progresses the Battle to the next Step.

Easily Missed: You can choose the Reinforce option even if you have no Bots in the Area when the Battle starts, and even if you're not the Current Player.

You can use Reinforce to Recover Stunned Bots in the Combat Area (as they will end the Mobilise Action in the Area), but could not choose to Reinforce using Stunned Bots that are not in Battle Area, as they would not end this Action in the Battle Area.

Repeat this process until everyone Passes consecutively or the Current Player Strikes. Once either of these occur, Battle moves to the Command Step. If only the Current Player has Active Bots in the Battle Area, skip straight to the Victory Step instead.

Reinforcement Step Example

Cerebrum is resolving Analytic Raid (not Powered-Up). They choose the Battle Area, as it is enemy controlled, so they perform a Mobilise with 2 Value. They Move their Axon from one Area to the Battle Area.

Tachyon has the first chance during Reinforcement. They choose to pass as the only Bot they have nearby is already in the Battle Area.

Kirurgeon spends 2 Energy to Move their Blade from one Area to the Battle Area.

Cerebrum spends 2 Energy to Move Bots into the Battle Area. They cannot bring any Bots from another Area, as there are Ruins in the way.

Kirurgeon would like to bring a Bot in, but cannot because Cerebrum's Ship is in the way. They pass.

Cerebrum now chooses to Strike, ending the Reinforcement Step.

Battle Step 2: Command Step

During this Step, each player with Active Bots in the Battle Area flips their Player Aid to its Battle Board side. Then, each player takes a Battle Screen, using it to hide their Battle Board from other players. Finally, each player should take all of their Active Bots from the Battle Area and each Weapon token from their Console and place them behind the Battle Screen.

Each player now secretly assigns the Bots behind their Battle Screens to Commands on the Battle Board. There are four Commands that Bots can be assigned to: Probe, Bolster, Fire, and Brawl. Lead is a special Command that cannot have Bots assigned to it.

Each Bot may also be assigned up to one Weapon token, which will increase its Strength (+1 for Basic, +2 for Advanced). Weapon tokens a player doesn't wish to assign can be placed below their Battle Board.

Tip: It is very important to be clear regarding which Bot has been assigned which Weapon token. For ease, you may lie the Bots down in the Command and place the Weapon tokens on top of them.

Once all players have assigned their Bots, Battle moves to the Resolution Step.

Battle Step 3: Resolution Step

During this Step, players all simultaneously remove their Battle Screens to reveal their Battle Boards and then begin to resolve each Command, starting from #1 (Probe) and continuing until #5 (Brawl). Each Command is described on the Battle Screen, which has been recreated below. Any ties are won by the player with the higher Power, as long as they have at least 1 Bot assigned to the Command.

The Commands are as follows:

  1. Probe: From least total Strength to most (minimum 1 Strength). Choose either: 1 Basic Weapon token OR 1 Data. MOST TOTAL Strength may instead choose either: 1 Advanced Weapon token OR 1 Data plus 1 [teal chip icon, not named in the rulebook text].
  2. Bolster: MOST TOTAL Strength may reassign one of their Bots in Bolster to Lead. Then, all Bots in Bolster get +1 Strength until end of Battle, and aren't Stunned if you lose the Battle.
  3. Lead: The Bot here gets +1 Strength until the end of Battle, and isn't Stunned if you lose the Battle. Choose self or another Bot of equal or lower Size. Chosen Bot gets +1 Strength until the end of Battle.
  4. Fire: MOST TOTAL Strength deals Damage equal to that total to ONE Bot in any Command. If your Bot is chosen to be Damaged by the effect above, reduce that Damage by your total Strength in Fire.
  5. Brawl: All players total their Strength. MOST TOTAL Strength adds +1. Then, ALL players deal Damage equal to their total. They divide this Damage as they choose among enemy Bots. Bots in higher numbered Commands on a player's Battle Board must be Damaged first (i.e. 5 - 4 - 3 - 2 - 1). 3P+: The player with the highest total chooses the order in which players choose how to divide their Damage. If multiple players contribute to Destroying a Bot, each gets half usual Data (round up).

