Tamashii: Chronicle of Ascend
Tamashii: Chronicle of Ascend Rulebook
Table of Contents
Table of Contents
- Game Introduction
- Game Setup
- Game Mechanics
- Turn Order
- Scenarios
- Other Game Modes
- Important Keywords, Key Phrases, and Icons
- Credits
Game Introduction
Goal of the Game
Tamashii is a scenario-based game set in a futuristic cyberpunk world of Japan. You can play the Scenarios in any order you choose, each with an independent story in the world of Tamashii with their own distinct win conditions. The Scenarios begin with an introduction and end with a Victory or Scenario Lost card. The worldbuilding within the Scenarios contain hints regarding the overall plot of the game and once you finish the available Scenarios, you access the final one that sums up the story. But that's not all. The game has a lot of content waiting to be unlocked and each Scenario has diverging paths you can follow. If you want to see every possible location, jump into all possible bodies, and experience all possible stories, you might want to play each Scenario more than once.
List of All Components
- 70 Enemy cards
- 139 Scenario cards
- 1 Solo mode card (J.O.R.D.A.N. Bot)
- 13 Body cards
- 12 Help cards
- 13 Learning Protocol cards
- 62 Scenario generator-related cards
- 52 Class Augment cards
- 48 Faction Augment cards
- 2 Boss Sheets
- 16 Body tokens
- 2 Boss tokens
- 11 plastic holders for standees
- 24 District tiles
- 23 Ascend tokens (8 in player-related colors and 3 black)
- 20 Exploration tokens
- 16 Lock tokens
- 8 Success tokens
- 1 First Player token
- 128 Basic Data tokens (4 types)
- 16 Open Data tokens
- 16 Corrupted Data tokens
- 8 Core data tokens
- 6 Player dice tokens (2 sets)
- 4 Dump tiles
- 1 Time track
- 4 Player Boards
- 11 Scenario sheets
- 1 Progress sheet
- 7 Dividers for standard cards
- 3 Dividers for small cards
- 4 Data bags
- 40 Universal markers
- 40 EXP markers
- 40 DMG markers (10 big and 30 small)
- 4 ITG Limiters
- 4 Enemy dice
- 12 Player dice
Core Box Progress Sheet
| Scenario | Possible endings |
|---|---|
| Prologue | A06 |
| X-6039 | P08, P09, P10 |
| Geohunt | E08, E09, E10 |
| No Place like home | Z11, Z12 |
| Old Fashioned | U08, U09 |
| Simulation error | C10, C11 |
| Shinigami | S12, S13, S14, S15 |
| Darkness | T11, T12 |
| Bloody war | Y09, Y10 |
| Access denied | N05, N06 |
| The Ascend (Final) | G18, G19 |
Start by playing the Prologue Scenario. The Ascend Scenario may only be played if there is at least 1 checked box next to each other Scenario.
Game Setup
Before Your First Game
Before playing your first game of Tamashii, make sure you read the unboxing guide attached to the box. Then, when you are ready, the very first Scenario you play must always be the Prologue. Not only because it teaches you how to play in a simplified way, but also because it has an introduction story and it unlocks key components used in other Scenarios.
The Setup for Tamashii is divided into 2 phases. The first is to set up all of the basic game components, which appear in almost every game. The second phase of Setup is scenario-specific and is always described in the 'Setup' section of each particular Scenario sheet.
- Place all Basic and Open Data tokens, Ascend tokens, Success tokens, Universal markers, Damage and EXP markers, and all dice (Player dice and Enemy dice) in a place where all players can easily reach them. This is the Neutral pool.
- Each player chooses one of the 4 Player Boards (and Dump tile in the same color), then completes the following steps:
- 2a. Place the Dump tile into the slot on the bottom of the Player Board.
- 2b. Place 4 Lock tokens on the rightmost marked column of the Launcher.
- 2c. Skip this step if you are playing the Prologue. Place 1 Universal marker on slot 0 of the Trace track.
- 2d. Place 1 Universal marker on each slot 0 of the Asset tracks (Shield, Memory, Power, and Reroll).
- 2e. Place an ITG Limiter in the same color as your Player Board on slot 5 of the Integrity track. Then, place 1 Universal marker on slot 5 of the Integrity track, inside the Limiter.
- 2f. Take 2 (different, double-sided) Core Data tokens. Insert one with the icon that matches the icon printed on your Player Board into the Core Data slot. Place the other token next to your Player Board.
- Each player takes:
- 3a – 1 Data Bag.
- 3b – 3 Help cards.
- 3c. Skip this step if you are playing the Prologue. 1 chosen Class Augment deck (each player chooses 1 of the 4 available Classes – Reaper, Brawler, Trickster, or Whisperer). Then, remove the Augment card with 'Solo/Pvp' on its back from the game. Place the other 2 Starting Augments face up in the indicated space near your Player Board. Shuffle the rest of the Class Augments and place them face down near your Player Board.
- 3d. Skip this step if you are playing the Prologue. 2 random Learning Protocol cards. Choose one and place it in the indicated space next to your Player Board. Then, discard the other back to the box.
- 3e – 1 Walker Body token matching the art on your Player Board, in a plastic holder that matches the color of your Player Board (or a miniature in a rubber ring of your color if you are using miniatures).
- Each player sets up their Data Bag:
- 4a. Place 3 Basic Data tokens of each type in your Bag (12 in total).
- 4b. Place in your Bag 1 additional Basic Data token, matching your Core Data token type.
- 4c. Shake the Data Bag to mix the tokens.
- Skip this step if you are playing the Prologue. Set up the Body Market:
- 5a. Shuffle all available Body cards into a deck, and place it in the play area face down.
- 5b. Draw cards equal to the number of players +1 and place them face up next to the Body deck so that all players can see them.
- Place the Time track in a convenient spot near the play area. Place 1 Universal marker on slot 0 of the Time track.
Locked vs Unlocked Components
Some of the cards in the game box must be placed behind "Locked Components" dividers. You will find them in decks with 'Locked components' cards on the front and the back, when unboxing the game. These components are not used during Setup and should be left in the box. They may become Unlocked by winning or losing various Scenarios.
Some District tiles also start in the Locked Pool. These should be placed behind the "Locked Districts" divider, as instructed in the unboxing guide added to the box.
Whenever a component is Unlocked, it is moved to the opposite side of the respective divider and added to the appropriate deck. All Locked components have a code on them (other than X00).
Scenario Setup
Choose one of the available Scenario sheets – the art and description on the front of the Scenario sheet should help you decide and suggest what to expect in each individual story. Each Scenario has a different setup, but most setup sections are very similar and contain the following:
- Map setup: Take all the District tiles listed in this section and place them as indicated by the illustration. Some tiles are revealed (face up) in specific locations. There may be additional instructions such as placing tokens, or other things to indicate rules or events specific to the given Scenario.
- 7a. Exploration tokens: Place 1 Exploration token on each District tile indicated on the illustration.
- Enemy deck: The number of Enemies of each level varies between Scenarios. To properly set up the Enemies deck, set cards in a way that the Enemies listed first are on top of the deck (all cards listed on top, then all cards listed next, and so on, see Enemy deck setup, page 12). Use random Enemy cards unless the Scenario specifies the pool!
- Corrupted Data pool: This is the maximum amount of Corrupted Data players can obtain during the Scenario. Place the proper number of Corrupted Data tokens in the space reserved for the Corrupted Data pool on the Time track.
- Faction Augment decks: Scenarios may contain District tiles that are Hideouts of certain Factions. When these are present, you can obtain Faction Augments of these Factions. Prepare the decks of the listed Factions and place them in the play area (it is possible that there are no Faction Augment decks to set up in a given Scenario).
- Players: Place the player Characters on the indicated District tile and resolve other instructions, if there any.
- Scenario cards: Each Scenario's plot develops via Scenario cards. Take the listed Scenario cards from the box and place them in the play area, next to the Time track. The Scenario states which card to draw and resolve first. Draw this card and place it in the 'Scenario card' slot of the Time track.
Important Icon
Player number: this icon indicates the number of players taking part in the current game and should be read as a number (i.e. when reading "2 x [player number] of LVL 1 Enemy cards," it should be read as "2 x 3 of LVL 1 Enemy cards" in a 3-player game, but "2 x 4 of LVL 1 Enemy cards," in a 4-player game. Another example is setting the Time: an instruction in a 2-player game that states "Set to 6 – [player number]" means the Universal marker is placed on space 4 of the Time track, because 6 - 2 is 4).
Scenario Setup Example – Prologue
Setup on the Scenario sheet:
- 7 Map setup: Damaged District (2), Shelter (1) – revealed. Damaged District (3), Power Plant (11), Server Farm (12), High Building (13), Abandoned Shack (14), and Mainframe (16) District tiles, face down randomly.
- 7a Exploration tokens: Exclude all Enemy and Body tokens, place one random Exploration token on each face down District tile.
- 8 Enemy deck: All LVL 1 Enemy cards. All LVL 2 Enemy cards.
- 9 Corrupted Data pool: 16.
- 12 Scenario cards: Use cards coded with 'A'. Draw card A01.
- 11 Players: Place all player Characters on the Damaged District (2) tile. Make sure you skipped all Setup steps below: 2c (if you didn't, discard the Universal marker from the Trace track), 3c (if you didn't, put away chosen Class Augment decks), 3d (if you didn't, put away Learning Protocol cards), 5 (if you didn't put away all Body cards).
Resolved in full:
- Place the Districts number 1 and 2 face up in the positions as shown on the illustration. Then, gather Districts: 3, 11, 12, 13, 14, and 16. Shuffle them and place them face down as indicated on the illustration.
