The Terminator: The Official Board Game
The Terminator: The Official Board Game Rulebook
Table of Contents
Table of Contents
Introduction
Terminator™: The Board Game is an asymmetrical strategy game played across two boards: one set in the year 1984 and one in 2029. One player takes control of all of Skynet's forces: Hunter-Killer machines, Terminator cyborgs, and new robots based on classic 80s aesthetic. The rest of the players take the role of the human resistance, each controlling one iconic character and sharing control of the 2029 Resistance as they struggle against the impossible odds of the machine uprising, while attempting to prevent the rise of Skynet.
Components List
Boards & Tiles
- Game Board x2 (each 22" square, 4 fold)
- Obstacle Tiles x8 (2 sets of 4)
- Location Hexes x12
- Time Lab Tile (double-sided) x1
Miniatures x34
- Sarah Connor, x1
- Kyle Reese, x1
- Ed Traxler x1
- John Connor x1
- T-800, 1984 (Arnold) x1
- Resistance Soldier x 8
- Resistance Heavy (Bazooka) x4
- T-800, 2029 (Endoskeleton) x 6
- Stinger x6
- HK-Tank x 1 (massive 3x4" base)
- Police Officers x 4
Tokens
- Resource Tokens x30
- Exhausted Tokens x24
- Mission Tokens x8 (2 sets of 4)
- Victory Track Token x2
- Damage Tokens x8 (double-sided, 1 and 2 damage)
- Dice x2
Cards x210
- Action Cards x140 (20 x4 Resistance characters, 60 for Skynet)
- Statcards x11 (1/unit)
- Resource Cache Cards x20
- Location Randomizers x12 (1/hex)
- Mission Cards x20
- Core Mission Cards x2
- Reference Cards x5
Components Breakdown
Game Board
The play area consists of three major sections, spread across two folding game boards: a map of Los Angeles 1984 with a victory & mission track, and a map of Los Angeles 2029.
Los Angeles 1984
Contains a grid of 12 location hexes (diecut), which are populated with location tiles. Each location has a name, and a location letter, which identifies a corresponding area on the future board, used for Resource Caches and the results of mission cards. Each location is connected to other locations by lines. Some lines have arrows which indicate the patrol route used by Neutral police units.
Victory Track
The Victory Track is used to track mission outcomes, and each faction's progress toward winning the game: securing (or preventing) the rise of Skynet. The Mission Track beside it is used to keep track of how long each mission card has been in play.
Los Angeles 2029
Is a square grid with six large Deployment Areas around the outer edge: Skynet Mainframe & Factories, Resistance Base & Outposts. In the middle of the board are a 2x3 space for the Timelab, Resource Cache locations, and terrain markings which will be covered by obstacle tiles. Two corners of this board also have Resource Pools, where available resources are placed.
Location Hexes (12)
These 4" hex tiles are used to populate the 1984 board with a random layout of locations each game. This is where 1984 characters move, attack and interact with missions.
Random Location Cards (12 card deck)
Each Location Hex has a corresponding Random Location card. When a mission or other card specifies a random location, draw one of these cards to determine it.
Obstacle Tiles (2 sets of 4)
These 2x2" tokens are placed on terrain markings of the 2029 board to alter its layout and provide cover for units. Each team has a set of 4 tiles.
Resource Caches & Tokens
Resource Caches represent weapons and supplies hidden in by characters in 1984 that can be recovered by the resistance in 2029, if they can reach the corresponding location coordinates. The Resistance players use a set of Resource Cache cards to keep these coordinates secret from the Skynet player, until the cache is retrieved.
Resource Tokens represent the ability of each faction in 2029 to create or train and deploy units to battle. Without resources, a faction cannot deploy new units to the battlefield in 2029.
Time Lab Token (1)
Some missions in the game place this token on the 2029 board. This represents the forces discovering a time lab, capable of sending a single unit back in time to the 1984 board.
Mission Cards
Each faction has a Core Mission Card, which outlines major objectives that do not expire over time. These missions have the largest impact on the timeline, and are worth more points than those in the mission deck.
Cards from the Mission Deck add objectives to the 1984 board for both teams as the game progresses, providing opportunities to affect the 2029 board and affect the Victory track. Each of these cards has a location, a Skynet Objective, a Resistance Objective, and an Expire effect, which specifies what happens if neither side completes the mission in time.
Mission Tokens (2 sets of 4)
Each mission card on the track uses a set of matching tokens (red or blue), to mark where objectives such as items and characters appear on the 1984 board.
Victory Track Tokens
These tokens mark the current score for each faction on the Victory Track.
Action Card Decks
There are five decks of Action Cards: One for the Skynet player and one for each character: Sarah Connor, Kyle Reese, Lt. Traxler, John Connor. Each player uses a hand of Action Cards from their deck to augment their character's abilities, either by providing bonuses to basic actions, or allowing special actions.