You can use the included Damage Tokens to help track Damage during the Battle. Damage is removed at the end of a Battle. If a Bot has taken Damage equal to or greater than its Strength, including any modifiers (such as from Weapons), it is Destroyed, and the player who Destroyed it gains Data equal to that Bot's base Strength (that is, before any modifiers). In the rare case that multiple players Damaged a Bot before it was destroyed, they all gain half the amount of Data, rounded up. Return any Weapons equipped to it to the General Supply.

Resolution Step Example

Easily Missed: When resolving a Command, only Bots assigned to that Command at the time it is resolving will contribute their Strength towards your total.

Following on from the Reinforcement Step Example, all three players have assigned their Bots and Weapons secretly during the Command Step, and have now begun the Resolution Step.

Probe: Cerebrum (1) and Tachyon (2) both have 1 Strength. Tachyon has the higher POWER, so they are considered to have the most Strength. Cerebrum chooses to gain 1 Fragment. Tachyon chooses to gain 1 Advanced Weapon (as detailed on the Battle Screen). Kirurgeon gets nothing as they have no Bots in Probe.

Bolster: Cerebrum's Axon (4) is the only Bot in Bolster. As such, Cerebrum uses the ability from Bolster to place their Axon into Lead (5).

Lead: Cerebrum's Axon (5) gets +1 Strength, bringing it to 4 total, and chooses to give their Neurite (6) in Fire +1 Strength as well.

Fire: Cerebrum's Neurite (6) is now 2 Strength (thanks to Lead), compared to the 1 Strength of Kirurgeon's Needle (7). Cerebrum chooses the Needle as the target for Fire, and it takes 1 Damage (2 - 1 = 1). As it only has 1 Strength, it is now Destroyed and Cerebrum correspondingly gains 1 Data.

Brawl: Kirurgeon's Blade (8) has 4 Strength thanks to its assigned Basic Weapon granting it +1. As such, Kirurgeon's Brawl Total is 5 (as they have the highest total, hence increasing their Brawl Total by 1). They would really like to Destroy the Axon (5), which has 4 Strength, but the Neurite in Fire (6) is in the way, and must be Damaged and Destroyed first. They assign it 2 Damage, Destroying it and gaining 1 Data (as its base Strength is 1). They no longer have enough Damage left to Destroy the Axon, so they instead decide to Damage and Destroy the Tachyon Bolt, gaining 1 more Data. That is all they can Destroy, and as they are the only player resolving Brawl, any leftover Damage now serves no purpose (as this is the final opportunity for Damage to be assigned during the Battle).

Battle Step 4: Victory Step

The Victory Step is the final step of Battle. Players count up the total remaining Strength of each of their surviving Bots on their Battle Boards. Include any bonuses from Weapons, Bolster, Lead, and other effects (if any) in this total. The player with the highest total remaining Strength is the winner of the Battle. A player must have at least 1 surviving Bot in the Battle in order to be declared the winner.

You are also considered the winner of the Battle if you are the Current Player and only you had Active Bots in the Battle Area after the Reinforcement Step.

Following the Resolution Step Example on the previous page, Cerebrum wins the Battle with 5 Strength remaining, compared to Kirurgeon's 4 and Tachyon's 0.

Easily Missed: Damage does NOT impact a Bot's Strength. If a Bot has taken 2 Damage but has not been Destroyed, it still contributes its full Strength to Battle, including the Victory Step.

Perform the following:

  1. If the Current Player was the winner of the Battle, they may Destroy any number of Stunned enemy Bots in the Battle Area (those that were left behind and did not participate). They gain Data for Destroying these, as usual.
  2. All surviving Bots are now returned from Battle Boards and placed back in the Battle Area. All Weapons that were equipped to Bots are discarded to the General Supply (all others return to Consoles). All Bots belonging to the losing players are Stunned, except for those that were assigned to Bolster and/or Lead.
  3. If the Current Player was the winner of the Battle, they may either claim a Relic from the Battle Area if there is one (see below), or choose ANY Reward from the Battle Area and resolve it.

Relics

Often, the most valuable prize from Battles, Relics are installed onto your Console immediately when claimed. Relics grant you bonuses based on their Domain/Colour (the icon in the centre of it shows this) and where they are installed. You activate all of your Relics each time you install a new Relic; as such, it is possible to trigger the same Relic bonus multiple times in a single game.