- 7a. Take all the Exploration tokens and put all Enemy and Body tokens back in the box. Then, shuffle the rest and randomly place 1 on each face down District tile as shown in the illustration.
- Shuffle all Unlocked Enemy cards of LVL 2 and form a deck out of them. Then, shuffle all Unlocked Enemy cards of LVL 1 and place them on top of the LVL 2 cards to make 1 deck out of these.
- Take all 16 Corrupted Data tokens and place them in the Corrupted Data pool slot on the Time track.
- There are no setup instructions for the Faction Augments.
- Place all players' standees (or miniatures) on the Damaged District tile (tile number 2). Also make sure that you skipped Setup steps 2c), 3c), 3d), and 5.
- Take all Scenario cards coded with 'A' from the game box, and place them in the play area. Draw card A01 and place it in the 'Scenario card' slot of the Time track.
- After you finish the Setup section of the Scenario sheet, close it and place it on the table in a way you can see the 'Special rules' section. Read the applicable rules and place the Scenario sheet near the Time track and the Scenario cards for quick reference. Keep in mind that some of the rules may not be active yet.
- The player who most recently had a conversation with any kind of AI becomes the first player. This player gets the First Player token.
- Start the game by resolving the first Scenario card mentioned on the Scenario sheet. Take the Scenario card from the Time track. Read its story and resolve the 'Immediate effect' section of the card. Then, flip this card, read all of its rules and place it back in the 'Scenario card' slot of the Time track. Then, proceed with your first turn of the game, according to the Turn Order.
Game Mechanics
Game Overview
In Tamashii: Chronicle of Ascend, players take on the roles of human survivors with the extraordinary skill of uploading their minds to the digital space and to wear various body shells in the real world. These humans are called Tamashii and their goal is to help the survivors of an AI onslaught wherever they can, and resist the Ascend's neverending oppression. In order to fulfill this goal, players use various bodies and their computing power to take down hostile AI bots and program powerful Patterns of data. Each turn, players resolve 4 phases. During the Planning phase, players check if any AI bots have found their Trace, refill their Launchers, program their available data Patterns, and Upgrade themselves. Then, during the Action phase, they move around the map, use the effects of District tiles, and, – most importantly – launch their prepared Patterns to gain Assets, hack Enemy bots, use powerful body augments, and more. After this is the Combat phase, where they fight the AI. This is quite dangerous, as the Tamashii may suffer at the hands of the bots. However, if an inhabited body is too damaged, the mind of the Tamashii can escape back to the net and inhabit another body, thus continuing to cause problems for the powerful AI, Ascend. Finally, after the first 3 phases are resolved, it is time for the Quest phase, which keeps track of players' progression toward their current goals. During this phase, the game progresses and rewards players for fulfilled objectives, punishes them for running out of time, resolves special Enemy actions and much more (for more details regarding turn order, see page 14).
Player Board, Launcher & Data Tokens
The Player Board is the command center for all the activities you do in the game. It shows the current Body in which your mind resides, available Data on your Launcher that can be used for launching Patterns, Asset levels, and other important information.
- Body slot: imprinted with a basic Walker Body, this space also serves as a slot for Advanced Body cards.
- Integrity track: indicates the current Integrity (indicated by a Universal marker) and maximum Integrity (indicated by an ITG Limiter). Integrity represents your health. Each time you lose or recover any amount of Integrity, move the Universal marker accordingly.
- Trace track: represents how visible you are to the hostile AI, Ascend. The Universal marker indicates how many Player dice you roll during the Trace Roll step.
- Asset tracks: indicate the number of available Assets of each type you have.
- Launcher: a place for Data tokens, and arranged Patterns that may be launched during the Launch step.
- 5a. Highlighted Data slots: these slots are refilled with Data tokens during the Refill Launcher step.
- 5b. Locked/Unlocked Data slots: the 4 rightmost slots on the Launcher are Locked (with a Lock token) by default. You must spend EXP in order to unlock them. A Lock token cannot otherwise be moved. Keep in mind that Unlocked Data slots are also Highlighted, which means they refill with new Data tokens during the Refill step!
- Core Data slot: when you see a Core Data symbol in a Pattern, you must use a Data token of the same type as the token in your Core Data slot.
- Data Dump: all dumped and gained Data tokens are placed here. When you are out of Data tokens in your Data Bag, and you need to draw one, refill the Bag instantly with all the tokens from the Dump.
- Augment cards slot: a place for equipped Augment cards.
- Learning Protocol card slot: a place for a Learning Protocol card.
- Enemy cards slot: a place for attached Enemy cards.
Data Tokens
There are 6 types of Data tokens in Tamashii: 4 Basic Data tokens, and 2 special tokens. Data tokens don't have any effects on their own, but if correctly arranged on the Launcher you can turn them into powerful Patterns.
Basic Data Tokens
Blue, Green, Yellow, Red.
Basic Data tokens are the most common Data and used in many various parts throughout the game.
Special Data Tokens
Corrupted Data tokens: these are the unwanted Data that are mostly gained by players when they reset or use Repel effects from Enemies. Some failed objectives on Scenario cards may also result in gaining Corrupted Data.
These Data tokens block Data slots on players' Launchers. Patterns in general don't use Corrupted Data tokens. Additionally, each Scenario has a specified Corrupted Data pool (stored on the Time track); when players run out of available tokens and are instructed to gain more, check the Special rules on the Scenario sheet for instructions (the Scenario is usually lost in such cases). Corrupted Data tokens are associated with three VERY important rules that should be remembered by players at all times:
- When you gain a Corrupted Data token, you always take it from the Corrupted Data pool on the Time track.
- When you discard (not dump) a Corrupted Data token, do NOT return it to the pool on the Time track, but instead place it back into the game box.
- During the Launch step, you must dump all Corrupted Data tokens from your Launcher.
Open Data tokens: a rare and potent Data type. You may gain this token by spending EXP during an Upgrade. You may use this token in 2 ways:
- They may be used in place of any Basic Data in all situations (any kind of Pattern, tests, or dumping tokens). This is any kind of Pattern, Tests, or dumping tokens.
- Some really powerful Patterns require Open Data tokens. These Patterns are usually one-time use Augments, Hacks, or Scenario related Patterns with effects described on Scenario sheet or cards.
NOTE: any negative in-game effects forcing players to dump or discard Basic Data tokens of a given type, do not affect Open Data tokens.
Other Data Icons
Core Data symbol: in Tamashii, there are four Basic Data types, and your main type is defined by your Core Data token. This symbol can be found in many available Patterns. To determine which Data token type to use in its place, simply refer to your Core Data token and use the corresponding type.
Core Data may be changed through specific component effects. To change your Core Data, either flip your current Core Data token or replace it with the other one.
Any Data symbol: this symbol is mostly found in Patterns and simply means that you may use any Basic Data token in its place (but you cannot use Corrupted Data tokens).
You may use an Open Data token in place of Core or Any Data.
Keywords Related to Data Tokens
- "Gain token" – take the token from the neutral pool and place it in your Dump.
- "Dump token" – take the token from your Launcher and place it in your Dump.
- "Discard token" – take the token (from your Launcher, unless the game states otherwise) and place it in the neutral pool.
- "Prepare x" – take x Data tokens from your Data Bag and place them on chosen empty slots of the Launcher. Take all of them from your Bag first, and then decide where on the Launcher you want to place them.
- "Program x" – move Data tokens on your Launcher x times. See more below.
Programming, Patterns & Launching
In order to put your Data tokens to work, they must first be arranged in specific ways on your Launcher. These arrangements are called Patterns. Specific Patterns made of Data tokens are the basis for doing most actions in Tamashii. Once established, Patterns must be launched (this is explained later in this section).
In order to create Patterns, the Data must first be set properly. Programming in Tamashii is simply moving the Data tokens around the grid of your Launcher. This is resolved by players each Turn, during the Program step. There are two ways of moving tokens: sliding and switching. Sliding is moving 1 token by 1 slot. Switching is exchanging the places of 2 neighboring Data tokens – neither of these moves may be resolved diagonally. The number of moves (switches/slides) in the Program step is determined by the Programming (PRO) value on your Body.
For a programming example see page 14.
Aside from the Program step, there are also other actions allowing you to program your Data – these are called "program x," where x is equal to the number of moves you may do when resolving this action. These may be found on various components and may allow players to program their Data outside of the Program step.
Patterns – Details
All Patterns in the game share a common frame, and are accompanied by the 'Launch' keyword and/or a Launch icon. To create a Pattern, you must arrange Data tokens exactly as shown within the Pattern. Rotation is allowed, however, as shown in the example on the next page. Notably, an empty frame within a Pattern does not necessarily correspond to an empty Data Slot next to the created Pattern, as shown in the example on the next page.
Important! Patterns may be launched in any orientation as long as the tokens remain in the same arrangement (in other words, they can be rotated by 90/180/270 degrees). Patterns that consist of tokens in more than one line should not be mirrored. Please refer to the example above. Furthermore, it is important to note that an empty Data Slot on the Body's Pattern grid does not mean that the corresponding Slot on the Launcher must also be empty.
Basic Patterns
There are 9 Basic Patterns that can be launched by all players in all circumstances. They are divided into Asset Patterns and an EXP Pattern.
Asset Patterns / Longer Asset Patterns:
- Gain 1 Shield / Gain 2 Shield.
- Gain 1 Memory / Gain 2 Memory.
- Gain 1 Power / Gain 2 Power.
- Gain 1 Reroll / Gain 2 Reroll.
EXP Pattern:
- Gain 1 EXP.
When exploring the world of Tamashii, you will find many more Patterns on various components, such as Enemy cards, Faction Augments, Scenario cards, Learning Protocol cards, etc.