Each Action card has two sections:
- The top section provides actions for a specific character.
- The bottom section provides actions for units in 2029.
Basic actions, such as movement, attacking and interacting with missions can be done by playing any card face-down, but these actions are less powerful.
Statcards
Each Character and Unit in the game has a Statcard, which lists the values used for their actions, such as attack, range, defense, movement, and in the case of the 2029 units, their Build, Recruit, or Develop cost.
Damage Tokens
Heroes and more powerful Skynet units can take several hits before they are defeated. Track their condition by placing damage Tokens on their character stat cards.
Exhausted Tokens
These tokens are assigned by Action Cards to mark which units on the 2029 board have been used each round.
Reference Cards (5)
Double-sided player reference card, with Action reference on one side and round phases on the back.
Dice (2)
Combat between characters is resolved using one or more six-sided dice. Dice are also used to resolve the effects of some mission cards.
Miniatures (34)
Figures in Terminator™ are classified in two sizes: Large and Small. Small figures are those that occupy 1 square on the 2029 board, while Large figures such as the HK Tank occupy more than one square. Large figures have unique movement rules.
Setup
Determine Teams
Terminator™ is a competitive game for two teams: the Machines (Skynet) and the Humans (The Resistance). One player always controls Skynet. Each of the remaining players control one of the heroes: Sarah Connor, Kyle Reese, John Connor and Lt. Ed Traxler. Depending on the number of players, only specific heroes are available as follows:
[Transcription gap: the printed player-count chart (rows of 2 to 5 player icons, columns P1 to P5, showing which hero card each Resistance seat takes) is a pictorial grid. In the Kickstarter proof the individual hero cards in the grid are too small to read reliably, so the chart is not reproduced here. Consult the final printed rulebook for the exact seat-to-hero assignments.]
Set Up the Board
- Unfold both gameboards and place them side-by-side in the middle of the table, so that the victory track is between the two gridded areas (as shown), and there is a gap between the two boards to lay out the mission cards.
- Place 2029 starting units: a. One T-800 and Stinger at each Skynet Deployment Area (Skynet Mainframe, Factory 1, Factory 2). b. Two Resistance Soldiers and one Resistance Heavy at each Resistance Deployment Area (Resistance Base, Outpost 1, Outpost 2). c. Place the statcards for each of these units beside the 2029 board.
- Place 2029 resources: a. Skynet starts with 4 Resources in their 2029 pool. b. Resistance starts with 4 Resources in their 2029 pool. c. Place all the remaining resource tokens beside the 2029 board.
- Place 2029 Obstacles & Time Lab: a. Place the Time Lab on the center 6 squares, with the unpowered side face up. b. Each team takes a set of 4 obstacle tiles, and starting with the Skynet player, alternates placing them one at a time on the 2029 board. Each obstacle tile must cover up one of the terrain markings (squares with dotted outlines) on the 2029 board, but cannot cover a resource cache location.
- Place 12 location hexes on 1984 board:
a. If you have more than 12 locations, perform these steps to make a set of 12:
- Find and set aside the 6 required locations: Cyberdyne HQ, Factory, Police Station, Apartments, Back Alley, Observatory.
- Shuffle the remaining locations and randomly choose 6, combining them with the 6 required locations. Return the remaining location hexes to the box. b. Shuffle the set of 12 location hexes, and randomly assign them to the 12 hex-shaped holes on the 1984 board. Put each location hex face up.
- Set up Missions: a. Each team takes their Core Mission card, and places it on their side of the table. b. Shuffle the mission deck and draw two missions. For each mission, assign it a coloured mission token and place the matching mission token(s) where indicated.
- Give the Skynet player: a. T-800 (1984) statcard and miniature. b. Skynet Action Deck.
- Give each Resistance player the following: a. Character Statcard b. Action Deck c. Character Miniature d. Reference Card
- Place all characters on their starting locations: a. T-800 (1984): 1984, Observatory b. Sarah Connor: 1984, Apartments c. Kyle Reese: 1984, Back Alley d. Lt. Ed Traxler: 1984, Police Station e. John Connor: 2029 board, in any square of the Resistance Base f. Randomly choose two locations, and place a Cop in each.
Gameplay
Objectives
The Skynet player wins by advancing their victory track to +7. This represents securing the rise of Skynet and the dominance of the Machines.
The Resistance player(s) win by advancing their victory track to +7. This represents preventing (or delaying) the rise of Skynet.
In addition to completing the cards from the mission deck to advance the Victory Track, both sides have a Core Mission card, with objectives that can dramatically alter their chances of winning the game.
Rounds / Turns / Phases
The game is played over a series of rounds until one team wins the game, either by moving their victory track to +7. During each round, the following five phases occur in order:
- Planning Phase
- Initiative Phase
- Character Phase (1984)
- 2029 Phase
- Refresh Phase
1. Planning Phase
Each Resistance player chooses one card from their hand to commit to the future. Players place these face-down above their character statcards. During the 2029 Phase, the bottom half of these cards will take effect. Cards kept in your hand during the planning phase will be available during the 1984 Phase, using the top half of the card.