When you install a Relic, you always advance your Knowledge Marker once in the Relic's Domain, and gain 1 Data, then resolve ALL of your installed Relic bonuses. Afterwards, flip your new Relic facedown in its slot.

The Relic bonuses are as follows (the reward labels printed on each Relic bonus tile are artwork and are not named in the rulebook text):

  • Advance your Knowledge Marker in the Domain/Colour matching your newly installed Relic once and gain 1 Data (this is the same as the basic reward for new Relics).
  • You may discard a card from hand of the same Domain/Colour as your newly installed Relic to gain 4 Data. Note that you cannot discard Energiser cards for this (they have a reminder for this in the upper left corner).
  • Gain 1 Energiser card of the same Domain/Colour as your newly installed Relic and add it to your hand (see the next page for information about Energisers).
  • Choose ANY Subroutine of the same Domain/Colour as your newly installed Relic (even one that is above where your Knowledge Marker currently is). Resolve that Subroutine.

Easily Missed: The effects you resolve are always based on the Domain of your newly installed Relic; that is, the bonuses provided by all of your collected Relics are based on the Domain/Colour of the one you are newly installing.

In the rare case that you obtain a fifth or later Relic, resolve all Relic bonuses based on the new Relic's Domain/Colour, then remove that Relic from the game.

Energisers

In the base game, Energisers are gained only from the Energise Relic bonus. These cards are added to your hand immediately, and become a permanent addition to your options.

During the Run Step, you can discard an Energiser with the same Domain/Colour as your Active Function to Power-Up that Function. Whenever you do so, you also gain 1 Data.

Energisers can be returned to your hand with the Refresh Action. They are not Functions and thus cannot be placed into your Queue. They also cannot be discarded to pay Expend costs, such as those on Spark or on the Theorise Relic Bonus.

Other Game Terms

There are a few additional game terms that will be covered below. These usually appear on the Power-Ups of Functions.

Upgrade: When you are instructed to Upgrade a Bot, replace one of your Bots with a Bot from your Reserve of 1 Size greater. The new Bot enters play in the same state (Active / Stunned) as the replaced Bot.

MOD: MOD appears exclusively in the Power-Up section of Functions. MOD effects change how the Core of the Function is resolved, usually giving you enhanced options. MODs always appear at the bottom of a Function, but are in effect at all times while resolving the Function (as long as you paid the cost to Power-Up the Function).

STATUS: Some Functions (specifically from Tachyon in the base game) have the STATUS keyword. When resolving a STATUS effect, place the Function face-up onto your Discard Pile. The STATUS effect remains active as long as the Function is face-up on top of your Discard Pile. At the start of your Run Phase, turn all STATUS Functions on top of your Discard Pile face-down.

Obstacles: Some Functions mentions Obstacles; this is a broad term referring to anything in a Link that would prevent you Moving through it (including Ruins, enemy Ships, Fissures, and any other effects).

Attributes

Attributes are cards which begin the game in play and provide your Intelligence with a unique set of abilities. These have a wide variety of effects, and can radically change the way your Intelligence plays compared to others. Attributes are always in effect, though some of them have conditions which you must meet in order to utilise them. Others give you new options at various points of the game.

When an Attribute refers to the "Start of X Phase", it means the time right before ANY steps usually taken in that Phase have occurred. For example, "At the start of the Run Phase" would mean before you reveal your Active Function.

When an Attribute refers to the "End of X Phase", it means the time right after ALL steps usually taken in that Phase have occurred. For example, "At the end of the Run Phase" would mean after your Active Function has fully resolved.

If two effects would ever both occur at the same time, the Current Player chooses the order in which they resolve.

Tip: Each Attribute has a flip side which has common answers to various questions that arise when using them. This extra information should cover any and all situations involving the use of that Attribute, and also may include tips as to how to utilise it.

Card Reference

The remainder of this rulebook is dedicated to providing additional explanation to all of the various Functions in the game. The five Functions with common Cores across Intelligences (Forge, Manoeuvre, Raid, Scavenge, Spark) are all listed first, followed by a reference in Reference Number order.

