The Smog Riders: Dimensions of Madness
The Smog Riders: Dimensions of Madness Rulebook
Table of Contents
Table of Contents
- Concept of the Game
- Organization of Teams
- Character Selections
- Character Cards
- The Scenarios
- Basic Principles
- Initial Deployment
- Glossary of Terms
- The Team Card
- Types of Dice
- Symbols
- Markers
- Board Reference Sheet
- Magic Cards - Attackers
- Defense Cards - Defender
- Room Cards
- Markers and Effects
- The Attacker's Turn
- The Defender's Turn
- The Stygian Reaction
- Scenarios and Victory
- Scenario 1 - Factory Assault
- Scenario 2 - Assault on the Vault
- Scenario 3 - The Jail
- Scenario 4 - The Escape
- Scenario 5 - The Tunnel
- Scenario 6 - Checkmate
Concept of the Game
The Smog Riders - Dimensions of Madness is a game for two to four players, in which each player controls a group of unique characters competing against each other for the control of steam technology and the occult secrets of the Stygian Dimension.
During the game, each player's characters are pitted against the characters of each of the other players and against the dangers lurking in the dark and mysterious Stygian Dimension. Successfully completing each mission, finding powerful artifacts, and eliminating rivals will earn each player points to gain victory over the others. During play, the characters will have to stay in a state of readiness, adapt, and use the changing environment to overcome their enemies. Only those who put the environment to proper use will become real Smog Riders!
Organization of Teams
The first step in starting a game is to make up the teams. Up to 4 different teams can be formed. Each game always has two sides, the attackers and the defender. The attackers will always be members of the same faction or side (either the Commonsteam Alliance or the Abyssal Empire), and the defender will be the other side. For two players, one player will be the attacker and the other the defender, but for 3 or 4 players, one player will be the defender and the rest will be the attackers.
Each team of attackers always consists of 3 characters, but all the characters on his side will be available to the defender throughout play.
Character Selections
The first attacker chooses a faction or side (either the Commonsteam Alliance or the Abyssal Empire), and all attacking players will belong to that side. Each attacker chooses 3 characters from the characters that belong to the chosen side, while the defender may use all the characters on his or her side.
The process of choosing characters is important because of its impact on possible strategy during play.
We suggest the following method for selecting characters when there are three attacking players:
- The first attacker chooses 1 character.
- The second attacker chooses 1 character.
- The third attacker chooses 2 characters.
- The second attacker chooses 1 character.
- The first attacker chooses 2 characters.
- The second attacker chooses 1 character.
- The third attacker gets the remaining character.
Where there are fewer than 3 attackers, there will be unused character cards, since an attack team always consists of 3 characters. Any unused character cards are removed from play. The defending player does not have to choose any characters, since all the characters on his or her side are at his or her disposal throughout play. When all the characters making up each attack team have been selected, the players place their character cards face up in front of them for reference.
Character Cards
Each of the characters in The Smog Riders - Dimensions of Madness is unique, with its own different attributes and special abilities. Players should take this into consideration when choosing their characters.
Character cards have two profiles depending on whether the character is played as an Attacker or a Defender (See Attacker Profile and Defender Profile on pages 13 and 14).
Component note: the individual character cards (their Action Dice, Health, Mind, attacks and special skills) are printed as illustrated cards on pages 10 and 11 of the rulebook and are not reproduced here as text.
Attacker Profile
A. Action Dice: This shows the number and types of dice that a character contributes to a given dice pool. Action dice are divided into several categories: Strength (red), Agility (blue), and Magic (purple). The type of die is important because it affects special actions and attacks. There is a fourth type of die called generic (gray) that are not used when performing special actions.
B. Health: This number indicates the number of wounds needed to knock the character out of combat. When a character receives as many or more wound markers as shown by its Health attribute, the character's status changes to unconscious or incapacitated, and the miniature should be replaced by its disabled or unconscious character marker (see the figure on page 26). The maximum number of health points a character can accumulate is indicated by the Health number on the character card.
C. Faction symbol: Indicates the faction or side to which the character belongs.
D. Mind: This number indicates the mental toughness of the character when faced with the horrors of Stygian Dimension. If a character receives as many or more madness markers as its Mind attribute indicates, the character's status changes to stunned. The maximum number of Mind points that a character can accumulate is indicated by the Mind number on the character card.
E. Name: This is the character's name.
F, G and H. Attacks and secondary and special abilities: These are the character's individual abilities, weapons, attacks and special features that distinguish it from the others. Broadly speaking, the descriptive text describes how they work. They also indicate the character's method of attack, i.e., either melee or ranged combat, and the number of wounds produced by its attacks.
Defender / Minion Profile
A. Faction symbol: Indicates the faction or side to which the character belongs.
B. Health: This number indicates the number of wounds needed to knock the character out of combat. When a character receives as many or more wound markers as shown by its Health attribute, the character's status changes to unconscious or incapacitated, and the miniature should be replaced by its disabled or unconscious character marker (see the figure on page 26). The maximum number of health points a character can accumulate is indicated by the Health number on the character card.
C. Action Dice: This shows the number of generic dice that a defending character contributes to a given dice pool. Since the dice are generic (gray), they are not used when performing special actions.
D. Name: This is the character's name.
E. Mind: This number indicates the mental toughness of the character when faced with the horrors of Stygian Dimension. If a character receives as many or more madness markers as its Mind attribute indicates, the character's status changes to stunned. The maximum number of Mind points that a character can accumulate is indicated by the Mind number on the character card.
F. Main Attack: This is the character's basic attack mode. It also indicates the character's method of attack, i.e., either melee or ranged combat, and the number of wounds produced by its attacks.
The Scenarios
The Smog Riders - Dimensions of Madness is played on a game board consisting of various tiles arranged together according to the scenario map. These tiles represent the factories of each of the sides and also the dark corridors of the Stygian Dimension. Each tile is divided into various equal squares. A square may be occupied by only one character. The board also displays a variety of decorative elements that do not affect the game in any way other than by adding atmosphere to the game.
Basic Principles
Many rules of the game use the word "adjacent". Being adjacent to something means being next to a square in any direction (see the figure on page 21).
Once the game scenario has been chosen, the board needs to be arranged.
