Sub Terra II: Typhaon Wakes
Sub Terra II: Typhaon Wakes Rulebook
Table of Contents
Table of Contents
Expansion Overview
| Core Game (Inferno's Edge) | Expansion One (Arima's Light) | Expansion Two (Typhaon Wakes) | Expansions 1+2 | |
|---|---|---|---|---|
| Temple Mode (choose one) | Core Tiles | Intrepid | Legion | Intrepid + Legion |
| Game Mode (choose one) | Core Objective | Ark | Typhaon | Ark + Typhaon |
| Explorers (choose freely) | 10 | 5 | 2 | - |
Temple Mode: Legion
Setup
During set up, remove these seven core-game tiles from the tile bag:
- 1 x Bridge
- 1 x Ruin (T-6)
- 1 x Dart Trap
- 2 x Spike Trap
- 2 x Guardian (dead-ends)
Then add these seven expansion tiles to the tile bag:
- 1 x Ranged Guardian
- 1 x Volatile Guardian
- 1 x Eternal
- 2 x Legion
- 2 x Detection Trap
Finally, replace the two Wing tiles from the core-game with the expansion's Ranged and Volatile versions.
(perform the other set-up steps as normal)
Tiles
Ranged Guardian (x1) and Volatile Guardian (x1)
These tiles function the same as the (Melee) Guardian tiles from the core game, except they create a different type of guardian.
When a Guardian tile is placed, place a guardian on it that matches the type of the tile (melee, ranged or volatile).
When the guardian icon is rolled on the hazard die, find the closest Guardian tile of any type to the current explorer. Place a guardian of the matching type on that tile.
- If there are no more guardians of that type left in the supply, choose the next closest Guardian tile of an available type instead.
- If there are no Guardian tiles in the temple that match an available type, no guardian is placed.
Eternal (x1)
When this tile is placed on the board, place the Eternal guardian on it, but lying flat on its side. It sleeps... for now...
Unlike "normal" Guardian tiles, this tile does not create any more guardians for the rest of the game - after it's placed, this tile has no special attributes.
Legion (x2)
These tiles start with three guardians on them, of the types indicated on the tile. If there aren't enough guardians of a required type left in the supply, place as many as you can.
Unlike "normal" Guardian tiles, Legion tiles do not spawn any more guardians for the rest of the game - after it's placed, this tile has no special attributes.
Detection Trap (x2)
If an explorer on this tile or a connected adjacent tile rolls the starburst symbol on the hazard die, treat it as if the Activate Guardians symbol was rolled instead.
(The rulebook illustrates this with an explorer on the tile beside a Detection Trap, and the starburst symbol being treated as the Activate Guardians symbol.)
Typhaon Mode
Detection Traps work slightly differently when playing in Typhaon mode.
Instead, when this is triggered, Typhaon may place a guardian of any type from the supply onto any Guardian tile that matches that type.
(i.e. Typhaon chooses which guardian appears and where they appear)
Guardians
With this expansion, there are now four types of guardian:
- Melee Guardians (x5) - (These are the five "normal" guardians from the core game)
- Ranged Guardians (x3) - Slower than normal, but can attack from a distance.
- Volatile Guardians (x2) - Faster than normal, but explode when they attack, damaging all explorers on the tile.
- The Eternal Guardian (x1) - Relentless, lethal and nearly unstoppable. Be afraid.
Ranged Guardians
These activate once at the end of each round (instead of twice), and once whenever Activate Guardians is rolled on the hazard die.
Whenever they activate, they do the first applicable action from this list:
- SHOOT: If they can see an active explorer within two tile steps of their current location, the closest such explorer loses a heart.
- MOVE: Otherwise, they move one step towards the closest active explorer, if not blocked by a rubble token.
- DIG: Otherwise, they remove the obstructing rubble token from that tile.
Unlike Melee Guardians, Ranged Guardians do not attack explorers who leave their tile.
Volatile Guardians
These activate three times at the end of each round (instead of twice), and once whenever Activate Guardians is rolled on the hazard die.