Launching Patterns
Patterns may be launched in the Action phase, during the Launch step. This is the only time during a Turn that a Pattern may be launched within the basic rules; however, it is possible that the effects of some components may override this rule.
When a Pattern is launched, perform the following steps:
- Dump all tokens used in the Pattern (place them in your Dump tile).
- Resolve the effects of the launched Pattern.
During this step, each available Pattern may only be launched once, but a Player may launch multiple different Patterns. These Patterns are:
- Augment Patterns (you may launch multiple Augment Patterns if they come from different Augment cards).
- Hacks or Repels from the Top Enemy (you may launch two or even three different ones from the same card though).
- Basic Patterns (you may launch multiple different Basic Patterns. Keep in mind if you launch a Longer Asset Pattern, you do not get benefits from the regular one).
- Each Pattern in any other place (e.g. from a Scenario card or Scenario sheet).
Some Patterns (i.e. with Core Data or Any Data) may end up looking the same as other available Patterns. You may launch 2 different Patterns consisting of the same Data tokens if they come from 2 different sources.
Bag Building & Data Tokens Mechanics
Each player has an individual Data token pool, which can be altered as the game progresses. Players gain new tokens and discard unwanted ones, building and curating their token pool. When the neutral pool of a particular Data token is depleted, it is impossible to gain that token. Managing your Data token pool is one of the crucial aspects in Tamashii. The Data token pool is spread among 3 different places and each Data token cycles through them:
- Data Bag: a place for tokens that are about to be drawn onto your Launcher. It can be compared to a "draw pile."
- Launcher: a place for tokens that are currently active and available to use. All tokens launched or dumped from a Launcher are placed in the Dump. The Launcher can be compared to an "active hand."
- Dump: a place for recently used Data tokens. Tokens from the Dump are placed back into the Data Bag once it's empty.
Data Bag Golden Rule: Whenever you are about to draw a Data token from your Data Bag and it is empty, place all Data tokens from your Dump into your Data Bag and continue drawing.
Assets – Shield, Memory, Power and Reroll
Using Asset Tracks
Asset tracks are used to record how many of a given Asset you have at a given time. Whenever the game tells you to:
- Gain an Asset: advance your Universal marker on the appropriate Asset track.
- Lose an Asset: decrease your Universal marker on the appropriate Asset track.
You can also spend Assets in various ways. Spending Assets also means decreasing the Universal marker on appropriate Asset track. Contrary to losing Assets, spending them is always a player's decision. You cannot spend an Asset which you don't have.
All Assets are accessible to players via launching Basic Patterns. Whenever you launch a Basic Pattern associated with one of these Assets, advance the Universal marker on the corresponding track 1 space up (or 2 spaces if launching a Longer Asset Pattern). You cannot have less than 0 or more than 5 of any Asset. Certain Augments, District tiles, and other game effects may also provide players with Assets.
Shield: Shields protect you from losing Integrity when suffering Wounds. Each time you would suffer any amount of Wounds, you may turn on your Shield. If you do, you spend 1 Shield instead of suffering 1 Wound for as many Shield as you have. When you spend your last Shield, your Integrity begins to go down as you suffer any remaining unblocked Wounds. You may choose to not spend Shield and simply lose Integrity instead. You cannot partially use your Shields. If you choose to use your Shield, you must use as much as possible to stop Wounds.
Spending Shield examples:
- Example 1: a player has 1 Shield and suffers 2 Wounds. The player may spend 1 Shield and reduce their Integrity by 1 or they may choose not to spend any Shield and just reduce Integrity by 2.
- Example 2: a player has 3 Shield and suffers 2 Wounds. The player may spend 2 Shield to not reduce their Integrity or choose not to spend any Shield and reduce their Integrity by 2. The player cannot however spend 1 Shield and reduce Integrity by 1.
Memory: Memory allows you to equip new Augments and helps you control your Data tokens pool. When resolving an Upgrade (see Upgrade, page 13), you may spend Memory equal to the value in the bottom right corner of the Augment card to equip that Augment. You may also spend 1 Memory to gain 1 Basic Data token of your choice (take it from the neutral pool and place it in your Dump) or to discard 1 Data token of your choice from your Launcher (place this token back in the neutral pool). These effects may be used multiple times during a single Upgrade, as long as you have the Memory to spend.
Power: Power may be used to give you an edge in close Combat. Before you roll the dice during the Combat phase's Attack Roll step, you may spend Power to add more Player dice to the pool. Add 1 Player die per 1 Power spent.
Reroll: Reroll is used to alter the results of various player actions during the game. After a dice roll, you may spend your Reroll to reroll 1 die per 1 Reroll spent (i.e. if you spend 3 Reroll Assets, you may reroll 3 dice from the same roll). You may use it during the following:
- Your Trace Roll step.
- Your Attack Roll step.
- All other effects using dice, like Augments, Tests, or Scenario related dice rolls.
Each roll may be influenced by Reroll Assets only once, but spending Reroll does not interfere with other sources of rerolling dice (e.g. you may use an Augment allowing you to reroll a die during the Trace Roll step and then spend 1 Reroll Asset to reroll it again).
All Assets are personal, which means that you cannot use Reroll to reroll another player's roll, or Shield to block their incoming Wounds. Some Class Augments may have exceptions to this rule.
Body Cards
Bodies are shells that your mind can occupy – therefore anchoring yourself to the physical world and gaining additional abilities to help you in your adventures. All players start the game with a basic Walker body, which is printed on their Player Board. However, it is also possible to inhabit an Advanced Body by placing an Advanced Body card in the Body slot.
Anatomy of a Body card:
- Name
- Body's special ability
- Combat Frames: Patterns and effects used during the Combat phase.
- Movement (MOV): How many District tiles you can move through during the Move & Trace step.
- Attack (ATT): How many Player dice you roll during the Attack Roll step.
- Programming (PRO): How many moves (slides or switches) you can make on your Launcher during the Program step.
- Cost: The Pattern you must launch in order to inhabit this Body from the Body Market.
Inhabiting a Body
Access to the Body Market is always possible, regardless of the District you are in.
Each Advanced Body card has a Pattern that represents the cost in order to inhabit it. If you launch the Pattern during your Launch step, you inhabit this Body by placing this Body card in the Body slot on your Player Board and changing your Character on the map to matching standee/miniature of the new Body. When you inhabit a new Body from the Body Market, draw a new card from the Body deck to refill the Body Market.
You can have up to 2 Advanced Body cards at a time, but only one is active (the one on top). You may change your active Body by using the 'inhabit' effect (the most accessible one may be found on the Shelter tile, which is available in all Scenarios). When you do so, simply swap your 2 Advanced Body cards and immediately begin to use the statistics and abilities of your new active Body card. If you have an Advanced Body card, you cannot inhabit a Walker Body again (unless you reset and lose your Advanced Body).
Learning Protocol Cards
In the world of Tamashii, advanced machine learning programs and instruction manuals for expanding your knowledge are common. On the other hand, Learning Protocols may be viewed as side quests. In every Scenario, each Player has access to one (and only one!) of these cards. Learning Protocols allow players to gain Assets, EXP, or unlock additional special abilities.
Anatomy of a Learning Protocol card:
- Step count: Learning Protocols are divided into 3 steps, you need to complete them one by one to gain rewards.
- Objective: This condition must be met to claim the reward and proceed to the next step.
- Reward: You gain it immediately after fulfilling the objective, regardless of the phase of the game.
- Permanent reward: After completing all the Learning Protocol steps, you gain access to a powerful new ability, which can be used by you for the rest of the game.
- A slot for a Universal marker to mark your progression.
Completing Learning Protocol Steps
Each Learning Protocol card has 3 steps that may be fulfilled. The first two contain a one-time bonus, whereas completing the third step unlocks an ability specific to this particular Learning Protocol card. This ability may be used from now on. Keep in mind that Learning Protocol steps must be resolved in order from 1 to 3 (you must complete step 1 to be able to complete step 2, etc. However, if you meet the requirements of 2 consecutive steps at the same time, you may complete both of them at the same time). The steps may be completed at any given moment and completing them does not cost anything – the only necessity is fulfilling the condition of a given step.
After completing a step, mark the obtained reward with a Universal marker if it was step 1. For a subsequent step, simply move the marker down to the next step. After you have completed step 3 of your Learning Protocol, no further steps or other Learning Protocols may be completed by you.
Classes, Factions, and Augment Cards
Classes and Factions
During a game of Tamashii, each player is defined by a Class. The Class lets you build your Character in a unique way, granting you access to a unique deck of Class Augment cards, which is only accessible by you. Each Class also has 1 starting, co-op related Augment which allows you to aid other players. There are four Classes in the Core game: Reaper, Brawler, Whisperer, and Trickster.
On the other hand, in the world of Tamashii, there are various Factions. Factions represent various survivor groups, with different characteristics and goals. Players may sometimes interact with Factions by doing specific things in Scenarios; however, the most basic feature are the Faction Augment cards – each Faction has access to different kinds of equipment that may be obtained by players during the game. These cards may be obtained by all players and traded between them. There are four Factions in the Core game: the Spartans, Ninkyo, Seekers, and Commoners.
Augment Cards
Augment cards represent cyberware, weapons, and advanced technology that can be found in the world of Tamashii. You can think of them as your equipment or special abilities. Each has special effects that sometimes overwrite or modify basic rules.
Remember: the rules on the Augment cards supersede the basic rules written in this rulebook.
Anatomy of an Augment card:
- Name
- Timing
- Augment effect: may also contain a clarification to the timing. Keep in mind that using an Augment is always a player's decision.