Common Cores

Forge

  • As you can resolve the Deploy and Weapon Actions in any order, it is possible for you to Deploy a Bot and use Weapons to meet the Energy Costs, then gain 1 Energy and spend that Weapon to help meet the Energy Costs of that Bot.

Manoeuvre

  • As you can resolve the Mobilise and Fly Actions in any order, it is possible for you to Move Bots through a Link containing a Ruins where your Ship is on top, then Fly your Ship to a different Link, then resume moving other Bots.
  • You must still control the Area when performing the Search Action.

Raid

  • Starting a Battle is mandatory, but you may choose an Area where you have no Bots, then choose not to Reinforce, which will end the Battle with no winner.

Scavenge

  • 0 is a valid choice, granting you 1 Search total.
  • You can choose a number greater than your Energy total, but if you cannot pay the cost, you cannot perform the Search Action.

Spark

  • Gaining Celestium is optional. If you don't want to pay the Expend Cost, you can pass on gaining the Celestium.

Reference Number Notes

#1 Endless Forge

  • The Power-Up changes the 5 Create Action into 7 Create Action.

#2 Guarding Manoeuvre

  • You can choose to resolve the red burst Action before, after, or between any Moves from the Mobilise Action.
  • The red burst Action is resolved before you perform the 1 Search Action.

#3 Analytic Raid

  • You do not have to equip the Weapon if you don't wish to; however, you will not gain any Data unless you equip the Weapon.

#4 Perilous Scavenge

  • "There" refers to the Area you don't Control. You will have to spend 2/4 Size of Bots to gain a 1/2 Cost Search Reward.
  • Even if you somehow manage to lose Control of an Area where you have already resolved a Search Reward, you cannot gain the same Search Reward twice in the same Phase.
  • Your Destroyed Bots are placed onto Errorful Learning as usual.

#5 Synthesising Spark

  • The Fragment you score is also shuffled back into the deck.

#6 Eager Study

  • The Area you choose needn't be an Area that you Moved Bots into from the Mobilise Action.
  • Choosing an Area with no enemy Bots will always give you 0 Data.
  • The Power-Up will change the Value of the Mobilise Action to between 4 and 9, based on your XP.

#7 Regrouping Reboot

  • The Value of the Create Action will be 0/1/2/3/4/5 if you have 4/5/6/7/8/9 XP.

#8 Iterative Forge

  • This is very similar to Upgrading a Bot, except the Bots are swapped between Errorful Learning and in play instead of your Reserve.
  • You must perform the swap in order to gain 1 XP.

#9 Spelunking Manoeuvre

  • The Fragment you score is also shuffled back into the deck.
  • Each Ruins is only counted once when determining how many Fragments you draw. Ruins that are covered by your Ship still count as being moved through as long as you use that Link when Moving.

#10 Swarming Raid

  • Your side gets +1 Strength, not any particular Bot.
  • This has no effect during the Victory Step.

#11 Learned Scavenge

  • The Power-Up completely replaces the Core.
  • You cannot increase the Value of the Search Action by spending Energy if you Power-Up. It is set based on your XP.

#12 Autothytic Spark

  • The cost is determined by the Size of the Bot performing the Action, either 1, 2, or 3 Energy.
  • Your Destroyed Bot is placed onto Errorful Learning as usual.

#13 Replicating Study

  • The Area you choose needn't be an Area that you Moved Bots into from the Mobilise Action.
  • Choosing an Area with no enemy Bots will always give you 0 Data.

#14 Faustian Forge

  • Succumb and Resist are just labels for the options, included for thematic purposes.

#15 Infectious Manoeuvre

  • While your Ship is above an enemy Ship, that Ship may still resolve the Fly Action to go elsewhere, and may still Deploy Bots. However, as your Ship is above it, enemy Bots cannot Move through that Link.
  • In the very rare case that there are multiple Ships in that Link, the topmost Ship is affected.

#16 Hypnotic Raid

  • The enemy Bot is placed in Probe on its controller's Battle Board. It will still contribute its Strength to the Victory Step, but no longer contributes to whatever Command it was previously assigned to.