Each scenario contains a detailed list of all the components used.
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Tiles: Locate the tiles listed on the scenario map and place them in position as diagrammed for that scenario.
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Doors: Place the door tokens as shown on the scenario map. Remember that some door tokens start play with their "closed" side facing up, while others start with their "open" side facing up (see the picture on page 17).
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Mission markers: Most scenarios have specific objectives shown by an objective marker on the board.
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Defenders: Defender characters or new minions that emerge during play are always placed in rooms occupied by attacking characters unless a special rule says otherwise. Some scenarios include the location or entry point of the defending characters. Place the miniatures of the defending characters on the board in the positions indicated in the scenario.
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Stygian Dimension: Place the Stygian Dimension tile next to the game board. Also place the decks of the Magic, Room, and Defense cards and the remaining tokens, dice, and other markers where they can be reached by all the players (see the Initial deployment on page 10).
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Start and Exit Areas: These are shown on the scenario map. They are the start area for each team of attackers. Each player is randomly assigned one start area. It is recommended that the players sit around the table in the same order as their start area. Each player places their characters in any of the spaces in their start area. It is not possible to move into or out of Styx from these areas.
Play is now ready to begin!
Initial Deployment
Each attacking player chooses 3 characters for their team (See page 12). Following this, each attacker takes 3 Luck tokens and the dice shown in the upper left-hand corner of each of their character cards. The defending player starts without defenders/minions unless the scenario says otherwise.
- Deal 3 Luck points to all attackers and their corresponding dice pool.
- Shuffle the three types of decks and put them where everyone can reach them.
- Group the tokens together by type, and put them where they can be reached by all players.
- Each player places their three figures in a start area, a different one for each player.
- Assemble the board as shown in the scenario, or make up your own arrangement.
- Place the Stygian board next to the main board.
Glossary of Terms
- Faction: There are two factions: the Commonsteam Alliance and the Abyssal Empire. Characters have a symbol on their character card indicating the faction they belong to.
- Miniature: A character of either faction.
- Teammate: Another character on the same team.
- Ally: Another character that belongs to the same faction but is on a different team.
- Enemy: A character that belongs to the other faction.
- Walker: A character that is within the Stygian Dimension.
- Dice Pool: Each player has one or more dice pools mainly composed of the dice contributed by the characters under the player's control.
- Adjacent: Being next to a square in any direction.
The Team Card
During play the characters will be able to get different types of weapons and paraphernalia that will enhance their abilities from the Magic card deck. Place the team card next to the card of the character you want to equip.
A. Gear card indicator: The cogwheel in the top left-hand corner of the card indicates that it is a Gear card.
B. Type of attack and damage: Indicates the combination of dice required to perform the type of attack or ability and in some cases the cost in Steam Power necessary to perform it.
Types of Dice
- Agility Dice (blue)
- Magic Dice (purple)
- Strength Dice (red)
- Generic Dice (gray)
Symbols
- Agility Die
- Magic Die
- Strength Die
- Melee attack
- Ranged attack
- Wound or Damage
- Madness point
- Health points
- Mind points
- Steam Power
- Poison
Markers
- Wound or Damage
- Luck points
- Victory points
- Madness points
- Stunned
- Object
- Steam Power
- Objective
Board Reference Sheet
The board reference sheet (page 17) shows the two faction home areas and the door symbols:
- Commonsteam Alliance Headquarters: Start area
- Abyssal Empire Lair: Start area
- Doors: Closed door and Open door (see Basic Principles, step 2)
Magic Cards - Attackers
Magic cards provide single-use bonuses to attacking characters only. They should be discarded after use. They may only be used on an attacker's turn unless they are Reaction cards, which may be played on the defender's turn.
There are also objects that can be added to a character's gear. Team cards remain in play until the end of the game as long as another effect does not provide otherwise or the character is unconscious (see the Team Card on page 15).
At the end of a turn, an attacker may only have 5 Magic cards in his hand (this limit does not apply to the character's gear). An attacker may not play cards on a Stygian Reaction turn.
Component note: the individual Magic cards (for example Give Breath, Stunner, Team Reflexes, Mass Clarity) are illustrated cards on page 18 and their effects are printed on the cards themselves; the card art is not reproduced as text.
Defense Cards - Defender
Defense cards are played only by the defender and enhance the defenses of facilities and the strength of minions. They may be played at any time during any attacker's turn or on the defender's turn of play (but not between turns between attackers) and should be discarded after use.
Outside or during the defender's turn, there is no limit on the number of cards the defender may hold, but when the defender's turn ends, only 5 cards may be held in his or her hand. The defender may not play cards on a Stygian Reaction turn.
Component note: the individual Defense cards (Scorch, Shock, Stygian Storm, Slaughter) are illustrated on page 18 and their effects are printed on the cards themselves.
Room Cards
Room cards specify the anti-intruder defenses of facilities. The first time an attacker enters a new room, a Room card must be drawn from the deck to activate the room. Once solved, a room will not be reactivated by the entry of new characters, even if they belong to another team.
Movement by minions does not activate rooms, even rooms not previously entered by an attacker.
Component note: Room cards (for example Ultrasensitive Alarm, Octopiti Breeding, Rafters Breeding, Automatic Defenses, Astral Defense, Shock Defenses, Lethal Defenses) are illustrated on pages 18 and 22 and their penalties and rewards are printed on the cards.
Markers and Effects
- Wound or Damage: This marker signifies the loss of 1 of a character's Health points. When a character has a number of wound markers equal to or greater than the number of Health points shown on the card, the character is regarded as incapacitated or unconscious. The character's miniature should then be replaced by its disabled or unconscious character marker (see the figure on page 26).
- Stunned: When an effect leaves a character stunned, place a stunned marker on that character's card. At the beginning of your next turn remove the marker and also take away one of your dice, whichever you choose. That die will not be available again until the following turn.
- Madness: This marker signifies the loss of 1 of a character's Mind points. When a character has a number of Madness markers equal to or greater than the number of Mind points shown on the card, the character is regarded as stunned. Place a stunned marker on that character's card to show this.