Whenever they activate, they do the first applicable action from this list:
- EXPLODE: If they're on the same tile as an active explorer, they explode. ALL explorers on that tile lose two hearts, then return the Volatile Guardian to the supply..
- MOVE: Otherwise, they move one step towards the closest active explorer, if not blocked by a rubble token.
- DIG: Otherwise, they remove the obstructing rubble token from that tile.
Unlike Melee Guardians, Volatile Guardians do not attack explorers who leave their tile.
The Eternal
When the Eternal tile is placed on the board, The Eternal is placed on it, but lying flat on its back (dormant). While in this state, it's harmless, but cannot be destroyed.
It stays dormant until the Artifact is first picked up, at which point it wakes up - stand it upright.
From now on, it activates once at the end of each round (instead of twice), and once whenever Activate Guardians is rolled on the hazard die.
Whenever it activates, it does the first applicable action from this list:
- WAKE: If it's dormant, it wakes up. (stand it upright)
- ATTACK: Otherwise, if it's on the same tile as an active explorer, an active explorer on that tile loses three hearts.
- MOVE: Otherwise, it moves one step towards the closest active explorer, if not blocked by a rubble token.
- DIG: Otherwise, it removes the obstructing rubble token from the board.
If an explorer tries to leave The Eternal's tile while it's awake, they must roll the number die. On a 4+, they leave the tile safely. Otherwise, they lose three hearts.
If it would be destroyed, it instead becomes dormant again - lie it flat on its current tile. (It will wake up again the next time it activates.)
The only way to permanently destroy the Eternal is if its current tile flips over as part of the eruption - but by this point it may already be too late to escape...
REMINDER: The lead explorer chooses the order in which guardians are activated.
Game Mode: Typhaon
This game mode adds a new player to the game, playing against the explorers. This increases the maximum number of players to seven.
Setup
- The opposing player gets the Typhaon board, and must sit to the right of the lead explorer. They will take the last turn each round.
- Go through the Doom cards and select those that indicate they are to be used with the number of explorers present in the game (3, 4, 5 or 6). Shuffle these to form the Doom deck, and return all the other cards to the box.
- Typhaon draws a (secret) hand of three Doom cards from the top of the deck.
- Set the volcano track to the following number, based on the number of explorers in the game (i.e. excluding Typhaon, who is not an explorer):
| 3 explorers | 4 explorers | 5 explorers | 6 explorers |
|---|---|---|---|
| 27 | 21 | 18 | 16 |
- Finally, put the hazard dice back in the box. You will not need them.
(perform the other set up steps as normal)
New Objective
If the Artifact leaves the temple, the explorers WIN. If the game ends before this happens, Typhaon WINS.
New Objective
Explorers no longer roll the hazard die. Instead, hazard effects come from the Doom cards. Each round, after all explorers have taken their turn, Typhaon takes their turn. They perform the following actions in order:
-
Build Temple: Draw a tile from the bag. You may place it anywhere in the temple as long as it:
- a) Connects to another tile.
- b) Doesn't start a new column of tiles unless there are at least two tiles in the previous column.
- c) Isn't a Key tile.
All effects that would normally happen after placing that tile still occur. If you choose not to place this tile, return it to the bag.
-
Spread Doom: Play a Doom card from your hand, then draw a new card to replace it. If the deck is empty, shuffle the discard pile to form a new deck.
After performing both of these actions, the round ends as normal (i.e. Guardians activate, the volcano track decreases).
Typhaon does not control the guardians - once they're placed on tiles, they behave as normal.
Doom Cards
There are six types of Doom card:
- DESPAIR - All explorers lose one health point.
- LAVA - Treat this as if Lava was rolled on the hazard die once for each Lava symbol on this card. However, if the volcano is erupting, this only causes lava to spread once in total (see below).
- COLLAPSE - Treat this as if Collapse was rolled on the hazard die once for each Collapse symbol on this card.