#17 Epidemic Scavenge

  • Remember Areas are considered Linked if the Link between them is empty OR the topmost element in that Link is controlled by your Intelligence (in Entropy's case, their Ship).

#18 Traitorous Spark

  • The Bot with the Virus token must still be Active, as per the usual rules for the red burst Action.

#19 Chronic Plague

  • Bots with Virus tokens in the chosen Area contribute to your total Strength, not their original controller's.
  • Effectively, the Power-Up means you will take control of the affected Bots for an additional turn. It could be triggered up to twice (once during the Call Phase and once during the Load Phase).

#20 Incubating Reboot

  • This effectively ignores the rule on your Hijack Attribute regarding removing Virus tokens.

#21 Hosted Forge

  • You Deploy your Bots from the chosen player's Ship as if it were your own.
  • You may share details of the Function to other players, but you may not reveal it to them.

#22 Morphing Manoeuvre

  • You do not gain or pay any Energy for swapping Bots into or out of play with this Function.

#23 Reformulating Raid

  • Adjacent Commands are those that share a border with one another (except Lead). Bolster and Fire are adjacent to each other, despite not being adjacent in number (2 / 4).
  • You can move some, all, or none of the Bots you put into the Command with this Power-Up.
  • If the Bot you swap out had a Weapon equipped, discard the Weapon.

Reference Numbers #24 to #42

#24 Metastatic Scavenge

  • You do not need an Active Bot in the Area, unlike with your Hijack Attribute.

#25 Seductive Spark

  • Succumb and Resist are just labels for the options. They have no game effect.
  • If the player chooses Succumb, they will also immediately resolve the Action that the [Celestium] token covers, before you resolve the Core.

#26 Maddening Plague

  • Bots with Virus tokens in the chosen Area contribute to your total Strength, not their original controller's.
  • Bots you place Virus tokens on can resolve the Crush Action either before or after they Move, even if they don't Move, or not at all.

#27 Experimental Forge

  • In short, a Basic Weapon will provide 2 Energy (instead of 1) and gain you 1 Data, while an Advanced Weapon will provide 4 Energy (instead of 2) and gain you 2 Data.

#28 Lunging Manoeuvre

  • You will require a total of 2/4/6 Mobilise Value for a Bot of Size 1/2/3.

#29 Baiting Raid

  • Move the enemy Bots as though you were the player that owned them (e.g. if you are Moving Vulkanos's Bots, they could Move through Vulkanos's Ship and Fissures, but not yours).

#30 Reaping Scavenge

  • Remember your Dissect Attribute when resolving this Power-Up.

#31 Apotheotic Spark

  • No notes.

#32 Assimilating Harvest

  • A Bot of Size 1/2 must Destroy Stunned Bots of total Size 1/2 to Upgrade.

#33 Integrating Reboot

  • Score the Fragment as usual, and remove them from the game as usual.

#34 Immaculate Forge

  • As this is a MOD, you may immediately spend the Advanced Weapon when Deploying Bots, if you wish.

#35 Surgical Manoeuvre

  • While your Ship is above an enemy Ship, that Ship may still resolve the Fly Action to go elsewhere, and may still Deploy Bots. However, as your Ship is above it, enemy Bots cannot Move through that Link.
  • In the very rare case that there are multiple Ships in that Link, the topmost Ship is affected.
  • You may share details of the Function you peek at to other players, but you may not reveal it to them.

#36 Lobotmising Raid

  • This MOD still triggers even if both you and another player contribute towards Destroying a Bot (in which case you would gain half the usual Data, which would then be replaced with a Data icon as printed on the Power-Up).

#37 Apex Scavenge

  • All the Bots must end their Move or Recovery in the same Area, and that Area must contain enemy Bots.

#38 Invigorating Spark

  • You resolve the Action that the Celestium token covers before you resolve the Action from the Power-Up.

#39 Culling Harvest

  • If you do not Destroy any Bots, you still do not gain any Weapons.

#40 Demeterian Forge

  • No notes.

#41 Aphrodesian Manoeuvre

  • You can use the Celestium token immediately to use your Herculean Attribute and increase the Value of the Mobilise or Fly Action, if you wish.

#42 Athenean Raid

  • Adjacent Commands are those that share a border with one another (except Lead). Bolster and Fire are adjacent to each other, despite not being adjacent in number (2 / 4).