- Luck: Luck points have two functions: a) a Luck point may be used to reroll any number of dice in a roll; b) a Luck point may be used to ignore escape the effects of a curse (see Curses on page 22). [Editor's note: printed as "ignore escape the effects"; the source appears to be missing a word, most likely "ignore or escape". Transcribed as printed.] Each attacking player starts the game with 3 Luck points.
- Steam Power: These markers are used to load certain weapons to carry out devastating attacks. How to obtain them and how to use them are described on the character card, on the card for the weapon in question, or they can be obtained by destroying turrets. A destroyed turret affords the player who destroyed it a number of Steam Power markers equal to the number of Health points for that turret.
- Victory points (VPs): Victory Points determine the winner of the game. The player who obtains the most Victory points is the winner.
- Object: When a character is unconscious or incapacitated, it loses all the objects in its gear. Place the marker for the object in question in the square where the character is located for others to pick up.
The Attacker's Turn
Dynamics of Play
Use the first player marker to indicate which player starts the Attackers' turn.
The game is played by turns in clockwise direction. The first player (always an attacker, unless the scenario states otherwise) is chosen randomly, receives the first player marker, and plays his or her turn. The next attacker plays his or her turn, and so forth.
When all the attackers have played their turns, the defending player takes his or her turn.
When the defender's turn is over, the Stygian Reaction round is played. When the Stygian Reaction round is over, the first player marker is handed to the next attacking player, and that player starts the next attack round. This sequence continues without interruption until a player wins the scenario, ending the game.
Attacking players begin play with 3 Luck points each.
A Round of Play
A round of play consists of all the players' turns. A round of play is divided into the following turns:
- Attacking players' turns
- Defender's turn
- Stygian Reaction
Each attacking player's turn consists of rounds:
- Drawing a card from the Magic deck
- Making moves
- Stygian Dimension
- Rolling and assigning dice
- Taking action
- Reanimation and recovery of Mind and Health points
This order is mandatory. For instance, once the dice are rolled, a player may not move their characters unless the effect of a Magic / Defense card or a special ability of the character allows him or her to do so, but only on the player's turn.
1. Drawing a Card
The player begins his or her turn by drawing a card from the deck of Magic cards.
2. Moves
Each character has 3 movement points (MPs). A character may, if it wants, use one of its Agility dice (if available) to obtain 2 additional MPs for each Agility die used. Dice used in this way will not be available for a dice pool. MPs may be used to move or to perform move-related actions.
Using its movement points, a character can:
- a) Move a space
- b) Open a portal to the Stygian Dimension
- c) Open or close an adjacent door (1 MP)
- d) Pass gear to a teammate (1 MP)
- e) Pick up gear from a square (1 MP)
a) Moving a space. As already mentioned, a character does not have to use all its available MPs, though any leftover points are not transferred to its next turn. Moving a space means shifting the character token from its current square to an adjacent one, an action that consumes 1 MP. A move will not be possible if there is a wall or a closed door between the character and the space to be entered.
When moving, characters may pass through squares occupied by allied characters but not through squares occupied by enemy characters. A character may not end its move in a square occupied by another. Any square occupied by unconscious or incapacitated character markers may be passed through but not occupied.
Figure note: the movement options of a character and adjacent squares, and passing through a door, are illustrated on page 21.
b) Opening a portal to the Stygian Dimension. Using portals, characters may teleport from one dimension to another and may move farther than they could normally walk. A character may only open a portal to the Stygian Dimension on its turn to move before it makes its move, picks up objects, or performs any other action.
When a character uses a portal, its Stygian Walker marker (see the figure on page 23) is placed on the square it was occupying in the real world and its miniature is placed in any outer Stygian Dimension tile (Gateway) square. A destination Gateway square that is locked against the character or occupied by another character may not be entered. If all Gateways are occupied, the incoming character moves the previous character to the nearest empty square. Squares occupied by Stygian Walker markers may be occupied and crossed by all characters. If a character returns to the real world and the square where its Stygian Walker marker is located is occupied, it will return to an adjacent empty square or, if this is not possible, to the nearest empty square.
c) Opening or closing an adjacent door. Doors have 3 positions: open, closed, and blocked. A character may use 1 MP to open or close an unlocked adjacent door. Closed doors are like a wall, blocking movement and line of sight (LOS). Open doors create a passageway between two spaces, allowing movement and line of sight (LOS). Doors in an activated room are to be regarded as closed and locked (except the door that was used to enter) until the room's security system has been neutralized or solved (see 2.1 Rooms below).
d) Passing gear to a teammate. A character may use 1 MP to pass any of its gear to a teammate in an adjacent square.
e) Picking up gear from a square. On its turn to move, a character may use 1 MP to gather up all the objects that are on the same square, either as it passes through that square or an adjacent square. When a character picks up an object from a square, he places the object card on the character card. When a character is unconscious or incapacitated, the markers for the objects in its gear are moved to the square where it is located at the time. Since objects may be picked up from adjacent squares, any character may take an object from a square even if the square is occupied by another character or an enemy.
2.1 Rooms
Factories and warehouses in The Smog Riders world are protected by automatic anti-intruder defense systems. When an attacking player enters a room that has not yet been entered by any other attacking character, he or she must draw the first card from the deck of Rooms cards to find out what kind of room it is and whether it is defended by any anti-intruder device. As soon as that card is revealed, the room becomes activated according to the description on the card. All the doors of an activated room are closed and locked, except that for the one used to enter it. A room will be considered activated until the attacking character manages to solve it (see Solving a room on page 26).
When a room is solved or neutralized, all doors are unlocked although they remain closed until opened by a character. If a room that has a door connecting it to another activated room is solved, that door may be opened from the solved room but will continue to be locked for any character inside the activated room. That door will only be regarded as open from the activated room if it is opened by a character from the solved room.
2.2 Room Cards
Room cards consist of the following components:
- A. Name: The name of the room.
- B. Curse: Rooms may be magically protected against intruders. When a player in an activated room rolls his or her dice pool and the number obtained matches the number or numbers on the curse die, the attacking player will suffer a penalty depending on the type of curse. A Luck point may be used to avoid the effects of a curse. A separate Luck point must be used for each curse die to be avoided. The Luck point used is returned to the general pool of counters. There are three types of curses:
- B.1. Alarm (orange die): Whenever a die matches the number or any one of the numbers of this curse, the defending player will take a card.