- Memory cost: if you want to equip this Augment you must spend this much Memory. Only equipped Augments may be used (see Upgrade, page 13).
- Class/Faction: each Augment is assigned to a certain Class or may be acquired from a certain Faction.
- Pattern: the Pattern you must launch in order to apply this Augment effect. Only Faction Augments have Patterns on them.
- Combat Frame: some Augments may be activated by Symbols from Enemy dice during the Combat phase. Only Class Augments may have Combat Frames on them.
There are 2 types of Augments in Tamashii: Class Augments, which belong to certain players, and Faction Augments, which may be owned by anyone and passed between players. Class Augments cannot be traded between players! For trade details see Upgrade, page 13.
Acquiring Augments
There is a substantial difference in obtaining Augment types in Tamashii:
- Class Augments may be obtained by players most likely due Upgrade and spending EXP. When you spend 2 EXP, you may draw 2 Augments of your Class and keep one of them. Place the other on the bottom of its deck.
- Faction Augments may be obtained from District tile effects. When you resolve a tile effect from a Faction Hideout tile, draw 1 Augment from the respective Faction's Augment deck.
Equipping Augments
Augments have 2 states: equipped (ready to use) and unequipped. In order to use an unequipped Augment, a player must equip it by spending Memory (during Upgrade in the Planning phase) of the value indicated on the Augment's Memory cost. Once equipped, an Augment remains equipped and may be used multiple times.
All traded and newly acquired Augments arrive to their new owner unequipped.
There is no limit for how many equipped or unequipped Augments you may have. However, the space for Augments indicated on a Player Board is dedicated to equipped Augments only. Unequipped ones should be stored near the Player Board, but in such a way that they are not mixed with your equipped Augments.
Breaking Augments
Some Augments may only be used once during a single game. If an Augment has a "break" keyword in their effect, it means that its card should be removed from the game after resolving it (just place it back to the box, but this component is still Unlocked and may be used in other games). This Augment will not appear again during the same game.
Timing
- Planning phase: this means that the effect of this Augment may only be used during the Planning phase.
- Combat phase: this means that the effect of this Augment may only be used during the Combat phase.
- Launch: this means that the effect of this Augment may only be used during the Launch step.
- Anytime: this means that the effect of this Augment may be used whenever its conditions are met, regardless of the current game phase.
- Passive: this means that the effect of this Augment works at any time.
Some Augments have specific timing in their effect section. ALL Faction Augments are used during the Launch step, since all of them require a Pattern to activate.
Map
District Tiles
The Tamashii map is made up of District tiles, which represent the fragments of futuristic cities and suburbs where the Scenarios take place. Each player Character (represented by a standee or miniature) must occupy one of the District tiles at all times.
Anatomy of a District tile:
- Name
- Unique tile number
- Entry Trace value: increase your Trace by this amount when you move to this District tile during the Move & Trace step.
- Stationary Trace value: increase your Trace by this amount when you decide not to move during the Move & Trace step.
- District Tile effect: if you are on this tile, you may resolve this effect during the District Effect step.
NOTE: many District tiles have various keywords in their Effects. The easiest way to become familiar with them is to check the last page of this book.
Movement & Revealing District Tiles
Each turn, during the Move & Trace step, you have 1 opportunity to move your Character. If you decide to move, first check the Movement (MOV) value on your active Body. This is the maximum range you may move, beginning with the tile you are currently on. To move, select a District tile in range of your movement and place your Character on it.
Remember: face down District tiles restrict your movement range. You cannot move through a face down tile – even if you have a MOV of 3, and all adjacent tiles are face down – you may only move onto one of the adjacent tiles then stop. When you enter a face down District tile, you must immediately stop and reveal it. When revealing a District tile, first, reveal (flip to the other side) an Exploration token if there is one and resolve its effect. Then, reveal the District tile itself. Sometimes it is possible that other components are on District tiles – they should not be discarded from a revealed tile, unless stated in the special rules.
Important! If you reveal a Faction Hideout, take its corresponding Faction Augment deck from the box, shuffle it, and place it in the play area!
You may also choose not to move during the Move & Trace step. In this case, leave your Character on your current District tile (remember that each time the game mentions 'your current District tile' it refers to the tile your Character is currently on).
Regardless of your choice, you are obliged to increase your Trace. If you move your Character, increase your Trace by the Entry Trace value of the newly entered District tile (the purple one). If you remain on the same District tile, increase your Trace by its Stationary Trace value (the red one).
The world – infested with dozens of AI bots constantly trying to track you down – is an extremely dangerous place. This is why you must explore new Districts with caution and never move through unknown places in haste.
However, if you stay too long in one place, you are much more vulnerable to being tracked down; therefore, being in constant motion should make your life a bit easier.
Exploration Tokens
Exploration tokens are one-time-use bonuses to the player who reveals a face down District tile. During the setup of each scenario, the Exploration tokens are distributed, face down, among specified District tiles. When you move to a tile with an Exploration token, reveal and resolve the Exploration token effect:
- gain 1 EXP.
- gain 1 chosen Basic Data token (1 of the 4 basic colors).
- gain 1 Power.
- gain 1 Shield.
- gain 1 Reroll.
- gain 1 Memory.
After you resolve the Exploration token effect, discard the token.
Trace
Trace in Tamashii defines how likely a player is to encounter an Enemy. It is defined by the Trace track on the left side of a Player Board.
Trace increases each turn during the Move & Trace step. When you move to another District, increase the Trace by the Entry Trace value (the number in the purple frame) to the left to the tile Effect. When you decide not to move, increase the Trace by the Stationary Trace value (the number in the red frame) to the right to the tile Effect.
During the Trace Roll step, roll a number of Player dice shown in the threshold indicated by the position of a Universal marker on the Trace track. For each Trace result, draw an Enemy from the Enemies deck and attach it (place it in the 'Enemy card' slot on your Player Board or on the left side of your attached Enemies pile). Then, if you drew at least 1 Enemy, set the Trace to 0 (move the Universal marker to the slot '0' of the Trace track).
When the Universal marker on your Trace track reaches the top space, IMMEDIATELY draw and attach 2 Enemies (regardless of the Turn phase!) and then set your Trace to 0.
Enemies
Anatomy of an Enemy card:
- Name
- Enemy Integrity – when it drops to 0, this Enemy is defeated.
- Basic Frame – apply this effect when you roll the Basic symbol on the Enemy Symbol die.
- Special Frame – apply this effect when you roll the Special symbol on the Enemy Symbol die.
- Hack Patterns – Enemy weak spots which may be exploited by players. Usually you can harm an Enemy this way, or gain resources.
- 5a. Hack effects – apply this effect when you launch the Pattern on its left.
- Repel Pattern – you can use Repel to instantly discard an Enemy, however usually you get some penalty for that. Repelled Enemies do not grant EXP!
- 6a. Repel effects – apply this effect when you launch the Pattern on its left.
NOTE: Patterns are launched only during the Launch step, never during Combat phase!
Enemy Deck Setup
Each Scenario sheet has Enemy deck setup instructions. The following is an example of how an Enemy deck is made:
- 3 x [player number] of LVL 1 Enemy cards.
- 2 x [player number] of LVL 2 Enemy cards.
- All LVL 3 Enemy cards.
The composition of the deck is shown from top to the bottom, which means that the first Enemies drawn will be Enemies of LVL 1. Only when the LVL 1 Enemies run out, can you draw Enemies of LVL 2, and so on.
In this example of a 3-player game, to properly set the shown Enemy deck, shuffle all Unlocked Enemy cards of LVL 3. Then, take and shuffle 6 (2 x 3) random Enemy cards of LVL 2 and place them on the top of all LVL 3 Enemy cards. Then, take and shuffle 9 (3 x 3) random Enemy cards of LVL 1 and place them on the top of the rest of the cards. This way, you end up with a deck that has 9 cards of LVL 1 on the top, 6 cards of LVL 2 in the middle, and all of the Unlocked LVL 3 cards on the bottom.
Please note that most Scenarios are designed to form the Enemy deck in a way that increases their difficulty as the game progresses.
Attaching Enemies
Enemies in Tamashii don't have any Map representation – they directly pursue the players – when you draw an Enemy card, that Enemy is attached to you. All attached Enemies form a stack on the left side of your Player Board next to the Trace track. Place all newly drawn Enemies on the bottom of the stack so that you can see the crucial information.
The rightmost, fully visible card is called the Top Enemy. Each Enemy has its own weakness and therefore different Hack and Repel Patterns with various effects. However, players are only able to influence and harm their Top Enemy.
Hacks are mostly oriented around damaging the Enemy or stealing their resources, whereas Repel is used to instantly get rid of the Enemy – generally with the drawback of gaining Corrupted Data. During the Launch step you may only launch Patterns from your Top Enemy. However, if you manage to discard or defeat your Top Enemy, the Enemy directly below it becomes your new Top Enemy and you may launch all of its Patterns, if you are able.
Attached Enemies represent bots that are constantly tracking you down, following you through districts and skirmishing with you (during the Combat phase) when they manage to meet you while in the same district. At the end of skirmish you do your best to escape. This is why having attached Enemies does not restrict players from moving around the map and performing other activities in the game.
Damaging and Defeating Enemies
Whenever you deal Damage to your Top Enemy, use Damage markers to mark it. All Damage dealt to the Enemies stays on them, which means that you can harm an Enemy during the Combat phase, then in the next turn deal more Damage during the Launch step with your Faction Augment and, finally, defeat it in the next Combat phase.
An Enemy whose Integrity drops to 0 is defeated – discard its card and gain 1 EXP marker. Enemies that are discarded in any other way are NOT Defeated and therefore grant no EXP to the Character. Discarded Enemy cards form a discard pile next to the Enemy deck.