Reference Numbers #43 to #57

#43 Zeusian Scavenge

  • Effectively, you can convert up to 2 grey icons into Energy.

#44 Poseidonain Spark

  • You can increase the Value of the green chevron Action using the Herculean Attribute, which will also increase the potential effectiveness of the icon shown on the Power-Up.
  • Wrath is the flip-side of Vow of Peace. You can flip Vow of Peace using your Sacred Vows Attribute.

#45 Apollonian Smite

  • As you ignore Obstacles, effectively all adjacent Areas are Linked.
  • You must place Stunned Bots into a Linked Area. You choose which Area for each Bot.
  • As you Upgrade the Bot before performing the red burst Action, it uses the new Bot's Size to determine its Value.

#46 Promethean Reboot

  • No notes.

#47 Hephaestian Forge

  • These Weapons are acquired after the Core, and thus cannot be spent to help with Deploying Bots.
  • Wrath is the flip-side of Vow of Peace. You can flip Vow of Peace using your Sacred Vows Attribute.

#48 Hermesian Manoeuvre

  • This gives you 12 Mobilise Value instead of 7, removes the Limit on the number of times a Bot can Move, and lets your Bots ignore Obstacles (e.g. Ships, Ruins, Fissures) when Moving.

#49 Artemesian Raid

  • This will give you either 4 or 5 Mobilise Value, depending on whether the Area is enemy Controlled.

#50 Arean Scavenge

  • Wrath is the flip-side of Vow of Peace. You can flip Vow of Peace using your Sacred Vows Attribute.

#51 Heran Spark

  • You don't need to pay any Energy costs for the Bot, and it may be placed anywhere in play.

#52 Dionysian Smite

  • As you ignore Obstacles, effectively all adjacent Areas are Linked.
  • You must place Stunned Bots into a Linked Area. You choose which Area for each Bot.

#53 Soaring Forge

  • As you resolve the green Fly Action before the Core, you will be able to Deploy from a new position if you Power-Up.

#54 Evasive Manoeuvre

  • Status Functions are placed face-up on top of your discard pile instead of face-down (if they are Powered-Up). They have an ongoing effect until the start of your next Run Step, at which point they are turned face-down.
  • This effectively lets your Bots "dodge" being Destroyed or participating in Battle. If, after Moving your Bots, there is only one player with Bots in the Battle, skip immediately to the Victory Step of Battle.

#55 Sudden Raid

  • This causes the Battle to Move to the Command Step immediately following your first Reinforcement Turn; as such, you will have the last opportunity to bring additional Bots into the Battle (this is the Power-Up's primary benefit).

#56 Swooping Scavenge

  • No notes.

#57 Anachronistic Spark

  • Status Functions are placed face-up on top of your Discard Pile instead of face-down (if they are Powered-Up). They have an ongoing effect until the start of your next Run Step, when they are turned face-down.
  • This effectively delays the Call Phase you would resolve this turn until the start of your next turn, letting you make more informed choices about what you would like to do.

Reference Numbers #58 to #78

#58 Tampering Warp

  • If you cannot spend enough Celestium to Move any of your Active Bots, this Function's Core will do nothing.
  • If, during the additional Run Step, you have no Functions in your Queue, you choose a Function from your hand to resolve instead.
  • This Power-Up can have some complex interactions. Each Function is summarised below:
    • Forge: Both Actions have their Values increased by 1.
    • Manoeuvre: All three Actions (including the Fly and Search Actions) have their Value increased by 1. For Fly, this will allow you to place your Ship into any Link in play twice, which can be beneficial if you split it in between Movement. For Search, you are still only allowed to gain Rewards from one Area, so this may allow you to gain Search Rewards with a cost of 2.
    • Raid: Both Actions have their Values increased by 1.
    • Scavenge: Has no impact on the cost, but gives the Search Action +1 Value (so ? + 2 instead).
    • Spark: Has no impact on the cost, but grants both other Actions +1 Value.
    • Warp: Has no effect.

#59 Converting Reboot

  • Paying the Energy cost to gain Celestium is optional.