- B.2. Vortex (blue die): Whenever a die matches the number or any one of the numbers of this curse, that die is temporarily removed from play. This die is lost and may not be used again until the next turn.
- B.3. Punishment (brown die): Whenever a die matches the number or any one of the numbers of this curse, the attacking player inflicts a wound on one of the characters on his or her team in the room.
- C. Penalty: If the room is still activated at the end of the attacker's turn, the characters in it will suffer the penalty described.
- D. Octopiti, Rafter and Zuba: The player who solved the room (placed the last die to meet or exceed the target number) receives an Octopiti, Rafter, or Zuba team card, as the room card indicates. At the start of play, an Octopiti, Rafter, and Zuba card should be separated from the deck of Magic cards so that they will be available when the room is solved. Octopiti, Rafter, and Zuba can help by adding Strength, Agility, or Magic dice to your dice pool if you have them with you. But they are easily frightened, so if the character that has them becomes unconscious, they will flee in panic and may not be picked up by another character and so the card has to be returned to the Magic card deck.
Example: Attacking Player 1 has Arcturus, Charlotte Page, and Mapuche on his team. On his or her turn, he or she decides that Arcturus, who is adjacent to the door to the new room, will go to the Stygian Dimension, so Arcturus is not moved, and a portal to the Stygian Dimension is opened. The player decides to move Charlotte two squares so that she is adjacent to Mapuche, and with the remaining MP Charlotte gives Mapuche her gear. Mapuche, thus equipped, decides to open the door with 1 MP and enters the room with the 2 remaining MPs. On viewing the new room, Mapuche decides to use one Agility die to move one more square to escape the ugly minion who is in the new room. Since Mapuche has entered the room, Attacking Player 1 takes the first card from the Room deck and reveals it. Bad luck! There are "Automatic Defenses", an Alarm card with a die 2 as a curse and so a roll of the dice of 22 will be needed to solve the room. Each time Attacking Player 1 or any player in that room spins a 2 while the room is activated, the defending player will be entitled to draw a card for every 2 spun by the dice.
3. Stygian Dimension
A character in Styx, called a "Walker" can perform one or more of the following actions while it has action dice to use and the square it occupies allows him to do so (see Squares in Styx on page 24). When the character has used up its action dice, the character's turn ends.
- a) Astral travel
- b) Providing backup to the real world
- c) Back to the real world
Figure note: when a character goes to Styx, its miniature is replaced by its Stygian Walker marker in the real world.
a) Astral travel. A character may move one square in the Stygian Dimension for each of its action dice used for that purpose. The dice used may not be included in the next dice pool. The character may move in any direction, either towards the Eye or towards the Gateway.
b) Providing backup to the real world. A Walker may support his teammates in the real world from any square in Styx that is not a Gateway. To do this, the room in which backup in combat is to be given must be at a distance of one tile from the Stygian Walker marker if in a passageway (a distance of one tile is defined as a room connected by a door to the room where the character's entrance marker is located). Backup may be provided to any room if the character is in the Eye. To provide backup in combat, the player selects the Magic dice (purple) available from among his or her action dice and adds them to the dice pool of the selected room when the dice pool is formed. These dice will be rolled when the roll for the room in question is made and may be used by his teammates in that room. When a Walker decides to back up combat, it will not be able to take any more actions in the Stygian Dimension or return to the real plane until the next turn.
c) Back to the real world. A Walker can return to the real world only from the Eye by using a die from its pool to move back to any real world room in the scenario except the start and exit areas.
4. Dice Pools and Action Assignments
Each player has one or more dice pools which consist mainly of the dice brought by the characters under that player's control. There will be a dice pool for each room in which the player has a character. If there are no enemies in the room and it has been solved, the player may choose to establish a dice pool for performing secondary actions or attacking an ally. Each character will contribute a specific number and specific types of dice to the pool as indicated on the character card. The dice pool for each room may only be used for characters and events in that room. Certain objects may also contribute dice to this pool when in the character's gear.
Example: Attacking Player 1 has two dice pools: Mapuche's pool and Charlotte's pool. Arcturus has no pool because he decided not to move but to back Mapuche up from Styx with the Magic die he had left after moving. After ending the Stygian Dimension round, the active player collects all the dice making up the player's pools. The player selects a room in which any of his or her characters are located and rolls the dice in his pool for that room. The player must then immediately assign the outcomes of the roll to the actions his or her characters will perform on that turn. For this, place one or more dice on the character card taking into account the restrictions indicated on the card (see the figure on page 26). An action may only be taken if the necessary requirements to carry it out are met, otherwise the roll of the dice will be lost. The next section sets out possible requirements for dice assignments.
Example: Attacking Player 1 decides that Arcturus will move one square because he cannot provide backup from the Gateway. He decides to use the Magic die he has left to back Mapuche up in the room where he is. He places his die in the dice pool of the room where Mapuche is. As his entry marker was adjacent to the door, he's one tile away from the room and can back his teammates up with his magic dice. The die used to move will subsequently be used in the Stygian Retaliation round to see how Styx attacks Arcturus.
Example: Attacking Player 1 decides to roll Mapuche's dice pool, which has three dice: two of its own plus the back-up die from Arcturus. Mapuche is so lucky! He spins 18, so he decides to assign the entire roll to solving the new room, which takes 18 to solve. The room doors are still closed but are no longer locked, and Mapuche can open them as soon as he gets rid of the Defender's ugly minion. Now it's Charlotte's turn; the player rolls Charlotte's two dice with that special wrist English he or she has and spins a 9. The Player assigns the two dice to Charlotte for a major ranged attack, for which a roll of 8 or more was needed.
Squares in Styx
The Stygian Dimension board consists of six lines of squares meeting at the center. The six outer squares are Gateways in. The next two squares on each pathway are Passageway squares, and the central square is the Eye.
- A. Gateways: These squares are where the characters land when they open a portal to Styx. The only action that may be performed from this type of square is Astral Travel.
- B. Passageway: The actions available from these squares are astral travel and providing backup to the real world in any room located at a distance of one tile from the character's Stygian Walker marker. A distance of one tile is defined as any room connected by a door to the room where the character's Stygian Walker marker is located.