Reset
When your Integrity is reduced to 0, you must resolve a reset. Resetting, as bad as it may seem, is a part of the game and a common thing to happen in all Scenarios. When you reset, resolve steps below:
- Roll 1 Enemy Symbol die.
- If you rolled the Special symbol, discard your active Body (if you have a Body card) and place it on the bottom of the Bodies deck. If you have another Body card, it becomes your new active Body. Switch your Character on the map to the one matching the new Body. If you don't have another Body card, you return to the Body printed on your Player Board.
- If you rolled the Basic symbol, do not discard your active Body card.
- Gain 2 Corrupted Data tokens from the Corrupted Data pool on the Time track (place them in your Dump).
- Dump all Data tokens from your Launcher.
- Discard all attached Enemies.
- Set your Trace to 0.
- Set your Integrity to its maximum value (place the Universal marker in the ITG Limiter).
- Place your Character on the Shelter District tile.
The player who resolved reset skips all other activities for the current Turn phase.
Upgrade
You may Upgrade your Character at any time during the Planning phase and it can be done in various ways:
- Spend Memory:
- Spend 1 Memory to discard 1 Data token from your Launcher and place it in the neutral pool (exception: discarded Corrupted Data tokens do not go back to the Corrupted Data pool. See Corrupted Data, page 6).
- Spend 1 Memory to gain 1 chosen Basic Data token (place it in your Dump).
- Spend Memory to equip an Augment (the Memory cost is shown on each Augment card).
- Trade Faction Augments: exchange Faction Augments with other players (regardless of your position on the map!). Equipped Augments become unequipped when traded. Class Augments cannot be traded.
- Spend EXP on Upgrades. In order to spend EXP, discard 2 EXP markers and choose one of the options below:
- Increase your maximum Integrity by 1 (advance the ITG Limiter by 1 space). This also increases your current Integrity by 1.
- Unlock 1: discard a Lock token from your Launcher.
- Gain 1 Open Data token and place it in your Dump.
- Draw 2 Class Augment cards from your Class Augments deck. Keep 1 and place the other on the bottom of the deck.
You have the option to spend all of your Memory and EXP in a single planning phase if you choose to do so. There are no limitations to the number of times you can use each of the options presented above.
Turn Order
Planning Phase (resolved simultaneously)
The Planning phase is the initial preparation part of the turn. It is resolved simultaneously by all players (during this phase you plan your turn in advance and establish the plan with your teammates).
- Trace Roll step: [skip this step during your first turn of the game, all players will have their Trace on 0!] During this step, all players roll Player dice according to the number of dice shown on their Trace track threshold. For each rolled Trace symbol, draw and attach 1 Enemy (please note that the Damage effect does not trigger drawing any Enemies). If you have drawn at least 1 Enemy card as a result of this roll, set your Trace to 0 (place the Universal marker on the lowest slot). When attaching Enemies, place them in the appropriate space to the left of your Player Board (see attaching Enemies, page 12). Keep in mind that even though this step is simultaneous, you should draw Enemies starting with the First Player.
- Refill Launcher step: All players simultaneously refill their Launchers. Players draw Data tokens, one-by-one, from their Data Bags and place them on empty Highlighted Data slots, filling the Launcher from top to bottom and left to right. Only the empty Highlighted Data slots are refilled! When you run out of tokens in your Data Bag during this step, just place all Data tokens from your Dump in the Data Bag, and continue the refill.
- Program step: All players simultaneously may move tokens on their Launchers. The Programming value, printed on the player's Body (PRO), indicates the number of moves a player may resolve on their Launcher (however, this value may be altered by other game effects, i.e. Augments). Each move is either moving 1 Data token by 1 slot (slide) or switching 2 adjacent Data tokens. Data tokens may not be slid nor switched diagonally! When you use all the available moves or decide not to use them all, you can proceed to the next phase. The main purpose of programming is to arrange Data tokens into Patterns, which then may be launched in the Launch step for various benefits, completing objectives, etc. (see Programming, Patterns & Launching, page 7).
Upgrade: During the Planning phase (at any moment), players may spend their EXP and Memory to develop their Characters and alter the contents of their Data token pool. For detailed information about Upgrade, see page 13.
Action Phase (resolved in order)
During the Action phase, starting with the First Player, a player needs to perform all three steps listed below. Then, the next player resolves their Action phase. Players move around the map and launch all previously set Patterns to deal with Enemies, gain Assets, and do a variety of other things.
- Move & Trace step: Choose a District tile within the Movement range value of your current Body (MOV) and move your Character to that District. If you enter an unrevealed (face down) tile, you must end your movement and reveal the tile (see Movement & Revealing District tiles, page 11). You cannot move through unrevealed tiles, or move through empty spaces. When you finish your move, you must increase your Trace by the number of spaces indicated on the Entry Trace value (purple) of your current District tile.
- You may choose not to move. If you do, increase your Trace by the number of spaces indicated by the Stationary Trace value (red).
- You cannot move more than once in a single Move & Trace step.
- If you increase the Trace to its final space, immediately draw and attach 2 Enemies (see attaching Enemies, page 12) and set the Trace to 0!
- District Effect step: You may resolve the effect of your current District tile (the tile with your Character). This is always optional.
- Launch step: During this step, players may launch any number of Patterns and use all other effects with 'Launch' timing. Patterns are launched one by one, in the order chosen by the player. When launching a Pattern, dump all Data tokens used in it (place used Data tokens on your Dump tile) and then resolve the effects. Each token that was not launched during this step remains on the Launcher so you can create more complex Patterns in the future. The only exception to this is Corrupted Data – at the end of this step dump all Corrupted Data tokens.
Combat Phase (resolved in order)
During the Combat phase, players resolve close-quarters combat with AI bots. This happens in a fashion of exchanging hits until both sides run out of actions. The player resolving their Combat phase rolls Player dice that provide them with the resources needed to activate their Combat Frames and Enemy dice that indicate how many bots attack and which type of attack type it is. The Player dice are not meant to be used all at once; instead, the player activates one of the Combat Frames using the proper number and symbol types of the dice results. After this, one of the Enemies takes its turn and the player has a chance to activate another Combat Frame, and so on. Like the Action phase, a player performs all 3 steps listed below and then the next player resolves their Combat phase (always starting with the First Player). If a player doesn't have any attached Enemies, they must skip the Combat phase (be aware of any potential special rules introduced by specific Scenarios though!). During Combat, Enemies attempt to bring your Integrity to 0 and cause you to reset. On the other hand, you also attempt to bring the Enemy's Integrity to 0, and thus, defeat them. Defeating Enemies grants valuable EXP, which is used to develop your Character.
- Attack Roll step:
- a. Take a number of Player dice equal to your Body's ATT value. Then take 2 Enemy dice (1 Enemy Number die and 1 Enemy Symbol die).
- b. You may spend your Power to add 1 Player die for every 1 Power you spend.
- c. Roll all the dice (you may spend Reroll to alter the roll), then resolve their effects according to the steps below.
- Set Active Enemy Count step: place the Enemy Number die on the Enemy that matches the rolled number, counting from the Top Enemy down (i.e. if you rolled a 1, then place the die on the Top Enemy, if you rolled a 2, place the die on the 2nd one, and so on). If you rolled a number higher than the amount of attached Enemies you have, place this die on the leftmost Enemy card. If you rolled the blank side result on the Enemy Number die, skip this step.
- Resolve Dice Results step:
- a. Starting with the player, resolve the Combat Frames and Enemy Frames alternating between them one-by-one (1 Frame from the player, then 1 Frame from the active Enemy, then once again 1 Frame from the player, and 1 Frame from the Enemy, etc.).
- I. Activating a Combat Frame: Select a Frame with an effect you want to activate, place a die or multiple dice matching the Frame's requirements and resolve its effect.
- II. Activating an Enemy Frame:
- Check which Enemy has the Enemy Number die on its card. This is the Active Enemy.
- Resolve the effect from one of the two Frames on the Active Enemy card – the one that matches the symbol rolled on the Enemy Symbol die (Basic / Special). Keep in mind that the effects from the Basic Frame always deal some amount of Wounds to the player, whereas Special Frame effects may have other abilities.
- After you resolve the effect of the activated Frame, move the Enemy Number die one card to the right, toward the Top Enemy. If you have just activated the Frame of the Top Enemy, discard the Enemy Number die from it.
- b. The Combat phase for a particular player ends when:
- I. The player is no longer able (or does not want) to activate any Combat Frames and Enemy Number die is not on any Enemy card.
- II. The player's Integrity drops to 0. When this happens, resolve reset immediately (see Reset, page 13).
- a. Starting with the player, resolve the Combat Frames and Enemy Frames alternating between them one-by-one (1 Frame from the player, then 1 Frame from the active Enemy, then once again 1 Frame from the player, and 1 Frame from the Enemy, etc.).
Important notes:
- If an Enemy is defeated or discarded before it manages to activate its Frame, it does not activate its Frame at all. If the Enemy had the Enemy Number die on it, move it 1 card to the right and place it on the next Enemy card. If it was the Top Enemy, discard the Enemy Number die.
- It is impossible to harm an Enemy attached to another player during your Combat phase, even if this player is on the same District tile as you, unless a game component or a special rule allows you.
- Remember, you may spend Shield to reduce suffered Wounds!
Understanding Dice, Symbols, and Combat Frames
Combat symbols:
- Basic player symbol: used mostly in simple and straightforward Combat Frames.
- Special player symbol: less common player symbol, used mostly in more sophisticated Combat Frames.