#60 Wisening Forge

  • Any Bot you Deployed from the Core is a legal target for the Power-Up's Upgrade.

#61 Galvanic Manoeuvre

  • No notes.

#62 Inexorable Raid

  • The red burst Action and the Battle Action need not resolve in the same Area. Note that resolving both in the same Area may change whether the Area is enemy Controlled when resolving the Core.

#63 Coalescent Scavenge

  • This breaks the usual rule of where your Bots can be Deployed. If you have no Bots in play, you cannot Deploy any Bots.

#64 Erasing Spark

  • You choose the amount of Celestium to spend before performing the red burst Action.

#65 Lightspeed Warp

  • If you cannot spend enough Celestium to Move any of your Active Bots, this Function's Core will do nothing.
  • If, during the additional Run Step, you have no Functions in your Queue, you choose a Function from your hand to resolve instead.
  • The "first", in this case, refers to the Bot that was relocated during the Core. If no Bot was relocated, the Power-Up has no effect.

#66 Igneous Forge

  • Remember that your Ship counts as one of the required Fissures due to your Scorched Earth Attribute.

#67 Rekindling Manoeuvre

  • You resolve the Action covered by the Celestium token before you resolve the 1 Search Action.

#68 Erupting Raid

  • Fire effectively resolves at "0" in this case, before Probe. It does not resolve again later on.

#69 Geothermal Scavenge

  • Remember that your Ship counts as a Fissure due to your Scorched Earth Attribute.

#70 Terraforming Spark

  • The Fissures can be placed in three different Links, all in the same Link, or anything in between.

#71 Pyroclastic Barrage

  • The Fissures can be placed in two different Links, all in the same Link, or anything in between.
  • If you use your Bombardment Attribute with the Core, the Fissures are placed in Links to the adjacent Area, not the Area your Bot occupies.
  • If you Power-Up, the Bot performing the Crush Action will be Stunned no matter what else happens.

#72 Reigniting Reboot

  • Remember that your Ship counts as a Fissure due to your Scorched Earth Attribute.

#73 Infernal Forge

  • Remember that your Ship counts as a Fissure due to your Scorched Earth Attribute.

#74 Spouting Manoeuvre

  • Remember that your Ship counts as a Fissure due to your Scorched Earth Attribute.
  • If a Link contains multiple Fissures, it still cannot be selected more than once.

#75 Loaded Raid

  • This will make Basic Weapons provide +2 Strength and Advanced Weapons provide +3 Strength.

#76 Apocalyptic Scavenge

  • Note that you do not need to Control the Area. As long as the Area has at least one of your Active Bots and has a Relic in it, it is a legal choice.

#77 Everlasting Spark

  • The Value of the Action shown is twice the amount of Celestium you spend (so 2/4/6 for 1/2/3 Celestium spent).

#78 Seeking Barrage

  • The Fissures can be placed in two different Links, all in the same Link, or anything in between.
  • If you use your Bombardment Attribute with the Core, the Fissures are placed in Links to the adjacent Area, not the Area your Bot occupies.

Experimental Variants

Energised Mode

Want to mix up the early game? In this Mode for 2-3 Players, each player will start the game with a different Energiser card.

Take one of each type of Energiser card and place them on the table. When picking Intelligences at the start of the game, there will be two rounds of picking, and you may pick either an Intelligence OR an available Energiser. Reverse the picking order for the second choice (so the last player to make the first choice is the first to make the second choice).

Warped Mode

Want to subtly but significantly change play patterns? Flip the Mode Board to its colourless side, and assign the Domain Boards in an order of your choice (you can use Relics to help you randomise this, if you wish).

Note that the game is balanced around the standard mode of play, and Warped Mode may have unintented consequences on Intelligence strengths and weaknesses. Feel free to explore it for fun.

Casual Mode

Are there less experienced players ar your table? Consider letting them play with a Queue Length of 1 (instead of 2). This means that players are only planning one turn ahead instead of two. This is great for getting used to the game, and also acting as a handicap between players of differing skill.

Any number of players can opt into this, and they can opt out at any time (even mid game). Tachyon is not recommended for Casual Mode players (due to the significantly increased effectiveness of the Warp Function).