- C. Eye: The Eye is the central square, and more than one character's miniature may coincide there. From the Eye it is possible to provide backup and to return to any room in the real world except the start and exit areas.
- D. Punishment spaces: The Stygian Dimension is a dangerous place to be. It takes retaliatory action against anyone who dares venture into it. Roll the dice used in Styx and place them on the spaces that match the number spun. Miniatures in pathways adjacent to those punishment spaces receive a Madness point (see Stygian Retaliation round on page 31).
5. Performing Actions
The dice from a room's pool that are spun are assigned to perform the desired actions in that room. Following that, a new room where the player whose turn it is has a character may be selected. If there are no more characters that can carry out an action, the turn passes to the next player. Possible actions are:
- a) Solving a room
- b) Pressing an attack
- c) Special actions
Requirements
The requirement spaces on the character and room cards are read as follows:
- X or more (X+): The roll of the dice assigned to this square must add up a value equal to or greater than the number indicated. The maximum number of dice that can be used are defined on the card by the printed spaces. Accordingly, a 6+ with a single space can only be achieved by spinning a 6 on the die, while a 6+ with two or more spaces can be rolled using various combinations of dice.
- Exact value (X): The spin of the die assigned to this space must be exactly the same as the number printed in the space.
- One of two rolls, conditional (X / X): The player may choose either of the two combinations of dice. In this example, 5+ or 2+ if the die is a Magic die.
- Either of two rolls (X / X) (X / X): The player may choose either of two combinations, the higher or the lower number. In this example, 1 and 2 or 3 and 4. The combinations 1 and 4 and 3 and 2 do not count.
- Same spin (X = X): The two dice assigned to the corresponding spaces must roll the same number. For example, two twos, two threes, etc.
- Straight (X, X + 1, X + 2): The dice assigned must roll a sequence of numbers. For example, a one, a two, and a three.
- Any number (1+): Any number may be assigned to this type of space.
a) Solving a Room
A player may use any number of his or her dice to try to solve an activated room. To do this, the dice are rolled on the Room card. If the total rolled by the dice on the card is equal to or greater than the target number, the room is solved. When a room has been solved, the player who placed the last die on the card gets the rewards specified on the Room card (See section 2.2 Room Cards on pages 22-23). The card is then replaced to the bottom of the deck of Room cards, and at that point all doors in the room are unlocked.
Various turns may be taken to spin the target number, if needed, although certain events may call for reaching the target number on a single turn. In that case, the target number will be the same as the starting number on the new turn. Rooms may be solved using several players' characters if the players decide to work together.
Example: Mapuche, who placed the last die to solve the room (to Amelia's chagrin), receives the rewards for the room, namely, a card draw, so Attacking Player 1 draws a card from the Magic card deck.
b) Pressing an Attack
Active characters may attack a target of their choice, either an enemy, a turret, or an ally. There are several different types of attacks that characters may make during play. To make an attack, the player takes the following steps:
- Pick the type of attack: The player chooses an attack action with the dice assigned. There are two basic types of attacks: melee or ranged combat. The type of attack is indicated by the action being used to carry out the attack.
- Melee: A melee attack may only be directed at targets in a square that is adjacent to the active character (see the adjacent spaces figure on page 21).
- Ranged: This type of attack may be directed at targets anywhere on the board, as long as the active character has a clear line of sight (LOS) to them. Line of sight is defined as the imaginary line that can be drawn from the center of any side of the square occupied by a character to the center of any side of the square occupied by the target without crossing any occupied square or any blocking wall (see the figure on page 26). A ranged attack is not limited by distance, the only requirement is that there is a clear line of sight to the target. A free line of sight is when the line is not crossed by any element: a wall, a closed door, or a square occupied by a character or a turret.
- Target confirmation: The player selects the target, making sure that the chosen type of attack is able to reach the target.
When an attack has been successful (dice have been assigned to perform it and the objective is a valid target) a number of wounds equal to the value indicated by the attack are inflicted on the target.
Example: As stated, Attacking Player 1 rolls the two dice with that wrist English of his/hers and rolls a 9. The Player assigns the two dice to Charlotte to make a primary ranged attack, for which she needed a spin of 8 or more on the dice. The line of sight (LOS) to the minion is checked and seen to be clear. Charlotte, with the roll of 9 from both dice, inflicts a wound on the minion. The Defending Player takes a wound marker and places it on the ugly minion's card. In addition, since the dice used by Charlotte are one blue (Agility) die and one purple (Magic) die, and since the primary attack was successful, Charlotte's second main power is activated, sending the minion to Styx (see Charlotte's character card). The Defending Player places the minion's Stygian Walker marker on its position in the room and moves the figure of the minion to a Gateway square on the Stygian Dimension board.
c) Special Actions
Characters may perform actions other than combat as set out on their character cards or on a Gear card, such as drawing a card, gaining a Health point, or acquiring Steam Power.
6. Reanimation and Health and Mind Point Recovery
At the end of the action round characters may revive fallen teammates. A character occupying a square adjacent to a fallen character may automatically reanimate that teammate if there is no enemy in the same room. The reanimated character removes a Wound point from its card and returns to the game.
Similarly, all characters in the real world may remove a Madness point marker, if they have any, from their card during this round. Madness markers in Styx may not be removed.
If a character does nothing on its turn (does not move or attack) it may remove a wound marker in this round.
Examples of Primary Attacks and Secondary Skills
The following examples show how the requirements on character cards work in play:
- An attacker must roll a 7 or more with his or her dice to produce 1 wound in a melee attack. Using two Strength (red) dice produces an extra wound.
- An attacker must roll a 7 or more with his or her dice to produce 1 wound in a melee attack. Using one Agility (blue) die and another Strength (red) die returns 1 Steam Power marker.
- An attacker must have a die with a value of 5 or more in his or her dice pool to produce 1 wound in a ranged attack. Each Agility (blue) die with a value of 5 or more inflicts an extra wound for each assigned die after the first.
- An attacker must roll a 7 or more with his or her dice to produce 1 wound in a melee attack. Using two Strength (red) dice also results in stunning.
- An attacker must roll a 7 or more with his or her dice to produce 1 wound in a melee attack. Using one Strength (red) die and another Agility (blue) die also produces 1 wound to another ranged target in LOS.