- Basic and Special Enemy symbols: symbols rolled on the Enemy Symbol die, indicating which Enemy Frame is activated by all attacking Enemies during the Combat phase.
Combat Frames
Combat Frames are tools used by players to harm hostile AI bots or activate various other effects. Each Combat Frame consists of 2 parts:
- The exact number and type of symbols needed to activate such a Frame.
- The effect of its activation.
In order to activate a Combat Frame, a player must assign the appropriate number of rolled dice, containing the appropriate symbols. Each Combat Frame may only be activated once per Combat phase. The only exceptions are Frames with "any number of" symbols. These Frames may be activated multiple times during a single Combat phase and each activation may consist of any number of dice with the appropriate symbol.
All Damage from a Combat Frame is always dealt to the Top Enemy. If the Top Enemy is defeated, any excess Damage is lost, even if there is another Enemy below the Top Enemy (see Damaging and defeating Enemies, page 12).
Examples:
- A Combat Frame showing 2 dice requires a player to assign 2 Player dice with the required symbol rolled on them in order to deal 5 Damage to their Top Enemy.
- A Combat Frame showing "any number" allows a player to assign any number of Player dice with the required symbol rolled on them, to deal 1 Damage to their Top Enemy for each die assigned. It can be activated multiple times during a single Combat phase.
Enemy dice
There are 2 different Enemy dice:
- Enemy Number die: indicates how many attached Enemies attack you (if you roll the blank side, no Enemies attack).
- Enemy Symbol die: indicates what kind of effect (Basic or Special) is resolved by Enemies during this Combat phase.
Quest Phase (resolved simultaneously)
-
Player Activity step: during this step, all players may contribute toward completing the goal described on the active Scenario card by completing the activity described in the 'Player Activity' section. It can be anything from gathering in a certain Location to performing a Test, dumping Data tokens, discarding Ascend tokens from the map, or defeating a Boss. If there is no 'Player activity' section on the active Scenario card, this step is skipped (however, it is possible that a Scenario sheet may contain rules for the Player activity step, so check it before skipping this step!).
-
World Activity step: during this step, players resolve a 'World activity' section on the active Scenario card. The World activity describes the flow of time or how the game reacts to player actions. This step may be tricky, because the full contents of this section may not all be resolved, therefore players need to read its contents with caution!
During the World activity, Time is usually reduced (the Universal marker on the Time track is placed on a lower space), since most of the missions in Tamashii have a time limit. The game usually checks if requirements for fulfilling the current objective are met. If they are not, the game checks if the conditions for failing the current objective are met. However, this may not always be the case, since each World activity section on each of many Scenario cards in Tamashii is different and should be approached with focus.
Some general rules to resolving the World activity are as follows:
- I. It should be read and resolved from top to bottom.
- II. The World activity section usually starts with an 'If' preceded with a '|' sign. Check if the statement after 'If' is true.
- If true, then resolve all of the effects below, from top to bottom.
- If not, then skip to the next '|' sign and check another 'If' or resolve the 'OTHERWISE' section of the card. If you proceed to 'OTHERWISE', be careful, because there may also be 'If's that must be checked.
- III. When one of the resolved effects instructs you to draw a new Scenario card, you stop the current World activity step, discard the current active Scenario card and all tokens from it, and draw the new card (some cards are not discarded after completing the objective, so read them carefully). Read its text, resolve its 'Immediate effect' section, and then place it in the 'Scenario card' section of the Time track. This is your new active Scenario card.
-
First Player Token step: during this step, the current First Player passes the First Player token to the next clockwise player. Then, you proceed with the next Turn and start another Planning phase.
Combat Example
- Starting conditions and Attack Roll step:
- 1a. A player has the Soldier Body, the Termination Code Augment, 5 Integrity, 2 Shield, 2 Power, and 2 Memory.
- 1b. The player has 3 attached Enemies – the Top Enemy has 4 Damage markers on them, meaning that it has 6 Integrity remaining.
- Attack Roll:
- 2a. The player has used 2 Power to add 2 Player dice to their roll, resulting in 5 dice total (3 ATT from the Soldier body and 2 Power).
- 2b. The roll results are as follows:
- I. The player rolled 1 Special symbol, 2 Basic symbols, and 2 blanks. The player would love to reroll their blanks, but they have no Reroll to spend.
- II. Enemy dice roll results mean that all 3 Enemies are going to attack the player, using the Basic effects.
- Set Active Enemy Count step: The Enemy Number die is placed on the third Enemy card, counting from the Top Enemy.
- Resolve Dice Results step: The player uses their first Combat Frame – the Frame with a single Basic symbol on the Soldier Body. This effect deals 3 Damage to the Top Enemy.
- Now it's time to resolve the Enemy effect:
- 5a. The Scanning bot deals 3 Wounds to the player.
- 5b. The player spends 2 Shield and loses 1 Integrity.
- 5c. Then, the Enemy Number die is moved to the next Enemy card – the Catcher.
- The second effect of the player:
- 6a. The player uses their second Combat Frame from the Termination Code Augment, which requires a single Special symbol.
- 6b. Because the Firecleaner only has 3 Integrity left, it is defeated (this is because of the Termination Code unique effect). This means that the Firecleaner is no longer able to harm the player during this Combat phase.
- 6c. The player gains 1 EXP and 1 Asset from the Soldier Body's ability. The player chose to gain 1 Reroll. Note that this Reroll cannot be used during this Combat phase anymore because the Attack Roll step is over.
- The second effect of the Enemy:
- 7a. Now, the player suffers 2 Wounds due to the effect of the Catcher. The other part of this effect, 'Top Enemy Recovers 1' is irrelevant because the Top Enemy has full Integrity.
- 7b. The Enemy Number die is removed from the Top Enemy, which means no more Enemies are going to activate their Frames during the current Combat phase.
- The player now may use all of their remaining dice. They decide to use a second Frame from their Body – a Frame with a single Basic symbol, which deals 2 Damage to the Top Enemy.
- Now, for their final effect, the player uses their "any number" Frame, which allows them to spend as many dice as they can. They use 1 die to deal 1 Damage to the Top Enemy.
- The Combat phase is over, since there are no more effects to resolve. The next player may resolve their Combat phase.
Scenarios
Scenario Sheets
Each game of Tamashii is represented by a Scenario. Scenario sheets give players the scope and brief introduction to the story. Also it shows how to set up the Scenario and contains any Special rules that may be relevant for each individual Scenario.
Anatomy of a Scenario sheet:
- Scenario Name
- Introduction: the introduction plot of the Scenario.
- Difficulty: each Scenario has a different difficulty level that varies between Easy, Medium, and Hard.
- Scenario length: some Scenarios are more complex or the story more extensive, therefore those take more time to complete. The length varies between short, medium, and long.
- Challenging mark: Scenarios marked with an exclamation mark are mechanically more complex and are not recommended for beginners.
- Setup instructions: for detailed information see Scenario setup, page 5.
- Special rules: a place for all the unique rules that are present during the playthrough of a Scenario.
Scenario Cards, Types, and Scenario Progression
The stories in Scenarios are driven by Scenario decks, consisting of multiple different Scenario cards. The chosen Scenario sheet always instructs you which deck is used in a given Scenario.
Scenario Cards
Scenario cards are divided into 2 types: Plot Scenario cards and Special Scenario cards.
Plot Scenario cards are the backbone of each Scenario and are used to drive the story, unravel the main mechanics, react to player choices, host objectives, and so on. They are used as active Scenario cards and are placed in the 'Scenario card' slot on the Time track. There may only be one active Plot Scenario card at a given time.
The Plot Scenario cards always look the same – they have a Story side with narrative and the 'Immediate effect' section and a Gameplay side that guides players through the Scenario.
Story side (left):
- Name
- Card code: each Scenario card has a unique code that other Scenario cards refer to in order to progress the Scenario.
- Plot: each Scenario card reveals how the plot develops. It may vary depending on player decisions.
- Immediate Effect: Scenario cards trigger some effects immediately when you draw them.
- Flip this card instruction: after reading and resolving the Story side, flip the Scenario card, and place it in the 'Scenario card' slot on the Time track.
Gameplay side (right):
- Goal: explanation of current objective.
- Special rules: during events described on this card, you must obey extra rules. It's also a place where you can find unique Patterns or effects available only while this card is in game.
- Player activity: possible player actions during the Player Activity step.
- World activity: game maintenance step.
Please note, not every Scenario card has all of the listed above sections!
Special Scenario cards are a little different. First of all, they do not have any established form. They may be a variety of things, from tables with special moves of Bosses, to special Enemy cards encountered only during a specific Scenario. However, they are commonly quite similar to the Plot Scenario cards, with a few exceptions as follows:
- They have a light background.
- They may have similar sections you find on Plot Scenario cards, but they generally don't look like them.
- There may be more than 1 active Special Scenario card in play at the same time.
Drawing a Scenario card: When you draw a new Scenario card, you locate it via its unique code. In the case of a Plot Scenario card, the first side you read is always the Story side. There may be Immediate effects to resolve. Once any Immediate effects are resolved, you'll be instructed to turn the card to the gameplay side. Then, discard the previous Scenario card along with all the markers and tokens on it from the Time track slot (there may be some exceptions to this rule in certain Scenarios).
In the case of a Special Scenario card, you should always familiarize yourself with it and then set it aside for the rules reference. Since there are a lot of different Scenarios and stories, some Special Scenario cards are quite unique and the things that you find on them might be different from those described here, but there is always an instruction on how to deal with them.
Goal: This is your objective.
Special Rules: this section describes all effects altering the rules of the game. These rules are always active when the current Scenario card with them is active and these rules always take precedence over rules in this manual! Some Special rules may enable certain actions required to progress the Scenario. Please note, Scenario sheets sometimes also have Special rules, which are active during the entire game.