Turn Flow Summary

Run Phase

  1. Reveal Active Function.
  2. Power-Up (discard card of matching Domain or spend 1 Celestium).
  3. Resolve Function (Core or Core + Power-Up).

Call Phase

  1. Move Mode Marker to adjacent Domain (may spend 1 Celestium to resolve 1 Reset [effectively, place anywhere]).
  2. Advance Knowledge Marker once. Gain bonuses if any.
  3. Resolve Subroutine (Action Group) you can access.

Load Phase

  1. Move Active Function to Discard Pile facedown.
  2. May spend 1 Celestium to return Function from Queue to hand.
  3. Fill Queue to Queue Limit (usually 2).

Glossary

Active Bots: Bots that are standing upright in play. By default, Bots are Active.

Active Function: Your rightmost Function (whether faceup or not).

Area: A single game piece that combines with others to form the main playing space.

Bots: Wooden pieces representing units that a player controls.

Console: The player board that helps to organise a player's pieces.

Control: Bots and other components are by default Controlled by the Intelligence that owns them. Areas are Controlled by the player who has the most total Strength of Active Bots in that Area.

Core: The part of the Function contained within the grey box (the one without an electrical pattern surrounding it). This always resolves during the Run Phase.

Deploy: The act of taking a Bot from your Reserve and placing it into play. Usually, this is from the Create Action, and lets you place the Bots into Areas adjacent to your Ship.

Destroy: The act of removing a Bot from play and placing it back into its owner's Reserve. When you Destroy enemy Bots, you gain Data equal to their base Strength.

Discard Pile: The space to the right of your Console where used and discarded Functions are kept facedown.

Domain: Another way of referring to the colour of a Function.

Domain Board: The triangular pieces in the middle of play where player Knowledge Markers are kept.

Enemy: Other players. Enemy Bots are those controlled by other players.

Hand: The cards that a player has available to them. They are kept hidden from other players.

Intelligence: Another way of referring to a player.

Link: The hexagonal spaces formed at the juncture of two Areas.

Linked Area: A player considers two Areas to be Linked if the hexagonal space between those Areas is empty or the topmost game element in that hexagonal space belongs to them (e.g. their Ship).

MOD: A Power-Up effect that alters the effects of the Core.

Mode Board: The circular piece in the centre of the four Domain Boards.

Mode Marker: The cylindrical wooden piece placed on the Mode Board used primarily during the Call Phase.

Move: The act of taking an Bot and placing it in a Linked Area. When a Stunned Bot would Move, it Recovers instead.

Obstacle: Any game element in a Link that is not controlled by the player (e.g. Ruins, enemy Ships).

Power-Up: The ability in the box on a Function that is surrounded by electricity. In order to resolve this during the Run Phase, you must discard a card of a matching Colour/Domain or spend 1 Celestium.

Queue: The space above your Console where you keep your Functions that will resolve. They are kept facedown, but you may peek at them at any time.

Queue Limit: The number of Functions you must have in your Queue at the end of the Load Phase (unless you have no Functions in hand). By default, this is 2 (or 1 in Casual Mode).

Recover: The act of standing a Stunned Bot back up so it is Active. This is usually achieved by attempting to Move the Bot.

Relic: Tokens that sit in Areas, covering a Reward. They are claimed through Battle and provide cumulative bonuses.

Reserve: The space in which you keep Bots that are not in play.

Reward: Bonuses available in Areas when resolving the Search Action, or when winning a Battle.

Ruins: Brown hexagonal pieces that start the game in particular Links. Areas whose Links contain a visible Ruins are not Linked Areas for any player. Ships can land on top of these.

Score: The act of revealing a Fragment, gaining its Data, and removing it from the game. Players may Score their Fragments at any time (including end of game).

Ship: The wooden hexagonal piece depicting an Intelligence's Ship.

STATUS: When a Function with Status resolves, place it faceup on top of your Discard Pile instead. It has a constant effect on the game until the start of your next Run Step, at which point it is turned facedown.

Stunned: Bots that are lying flat on the table. They are subject to a range of penalties (see p14).

Upgrade: The process of selecting a Bot and replacing it with a Bot from your Reserve of 1 higher Size.

Value: The number that appears before an Action Icon. It can be positive or negative.