- An attacker needs to roll a straight with his or her dice pool to produce 1 wound in a ranged attack. Each Steam Power marker used produces an extra wound.
- An attacker must roll a 9 or more with his or her dice pool to poison an enemy in the room from a distance. When a Magic (purple) die is used, all enemies in the room are poisoned.
- An attacker must roll three matching numbers to solve a room.
- An attacker must roll an 8 or more with his or her dice pool to produce 1 wound in a ranged attack. Using two Strength (red) dice returns a Health point.
- Skills of the form "Win a [icon] when in Stygia" and "A teammate gets 3 movement points" are shown on the character cards (pages 10-11); the skill text is printed on each card.
The Defender's Turn
Characters and Minions
The defending player will have at his or her disposal a number of characters larger than those of the other players (up to 9 characters). The miniatures controlled by the defender are called Minions and have limited abilities compared to when they act as characters. That is, when a character is used as a Minion, it uses its minion profile on the back of the character card (see the defender / minion profile on page 14). As can be seen, minions bring generic, colorless dice and so do not produce any special bonuses by their action. Minions do not always enter at the start of play but will appear as reinforcements. It is most important for the defender to keep this in mind when planning his or her defense. During the early turns the defender will be numerically inferior to the attackers, but as the turns progress, reinforcements will tilt the balance in the defender's favor.
Component note: to save space, the defender can place the defender character cards on top of each other, showing only the character's attributes.
The Defender's Turn Rounds
When all attacking players have had their turn, it is the turn of the defender. The defender will have a slightly different turn from the other players. It is divided into the following rounds:
- Drawing a card
- Reinforcements
- Making a move
- Stygian Dimension
- Taking and assigning dice
- Taking action
Drawing a card: The defending player takes a card from the defender's deck at the start of the turn.
Reinforcements: Look at the reinforcement table and take the elements for the turn being played (see the Reinforcement and Turn table on page 30).
The other rounds are played as in the Attackers' turn, with the following exceptions:
- a) Minions may open or close any door, even if locked to the other players.
- b) Minions use generic dice, so they are unable to use Agility dice for additional moves.
- c) Minions may only be placed as reinforcements in unoccupied square in a room where there are attacking characters.
- d) Turrets cannot block doors unless allowed by the scenario.
Similarly, having no Magic dice, minions will not be able to provide backup from Styx.
Example: After attacking player 2 has played his or her last character, Amelia Steam and eliminated another minion using her Steam Justice gun, the attacking players' turns come to an end. It is now time for the defender's revenge turn. The defender first draws a card to see what it yields and then checks the reinforcement table. Since 4 players are playing and it is turn 5, the defender gets two minions and two turrets! The defender rubs his hands together thinking of the evils that can be done to the attackers. Minions may only be placed in rooms where characters are located, so the defender decides to place one near Amelia Steam and another near Mapuche.
Turrets
Turrets are a key defensive element for the defending player. Turrets may be part of a room defense system (see Room Cards on page 22), come from reinforcements, or be furnished by a card. Turrets in a room generate dice that the minions add to their dice pool.
In any case, turrets are always placed the same way: a turret is always placed next to a wall in an unoccupied square and may not be placed in front of a door. No character may cross or occupy a square occupied by a turret. If destroyed, the turret marker is removed and the square is freed.
There are three types of turrets in the game:
- Basic Turrets (Level 1): This type of turret has 1 Health point. It adds a generic die to the defender's pool for the room where it is located. It causes a wound to an enemy in LOS with a roll of 5+ by a single die. A player who destroys a basic turret gets 1 Steam Power marker.
- MKII Turrets (Level 2): This type of turret has 2 Health points. It adds a generic die to the defender's pool for the room where it is located. It causes a wound to an enemy in LOS with a roll of 4+ by a single die. A player who destroys an MKII turret gets 2 Steam Power markers.
- Flamethrower Turrets (Level 3): This type of turret has 1 Health point. It adds a generic die to the defender's pool for the room where it is located. It causes a wound to all enemies in LOS from the room with a roll of 5+ by a single die. A player who destroys a flamethrower turret gets 1 Steam Power marker.
Reinforcements and Turns
For 2 players:
- Turn 1: 1 card
- Turn 2: 1 turret
- Turn 3: 1 minion
- Turn 4: 1 turret and 1 card
- Turn 5: 1 minion and 1 turret
- Turn 6: 2 minions
- Turn 7 hereinafter: 1 minion (if available) or 1 card and 1 turret
For 3 players:
- Turn 1: 1 card and 1 turret
- Turn 2: 1 turret, 1 minion and 1 card
- Turn 3: 2 minions and 1 card
- Turn 4: 1 turret and 1 minion
- Turn 5: 1 minion and 1 card
- Turn 6: 1 minion and 1 turret
- Turn 7 and after: 1 minion (if available) or 1 card and 1 turret
For 4 players:
- Turn 1: 2 cards
- Turn 2: 2 turrets
- Turn 3: 2 minions
- Turn 4: 2 turrets and 2 cards
- Turn 5: 2 minions and 2 turrets
- Turn 6: 4 minions
- Turn 7 and after: 1 minion (if available) or 1 card and 1 turret
The Stygian Reaction
Stygian Tide
The Stygian Dimension is a confusing and terrifying place that has its own flow that continually pushes its inhabitants away from the eye of the vortex. When the defending player's turn is over, all characters in Styx must move one square back towards the Gateway. Any character may surrender a Mind point to avoid this mandatory move.
Example: Arcturus and the ugly minion are in the Stygian Dimension at the end of the defender's turn, so the Stygian Tide causes them to move back one square towards the Gateway of the pathway where they are located. Both may avoid this move, if they want, by surrendering a Mind point.
Expulsion from the Stygian Dimension
A character expelled from Styx will return to the square where his Stygian Walker marker is located in the real world. The following causes may result in expulsion from Styx:
- Stygian Tide: A character that is at a Gateway and is forced back by the Stygian Tide will be expelled unless it surrenders a Mind point to avoid this.
- Effects of a card: Certain cards act to expel characters from Styx. This effect cannot be countered by giving up Mind points.