Player Activity: Most of the mechanics that you must fulfill to complete the Scenario card's Goal are included either in this step or in the Special rules section. Sometimes Player activity is a special action, available during recent events, sometimes it is a Test, sometimes you must gather in a certain Location, etc.
World Activity: During this step, the game checks if players managed to complete the objective and manage the flow of time. Many Scenarios are time restricted so don't take too long – usually, each turn the turn count on the Time track goes down. After the objective is fulfilled, there might also be tough decisions about how the story progresses. (i.e. it's up to you if you want to hide or get into a fight). Keep in mind that you don't always lose the game if you fail the objective, sometimes you just don't gain the reward, or the story might get a bit harder.
Important Icons Which Frequently Appear on Scenario Cards
Player Number – This icon is used most commonly as a multiplier and its main purpose is to scale difficulty according to the number of players taking part in the game. Whenever you see this icon, just replace it with a number equal to the number of players in your game (for example, if a game tells you to take 2 x [player number] of Ascend tokens, and you have 3 players in your game, that means you should take 6 Ascend tokens).
Ascend tokens: Some Scenario cards instruct you to use Ascend tokens (they mainly represent growing pressure upon players). They may be used to mark special points on the map where Ascend is gathering their forces or some points of interest where you can complete an objective. Every time you use these tokens, its purpose is explained on a Scenario sheet, or Scenario card.
Success tokens: When you fulfill all conditions (or certain parts of them) needed to progress your active Scenario card, you may need to mark it with a Success token. Very often, at the beginning of the World activity step, if you have a required number of Success tokens, you progress the game according to the given Scenario card, which usually gives you bonuses and leads you to the next part of your journey (and next Scenario card). Keep in mind that these tokens may be used for other various purposes throughout the game.
Universal markers: These are used to mark a variety of things in Tamashii. Sometimes they must be placed on cards, sometimes they are needed on the map. Place them whenever the game asks you to.
Dice tokens: These tokens are frequently used in Scenarios to randomize things. Their purpose is always described on a Scenario sheet or Scenario card, so are all the rules applying to them. Some Scenarios instruct you to use a "set" of Dice tokens. In that case, use 3 different ones. Otherwise, take them randomly. Sometimes they are placed face down, so their contents must be uncovered. Dice tokens placed face up are referred to as revealed.
Time track: This icon represents the current position of the Universal marker on the Time track. Many objectives in Tamashii have a time limit and this icon is used either to set a time limit for a current objective, lower the number of available turns at the end of a turn, or check if the marker on the Time track has reached a space where something important is about to happen (e.g., if the marker moves to space 0 on the Time track, you may fail to fulfill the objective and lose the game!). Sometimes a Scenario card in the 'Immediate Effect' asks players to set the Time to 0. This means that during this particular mission there are some other conditions governing the success or failure, other than time.
Tests
Tests are mostly used as a Scenario progression mechanism. Some objectives require players or a player to perform a Test. There are 2 types of Tests: Individual Tests (simply called Test) and Group Tests.
The Test command has 2 important pieces of information: the type of Data tokens that must be used and the number of successes that must be achieved to pass this Test.
When you contribute to a Test, dump (move from your Launcher to your Dump) any number of Data tokens of the type required to complete the Test, then roll that many Player dice. Each rolled Basic symbol grants 1 success, and each rolled Special symbol grants 2 successes. To pass a Test, you need as many successes as specified by the number (e.g. "Test Red 3" means that you must dump Red Data tokens and for each dumped token, you roll 1 Player die. If you have at least 3 successes, the Test is passed).
When it is a Group Test, all players may dump Data from their Launchers to contribute toward passing the Test (in order, starting from the player who initiates the Test), but only one player needs to initiate the Test (and be in a particular District tile, if this is a requirement). In such a case, each player rolls their 'part' of the Test contribution.
Example: in a 2-player game, the game states: "Perform a Group Test: 3 x [player number] Core Data." This means that all players together must achieve 6 successes to pass this Test. Player 1 dumps 3 Data tokens (because their Core Data is that type) and player 2 dumps 2 Data tokens (because their Core Data is that type). Player 1 rolls 3 Player dice and player 2 rolls 2 Player dice. Each of the players may spend Reroll but only to reroll their own rolled dice.
Performing a Test (and taking part in a Group Test) is always optional.
Group Tests in a solo mode are treated like Individual Tests.
Ending the Game & Using the Progress Sheet
Each Scenario ends when either a 'Victory!' or a 'Scenario Lost' card is drawn. After you've drawn such a card, resolve its effects. You will usually unlock some components this way. In such a case, take the listed components from the Locked Pool in your box and place them in the Unlocked Pool. From now on, the additional unlocked components may appear in future games.
Sometimes it may be the opposite – and such a card tells you to move components from the Unlocked Pool to the Locked Pool.
If you won the game, you must also mark the appropriate code on your Progress sheet. This sheet serves as a reference and helps you track what Scenarios were already won by you. Keep in mind that most of the Scenarios have more than 1 ending, and unlocked components often differ, depending on the story branch you finish. This is why there is more than 1 checkbox next to each Scenario on the Progress sheet.
If you used your Progress sheet, but would like to start from scratch, don't worry – you can download the PnP Progress sheet file from our website: http://awakenrealms.com/
Boss Sheet
There is a possibility that players encounter powerful entities known as Bosses in some Scenarios. These special Enemies have their own set of rules (represented by a Boss sheet) and special standees or miniatures that represent them in the game world.
Anatomy of a Boss sheet:
- Boss Name
- Setup instructions: resolve these when the game tells you to take the Boss sheet.
- Boss rules: each Boss is unique and works differently. The Boss rules describe how the Boss works and how to defeat it.
- Boss Activity: Boss actions with a specific turn phase or step.
- Hack Patterns: the Boss sheet always explains how to use any type of Pattern appearing on it.
- Integrity: each Boss has a different condition for defeating it.
Keep in mind that each Boss is unique and its Boss sheet is too, so the types of information presented on them will be different.
Other Game Modes
Solo Mode
Setup
Setup the game according to the normal Setup, with the following modifications:
- In the Setup, step 3c): when selecting the starting Augments, remove the Augment with the 'Co-op' on its back from the game and take the 'Solo/Pvp' one instead.
- In the Setup, step 11: when placing your Character on the starting District tile, take one additional Walker Character and place it on the same District tile as your Character. Do not place a rubber ring on the additional Walker. This is considered J.O.R.D.A.N. BOT's Character.
- Additional step: take the J.O.R.D.A.N. BOT card, place it near your Player Board, and place 1 Universal marker in each Battery slot.
Solo Mode Rules
- Player number icon: there is no difference in the interpretation of this icon. In solo mode, you should read it as '1'.
- Group tests: any Group Tests should be treated like Individual Tests in solo mode.
- You are always the First Player.
J.O.R.D.A.N. BOT Rules
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J.O.R.D.A.N. BOT is treated as a player for the requirements of being on the District tile, but is not considered a player in a wider game sense. It does not have its own Player Board, cannot suffer Wounds in any way, does not program, cannot have any attached Enemies, etc.
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You may move the J.O.R.D.A.N. BOT 2 tiles during the Move & Trace step (indicated by the MOV value on its card). It reveals District tiles and collects Exploration tokens. Each Asset, EXP, or other reward that would be gained by J.O.R.D.A.N. BOT is gained by you instead. The BOT movement is free and does not affect players' Trace in any way.
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You may discard 1 battery from J.O.R.D.A.N. BOT to use its miniature/standee as yours during 1 step. If you do, you don't use your basic miniature/standee during this step. You may use the above rule in any step (i.e: Player Activity or District Effect step). You must discard 1 battery for each step in which you decide to use J.O.R.D.A.N. BOT this way.
This effect may be used for example to activate special actions, like launching a Pattern needed for Scenario progression on a specific tile. In this case, you may use the BOT that is standing on this tile instead of your own Character.
There is one exception: If you decide to use J.O.R.D.A.N. BOT during the District Effect step to activate the District Effect where the BOT is located, apply that District tile's Trace value instead of the Trace value of the District tile where your main Character is located. Keep in mind that this also applies to resolving the Entry/Stationary Trace value of Districts. For example, if the BOT did not move during the Move & Trace step and you decide to use its District's Effect, increase your Trace by the Stationary value.
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You may charge J.O.R.D.A.N. BOT's battery by launching the effect shown on its card. You have access to this Pattern at all times as long as J.O.R.D.A.N. BOT is still in play. When you launch this Pattern, place 1 Universal marker on an empty Battery slot. If all 5 Battery slots are occupied, you cannot launch the battery anymore. This Pattern is considered a Hack for all in-game effects and interactions.
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If there are no Charges on J.O.R.D.A.N. BOT's card, discard its card and J.O.R.D.A.N. BOT's Character from the map. It can no longer be used during this Scenario.
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Some Scenarios have special rules regarding solo mode. Make sure you read them before playing.
Scenario Generator (competitive mode)
In this game mode, players compete against each other to earn as much Victory Points (VP) as possible. The player who has the most VP at the end of the game is the winner.
Game Setup
Perform a standard game Setup with the following modifications:
- In the Setup, step 3c): when selecting the starting Augments, remove the Augment with the 'Co-op' on its back from the game and take the 'Solo/Pvp' instead.
- Setup step 3d): we recommend skipping this step, as Learning Protocols may interfere with the final scoring and make the game unbalanced.
Then, instead of the Scenario Setup, proceed to the Scenario Generator Setup:
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Choose the game length:
- I. Short: set Time to 5.