- TRAP - Treat this as if every explorer has just rolled the Trap symbol on the hazard die. (The same trap can be triggered multiple times from the same card if there is more than one explorer nearby)
- WAKE GUARDIANS - Choose one:
- a) Choose the indicated number of guardians from the supply, in any combination of types. Place these guardians on Guardian tiles that match their type, divided as you choose. (These guardians will activate at the end of the round as normal); or
- b) Activate all guardians once.
- ACTIVATE GUARDIANS - Activate all guardians twice.
The Volcano
This works slightly differently. Now, the volcano will erupt as soon as the volcano track reaches zero - there's no need to wait for a Lava effect. If this doesn't make Typhaon win the game, the eruption will then spread twice at the end of each subsequent round (as normal).
Additionally, playing a Lava, Trap or Collapse card also causes the eruption to spread one additional time, regardless of how many hazard symbols are on the card.
Explorers: The Faculty
This expansion contains two new explorers for you to play with. They belong to The Faculty - a group of curious academics in search of strange new discoveries.
You can mix and match these characters with explorers from the base game or other expansions.
The Inventor
Health: 5
- Mine (cost: 1 dot) - Deploy a Mine.
- Barrier (cost: 2 dots) - Deploy a Barrier.
- Turret (cost: 3 dots) - Deploy a Turret. (It starts with three hearts, and cannot shoot this turn)
[shield icon on the explorer card: its meaning is not explained in the rulebook text]
To deploy an object means to place an object of the specified type at your current location. If there aren't enough spare objects of that type remaining in your supply, you may first destroy one you've already placed. There is no limit to the amount of times you can deploy an object in one game.
Deployed objects are returned to your supply when destroyed.
Mine
Supply: 3
When an enemy enters or is placed on a tile containing a Mine:
- Destroy a Mine on that tile.
- Destroy all guardians on that tile.
- All explorers on that tile lose a heart.
(Mines do not immediately detonate if placed on a tile that already contains an enemy. Mines must detonate if able)
Barrier
Supply: 1
Explorers on the same tile as a Barrier cannot lose any heart except from guardian attacks. (they still pay heart to exert)
Turret
Supply: 1
At the start of each of your turns, destroy an enemy the Turret can see within two tile steps of the Turret's location, but not at the same location.
The Turret is treated as an explorer, except it doesn't take a turn, can't perform normal actions, and can't Move for any reason.
If the Turret loses all hearts, it is destroyed and returned to your supply.
- Guardians will chase and attack the Turret, and tiles/abilities can cause it to lose hearts - including your Mines!
- Your Barrier can prevent the Turret from losing hearts.
- The Turret can regain hearts through the actions of other explorers (e.g. Heal).
- The Inventor chooses what the Turret shoots at.
- The Turret is not counted when deciding the starting position on the volcano track, or when determining your final score.
The Cartographer
Health: 3
- Map (cost: 1 dot) - Reveal a tile within two tile steps of your current location.
- Contradict - If you or another explorer would place a tile from the bag within two tile steps of your current location, you may return it to the bag instead.
[X icon on the explorer card: its meaning is not explained in the rulebook text; the Contradict ability is described below]
Map
- This is equivalent to performing a Reveal action as if you were standing on an adjacent connected tile. You don't need to be able to enter that tile to do this (e.g. you can Map past tiles blocked by rubble).
- You must specify which tiles you're revealing "from" and "to" before you draw the tile from the bag.
- You can Contradict any tile you would place in this way.
Contradict
- This ability is optional! You decide if this tile is placed or not, after seeing what it is.
- No action points are refunded if a tile placement is blocked - that action is wasted.
- If the rejected tile would have been placed as part of an Explore action, that explorer does not move, as there's nowhere to move to.
- This ability can only block tiles drawn from the tile bag. Importantly, this cannot affect:
- The Sanctum
- The Aristocrat's Journal tiles
- The Magician's Transform tiles (from the Arima's Light expansion)
- Unfortunately, you cannot block Typhaon placing tiles, as they are not an explorer.