- Losing all Mind points: If a character loses all its Mind points while in Styx, it is expelled. In addition, this character is stunned in the real world as long as it has no Mind points.
Example: Attacking Player 3 has played his characters poorly. At the end of his or her turn Magda Von Shrapnel is left in the Eye. The action of the Stygian Tide will force her to lose a Mind point if she wants to stay in the Eye so she can get out on her next turn. If she decides not to surrender that Mind point, she will be forced to move one square back into the Passageway. Another character located in the Gateway also has to lose a Mind point if it wants to stay in Styx, or it will be expelled back into the real world again.
Stygian Retaliation
The Stygian Dimension is a dangerous place that reacts to any disturbance. After completing any Stygian Tide moves, roll as many dice as used by the characters in Styx to move. The numbers rolled determine how Styx will attack the Walkers that remain within. A die placed in a space in Styx will affect both the Passageways and the Gateways it is between (see the figure on page 31). If there are no spaces where a retaliation die can be placed, the spin of the die will not count, that is, if there are several dice with the same number, only one of them will be counted, the rest are ignored. The Eye square is special: the characters who are there do not suffer the effects of Stygian Retaliation.
Figure note (page 31): Punishment space 2 affects Arcturus, Charlotte Page, Vikka, and Kelly Kraken. Each gets a Madness point. Punishment space 1 affects Kelly Kraken, Vikka, and Hans P. Krüger. Each gets a Madness point. In this Stygian Retaliation round, Hans P. Krüger, Arcturus, and Charlotte Page would each get one Madness point, while Kelly Kraken and Vikka would each get two.
Example: Given the status of play, Attacking Player 3 decides to let Patty Wrench, who is located in a Gateway, be expelled from the Stygian Dimension because the player sees that he used four dice to move in Styx. The dice used for his move are rolled and spin a 2, 3, 4, and 4. The die with the 2 is placed in the punishment space that has a 2 and the same is done for the die that rolled the 3. Having rolled a double (two 4s) one is placed in the space that has a 4, the other one is not counted. When the dice have been placed, Amelia, despite having been moved into the Passageway by the Stygian Tide, is adjacent to retaliation space number 2, so she gets a Madness marker. The ugly minion is adjacent to punishment spaces 3 and 4, so it gets 2 Madness markers.
Scenarios and Victory
The scenarios represent different missions that will have to be performed by the Smog Riders in their struggle to master the power of steam. Each scenario description contains several sections on setting up the game board. You can play all missions choosing the board that represents Commonsteam headquarters or the Abyssal Empire's Lair, depending on who will be playing the attacking side and who the defending side.
- Victory Requirements: The requirements of the scenario that must be met for play to be over. Normally this is done by accomplishing one or more missions or reaching a certain number of victory points.
- Main Mission: Each scenario will have a mission that will be the main indicator of victory or defeat for each faction.
- Secondary Missions: In addition to the main mission there are several secondary missions that will award fewer victory points but can make a difference and determine the winner at the end of play.
- Special Rules: Apart from the general rules of play, scenarios may have their own specific rules.
- Components: Components list of the Smog Riders - Dimensions of Madness box that you will need to play the scenario.
Scenario 1 - Factory Assault
The new Poseidon cannon prototype is the jewel in the crown of the enemy infantry's handheld weaponry. The rival faction sees this as a threat to their supremacy in deep waters and fears that because of this advance their plans will be slowed or brought to a complete halt. If the enemy is able to mass-produce this weapon, the battle will also shift to the aquatic environment, forcing both armies to fight on several fronts at once. Quick, decisive action is called for. The drawings for this new weapon have been located in a heavily guarded factory and the mission is clear: steal them at all cost.
Main Mission
- Secure and bring back at least one of the weapon designs, represented by objective markers that can be carried, delivered, etc. just like any other object. To bring back the design from the scenario, the attacker must take the character carrying the design to its exit area. A player cannot seize more than one copy of a design.
- Designs are treated like objects. If the character carrying them is incapacitated, the design becomes an object that can be collected even by the other team.
Secondary Mission
- Sabotage the factory's main boiler. The boiler has its own flamethrower turret and will be destroyed when that turret is destroyed.
Victory Conditions
For attackers and the defender:
- 5 VPs for each design brought back to its area by an attacking player.
- 3 VPs for destroying the main boiler's flamethrower turret.
- Each time an attacking character is incapacitated, the defending player gets 1 VP.
- 1 VP for each attacker that makes it back to its exit area at the end of the game.
- 2 VPs to the defender for each copy of the design that has not been stolen.
- The attacking player must complete the mission before the completion of 8 turns, or the defender will be considered as winner.
- The game will automatically end when one of the players gets 7 VPs (Victory Points).
- The game also ends if all the attackers are incapacitated.
The player who scores the most VPs is the winner.
Board Diagram
Labels on the scenario 1 map: Poseidon cannon designs; Flamethrower turret of the factory's main boiler; Boiler room; Start and exit areas (three marked areas).
Scenario 2 - Assault on the Vault
One of the enemy's gold deposits has been discovered! It's time to take those resources away from him to increase the attacker's assets. But beware! Gold is known to have a strange influence on even the most sensible of people ...
Special Rules
- The defender begins with 2 MKII turrets in the marked central hall.
- In each marked room there is a chest with gold, represented by objective markers that may be carried, delivered, etc. just like any other object. They are heavy, so a character carrying one cannot carry more gear.
- Gold chests are treated like any other object. If the character who has one is incapacitated, the chest becomes an object that can be picked up even by the other team.
- Exit areas are also the start areas. Attackers may leave the playing area through any exit they want.
- This is a "hit-and-run" operation, the attacker must get in and out in 10 turns of play. At the end of the 10th turn, the exits are blocked and guards capture any remaining attackers.
Attacker Victory Conditions
- 2 extra VPs for the attacker with the most gold chests.
- Gold Rush: 2 VPs per attacker to the player who incapacitates an attacker by "friendly fire".
- 1 VP per gold chest.
- 1 VP per solved room that has a gold chest.
Defender Victory Conditions
- 2 VPs for each chest that still on the scenario at the end of the 10th turn.
- 1 VP for each attacker still in the scenario at the end of the 10th turn.
- 2 VPs for each incapacitated attacker.