- II. Medium: set Time to 7.
- III. Long: set Time to 9.
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Choose the First Player.
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Take 1 random Map setup card and prepare the Map accordingly. Starting with the First Player, place your Characters on the chosen starting District tiles (Shelter or Damaged District). Each player must start on a different District tile. Then, place all the Map setup cards back into the box.
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Take 1 random Conditions card, prepare the Enemy deck, and grant starting bonuses to all players. Place any Data tokens directly in your Data bags. Then, place all the Condition cards back into the box.
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Place 1 random Enhancement card face up in the play area so everyone can see it. This card is active throughout the entire game. Then, place all the other Enhancement cards back into the box.
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Take 1 random PvP card and place it face up in the play area so everyone can see it. This card is active throughout the entire game. Then, place all the other PvP cards back into the box.
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Shuffle the Goal deck. Then, draw:
- 2 cards in a 2-player game.
- 3 cards in a 3 or 4-player game.
Place them face up next to the Goal deck – these are the starting Goals. Flip the top Goal card so it's face up on the top of the deck. You can see it but it is not available to be completed yet.
Scenario Generator Rules
The competitive mode is played exactly like a standard game, with a few exceptions as follows:
- There is no Corrupted Data pool on the Time track and the game cannot end due to depletion of said pool. Treat Corrupted Data tokens like every other token, with a neutral pool. When a player must gain a Corrupted Data token, and the neutral pool is empty, nothing happens.
- There are no Scenario cards at all. In each Quest phase, starting with the First Player, players in order may decide to perform Tests (if they happen to be on the Goal cards). Then, pass the First Player token clockwise and reduce Time by 1.
- If any player meets the conditions of the Goal card, they take it, and place it face down next to their Player Board. The VP from this card is hidden and will be counted at the end of the game.
- After the Goal card is taken by a player, immediately place the face up Goal card from the top of the deck in its place. Then, flip the next top Goal card face up.
- The game ends instantly when the Time reaches 0. When this happens, all players should count their final Victory Points, according to the table.
The flow of the game does not differ from the cooperative Scenario gameplay, so you use the same 'Turn order' help cards. The only important thing to remember is that you must reduce Time by 1 after resolving each Quest phase.
Golden Rule of the Scenario Generator: It is very important to perform your actions in order starting with the First Player in this mode. If, at any time, there is confusion about who should resolve an effect first, simply start from the First Player and continue clockwise.
Important! If you reveal the last District tile and you end up with no Faction Hideouts on the Map, replace the revealed tile with a random Faction Hideout tile.
Counting Victory Points
When the game ends, all players reveal their collected Goal cards and count up their Victory Points. Use the scoring card for scoring reference. Or use rules below:
- Each 3 Assets = 1 VP.
- Each Unlocked Data slot = 1 VP.
- Each Open Data token in your pool = 1 VP.
- Each point of max Integrity above 5 = 1 VP.
- Each equipped non-break Faction Augment = 1 VP.
- Each equipped non-starting Class Augment = 2 VP.
- Add VP from acquired Goal cards.
However, acquiring Corrupted Data tokens grant negative VP, according to their number in your pool:
- 1 Corrupted Data = -1 VP.
- 2-3 Corrupted Data = -2 VP.
- 4-5 Corrupted Data = -3 VP.
- 6+ Corrupted Data = -4 VP.
In case of a draw, the winner is the player with fewer Corrupted Data tokens in their pool.
Important Keywords, Key Phrases, and Icons
Most Important Keywords and Phrases
- Attach: Place an Enemy card next to your Player Board in the slot reserved for the Enemies. If you have any Enemies already attached to your Player Board, place the Enemy under the already attached ones, so that the leftmost side of the card is visible.
- Break: only on Faction Augments. After use, remove this Augment from the game – it may not be gained or used again in this scenario (see page 10).
- Defeat: When an Enemy's integrity is reduced to 0. Discard that Enemy card and gain 1 EXP (see page 12).
- Discard token(s): Place this token in the neutral pool. Unless specified otherwise, you may only do this with tokens from your Launcher.
- Dump token(s): Place this token in your Dump. Unless specified otherwise, you may only do this with tokens from your Launcher.
- Equip: Usually during Upgrade, spend Memory to activate one of your unequipped Augment cards. From now on it may be used for its effect (see page 10).
- Gain x Asset(s): Advance your Universal marker on the appropriate Asset track x spaces.
- Gain token(s): Take this token from the neutral pool and place it in your Dump.
- Inhabit: Take an Advanced Body card and place it in your Body slot (see page 9).
- Integrity: Represents your connection with your Body. When it drops to 0, you must reset (see Reset, page 13). This can be associated with life/health/hit points but losing them all doesn't make you lose the game. Each Scenario has a pool of Corrupted Data tokens which players will draw when resetting – if you run out of these tokens, then the Scenario is lost. Enemies also have their Integrity, however it is marked by a different icon than the players'.
- Launch: Dump a Pattern from your Launcher to resolve its effect (see page 7).
- Lose x Asset(s): Decrease your Universal marker on the appropriate Asset track x spaces. If you have fewer Assets than you are losing, place the marker on space 0. If you already have no Assets of this type, nothing happens.
- Move: Place your Character up to x tiles away (where x is your MOV value) from your current District tile.
- Prepare x: Draw x Data tokens from your Data Bag and place them on any chosen empty slots of the Launcher. Take all of the tokens and place them all at once instead of drawing them one-by-one.
- Program x: You may move (switch/slide) Data tokens on your Launcher x times.
- Recover x: Advance your Universal marker (NOT Limiter!) on your Integrity track by x spaces. The Universal marker cannot go higher than the ITG Limiter.
- Reveal: Flip from face down to face up. This keyword refers to tokens and District tiles. If a token or District tile is unrevealed, it means that it is face down and its contents are hidden from the players.
- Set Trace to 0: Place the Universal marker in the downmost slot '0' of the Trace track.
- Spend x Asset(s): Decrease your Universal marker on the appropriate Asset track x spaces. If you do not have enough of a given Asset, you cannot do it.
- Unlock x: Discard x chosen Lock tokens from your Launcher in order to free some Data slots (these Data slots are called Unlocked Data slots and are Highlighted).
Most Important Icons
Assets (see page 8):
- Power: Spend before an attack roll to add 1 Player die to the roll.
- Reroll: Spend after dice roll to reroll 1 die for each Reroll spent.
- Shield: Spend x Shield to prevent x Wounds.
- Memory: Spend during Upgrade to gain or discard Data tokens or equip Augments.
Data related (see pages 6 & 7):
- Data tokens (Blue, Green, Yellow, Red, Corrupted, Open): Used in Patterns (see page 7).
- Any Data symbol: Symbol appearing mostly in Patterns. Any Basic Data token should be in its place in order for a Pattern to work.
- Core Data symbol: Symbol appearing mostly in Patterns. A Basic Data token corresponding to the Core Data token should be in its place in order for a Pattern to work.
Dice:
- Enemy dice: Eight-sided enemy dice. Comes in two types: Symbol and Number. Usually used during combat to resolve Enemy attacks.
- Player dice: Six-sided dice used by players mostly during Trace Rolls, Attack Rolls, and Tests.
Enemies (see page 12):
- Enemy card.
- Enemy Integrity (Enemy health). When it is reduced to 0, that Enemy is defeated and the player gains 1 EXP.
- Hacks: Enemy weak spots. Usually launched to harm Enemies or gain resources.
- Repel: an effect that instantly discards an Enemy. Usually comes with some form of penalty.
- Damage: dealt to Enemies.
- Wounds: damage dealt to players.
Combat (see page 15):
- Basic and Special symbols inside Combat Frames. Players may spend Basic and Special results to activate appropriate Frames during the Combat phase. "Any number" Frames may be used multiple times and activated by multiple dice results at once.
- Enemy attack effects (Basic and Special). Correspond with Frames on Enemy cards.
Scenario related (see page 19):
- Time: Represented by the Universal marker on the Time track.
- Player number: Should be read as a number (e.g. 3 in a 3-player game).
- Ascend tokens, Success tokens, Universal markers: Tokens used to mark different things during the game. Each Scenario explains what these tokens represent.
- Exploration tokens: One-use bonuses granted to players who reveal District tiles.
Other icons:
- EXP: Used to Upgrade player Characters.
- Trace: Indicates how likely you are to encounter Enemies. Measured on the left side of the player board (see page 11).
Credits
Game by: Robert Plesowicz, Łukasz Włodarczyk, Kamil 'Sanex' Cieśla
Creative Director: Kamil 'Sanex' Cieśla
Lead Developer: Łukasz Krawiec
Tests and Development: Łukasz Krawiec, Filip Tomaszewski, Tomasz Zawadzki, Wojciech Zieliński, Kamil Marchwiany, Piotr Krejner, Wiktoria Ślusarczyk
Rulebook: Łukasz Krawiec
Writing: Andrzej Betkiewicz
Proofreading & Editing: Tyler Brown
Art Direction: Patryk Jędraszek, Kamil 'Sanex' Cieśla
Graphic Design: Michał Lechowski, Adrian Radziun
Illustrations: Krzysztof Piasek, Patryk Jędraszek, Piotr Orleański, Jakub Dzikowski, Ewa Labak, Pamela Łuniewska
3D Modelling: Michał Lisek, Mateusz Modzelewski, Marek Kondratowicz, Piotr Gacek, Jędrzej Chomicki
Production: Jacek Szczypiński, Anna Czajka, Olga Baraniak, Witold Chudy, Zofia Jerzyńska, Adrianna Kocięcka, Mateusz Wolski, Michał Matłosz