The player who scores the most VPs is the winner.
Board Diagram
Labels on the scenario 2 map: Start and exit area (three marked areas); Chests with gold; MKII turret.
Scenario 3 - The Jail
Allies on the attacker's side have been captured by the defender and are being held in an enemy prison complex where they will inevitably be questioned. Before that happens and they reveal sensitive information, the attackers must release the prisoners, both for the safety of their own operations and because it is the right thing to do: Leave no-one behind.
Special Rules
- Inside each cell is a prisoner, represented by an objective marker. This marker is an object and is to be carried away by an attacker. Since the prisoner is unconscious, he cannot enter Styx.
- Prisoners are treated as objects. If the character carrying a prisoner is incapacitated, the prisoner becomes an object that may be picked up even by the other team.
- The defense begins with 2 minions chosen by the defender in the room from which the cells have to be entered.
- At the end of the 9th turn defender reinforcements arrive and the game ends.
Attacker Victory Conditions
- 2 VPs for taking the prisoner off the scenario.
- 1 VP for an incapacitated defender.
- 1 VP for a solved cell.
Defender Victory Conditions
- 2 VPs per prisoner left on the scenario at the end of the 9th turn.
- 1 VP for each incapacitated attacker.
The player who scores the most VPs is the winner.
Board Diagram
Labels on the scenario 3 map: Prisoners (marked A and B); Defenders; Start and exit area (three marked areas).
Scenario 4 - The Escape
The attacking teams appear in disarray in the room marked on the scenario after successfully completing a dangerous mission and listen with concern as defender reinforcements begin to arrive. They must escape from the fortress before they are caught.
Special Rules
- Marked on the map a turret with a Cavorite Limiter that prevents access to any room from Styx. The attackers must destroy it so the characters in that dimension can return to the real world in a place different from the one where they entered the Stygian plane.
- There are 2 rooms with sealed doors, marked on the map with an A and a B. These rooms hold the keys to the sealed door marked on the map with a C, represented by objective markers. These rooms are only accessible from Styx.
- The keys are treated just like any other object. If the character carrying a key is incapacitated, it becomes object that can be picked up even by the other team.
- The sealed door marked with a C on the map, can only be opened with one of the keys.
- The sealed doors to the rooms holding the keys, marked with an A and a B on the map, open automatically.
THIS SCENARIO IS DIFFICULT AND IS RECOMMENDED ONLY FOR 4 PLAYERS. THIS SCENARIO REQUIRES ATTACKERS TO WORK TOGETHER.
Further special rules, as printed on the same page:
- Cavorite Limiter: this device is represented by the turret marked on the map. Its effect is that, when active (the turret has not been destroyed) characters may enter Styx normally but may not return to the normal plane except through where they entered.
- From turn 7, the defender may add a defender and / or an extra turret during his or her reinforcement round.
- The game ends when all the attackers have escaped from the scenario or if they are incapacitated or they fail to complete the mission by the end of the 12th turn.
Attacker Victory Conditions
- 3 VPs for destroying the Cavorite Limiter.
- 2 VPs for taking a key.
- 1 VP for each attacker that escapes.
- 5 VPs for taking the entire team off the scenario before the 10th turn.
Defender Victory Conditions
- 2 VPs for each attacker left on the scenario at the end of turn 12.
- 1 VP for each incapacitated defender.
- 5 VPs if no full team of attackers has escaped from the scenario before the 10th turn.
The player who scores the most VPs is the winner.
Board Diagram
Labels on the scenario 4 map: Start area; Keys 1, 2, 3; Cavorite Limiter with turret; Sealed doors A, B, C; Room accessible only from Styx; Attacker exit areas 1, 2 and 3; Exit Area.
Scenario 5 - The Tunnel
The attackers must go from one end of the tunnel to the other before completing 10 turns, at which time the structure collapses and those who have not gotten out will be trapped inside. The defender will use all means at his or her disposal to keep them inside so that these hated enemies will be buried under tons of rock.
Special Rules
- The defender begins with two operational turrets. Each turret protects the system for opening the respective door leading to the entranceway to the exit area. The respective door cannot be opened until the turret is destroyed.
- The game ends on completion of the 10th turn.
- Because of Cavorite emissions, rooms marked with an A or a B on the map may not be entered from Styx.
Attacker Victory Conditions
- 3 VPs for disabling each turret marked on the map.
- 2 VPs for each attacker that escapes before the 8th turn.
- 1 extra VP per room solved.
Defender Victory Conditions
- 2 VPs per attacker killed.
- 2 VPs per attacker caught in the collapse at the end of the 10th turn.
The player who scores the most VPs is the winner.
Board Diagram
Labels on the scenario 5 map: Exit Area; rooms A and B marked as "Rooms not accessible from Styx"; Turrets blocking the exit doors; Start area (two marked areas).
Scenario 6 - Checkmate
Reports by spies have revealed that the leader of the rival organization will be in one of their barracks on a specific date. The attackers mount an operation ... this mission can't fail! You have to capture the defenders' leader and win this war once and for all. But only one of the attacking teams can be given credit for the enemy leader's capture. Perhaps "friendly fire" is inevitable.
Special Rules
- The defenders' leader figure (Morsiarty / Clayton) is located in the room marked on the map. This room may only be entered from Styx.
- Door A is sealed and can only be opened from inside.
- The defender begins with two flamethrower turrets in the central room marked on the map.
- In this scenario the defender may assign reinforcements to the central room even though there are no attackers in the room.
- After the leader has been incapacitated, his miniature is replaced by his incapacitated or unconscious character marker and becomes an object that can be moved.
- The rival leader is treated just like any other object. If the character carrying it is incapacitated, the rival leader becomes an object that may be picked up even by the other team.
- Attackers must carry off the rival leader, but as an unconscious living organism, this cannot be done through Styx.
- Because the leader is a bulky object, the character that carries him cannot carry any other objects.
Attacker and Defender Victory Conditions
- The team that takes the enemy leader before turn 12 wins.
- If no one succeeds, the defender wins.
Board Diagram
Labels on the scenario 6 map: Leader of the Defenders; Start and exit area (three marked areas); Flamethrower Turret; Sealed door (A); Room that can only be entered from Styx.