Resistance players with defeated characters commit 2 cards to future during this phase.
Once all Resistance players have committed cards to 2029, the Skynet player can commit up to that many cards from hand to the 2029.
2. Initiative Phase
The faction with fewer points on the victory track chooses which team goes first in the 1984 and 2029 phases. When the victory tracks are tied, (such as the first round, when both tracks are at 0), the Skynet player automatically goes first.
Variant rule: For a more chaotic game, you may choose to use a coin flip to determine which team goes first each round.
3. Character Phase (1984)
This is where the majority of the game takes place. When it is a team's turn to play, those players must choose a character to play an action card. Once that character has played an action, the opposing team chooses one of their characters to play an action.
This process continues until all Resistance players have played a number of actions equal to their Action Limit (2), and Skynet has played 2 cards per Resistance player.
Skynet's Turn
At the start of each of Skynet's turns during the 1984 Phase, that player draws 1 action card.
Action Limit
Each round, each Resistance character must play a total of 2 action cards if able. These can be action cards or basic actions, for either 1984 characters or 2029 units, but no resistance character can exceed their action limit. This forces the Resistance players to carefully consider who should do what, and how they should split their total actions between each board.
In contrast, Skynet plays as many cards in total as the Resistance team each round, but only the Terminator™ has an Action Limit (and it's much higher). The remainder of Skynet's cards can be played for their 2029 effects.
Examples
If there are 3 Resistance characters, Skynet will perform 6 actions in total. Up to 4 of these can be played for the 1984 Terminator, because its action limit is 4, and the rest must be used as 2029 actions. Alternatively, Skynet could use up to 6 actions to activate 2029 units, because there is no action limit for generic 2029 units.
In a 2-player game, the Resistance player performs 2 actions for Sarah, 2 for Kyle, and the Skynet player performs 4 actions in total.
No Cards in Hand
It is possible to have no cards in your hand before you have reached your action limit for a round. This can happen as a result of discarding Defend cards, or discarding cards by other effects. If a Resistance player has no cards in hand when it is their team's turn to play an action, they cannot participate that turn. If no Resistance players have cards in hand, the Resistance team does nothing and play continues with Skynet until Skynet has reached its action limit.
Playing with John Connor
Unlike other Resistance characters, John Connor only plays in 2029. As a result, both the top and bottom halves of his action cards have 2029 abilities. The top half of his cards are abilities for himself that happen during the Character Phase, while the bottom half are 2029 abilities similar to the action cards of other characters.
1984 Actions
Cards in your hand can be used in one of two ways during the 1984 Phase. Unless the card says otherwise, or is discarded after play, it counts toward that character's Action Limit.
- Use the 1984 Action (top half): Place the card face-up beside your character statcard and resolve the action described.
- Perform a basic action: Place the card face-down beside your character statcard to do one of the following: a. Move (1984) b. Attack (1984) c. Interact (1984) d. Repair (1984, Skynet only)
Movement (1984): Move this character up to a number of locations listed on this card, or on their character statcard, as directed. Each point of movement is between two hexagon location tiles, connected by lines.
Attack (1984)
Make an attack against a target in your location; follow the steps below:
- Choose a target.
- Roll a number of dice equal to your character's Attack rating. If the Action card provides any rerolls or bonuses to the results, apply them.
- Compare each die rolled to the target's defense. a. For each die that is equal to or greater the target's defense, deal the target one damage. b. If the target suffers more damage than it has wounds, it is defeated and its miniature is removed from the board. If the target has multiple wounds, place 1 damage token on its statcard for each damage suffered.
T-800 (1984) Damage
In 1984, the T-800 suffers damage differently than heroes and other units. For each point of damage suffered, the Skynet player must take the top card of their action deck and tuck it underneath the T-800's statcard, face-down. Each card tucked this way counts toward the T-800's action limit. These cards can be removed using the Repair action on the T-800's statcard.
Defend (1984):
These cards are not played as Actions, and do not count toward a Character's Action limit. Instead, they are discarded in response to an Attack action, usually to cancel it. Only one Defend card can be discarded per attack. Most Defend effects also provide additional benefits.
(See "Timing of Defend cards" on Page ##.)
Interact (1984):
Characters use this action to complete objectives on some mission cards if they are in the appropriate location. Refer to the mission card to determine the effect of this action.
Rest (Resistance only):
The Rest action only appears on cards (it is not a basic action). Rest action cards allow a Resistance character to remove damage tokens from their statcard, or the statcard of another character in the same location, as instructed by the card's text.
Repair (1984, Skynet only):
As a basic action, the Terminator can choose 1 card tucked under its statcard as damage and discard it. Once the damage card is discarded, it no longer counts toward the Terminator's Action Limit for the round.
Example: The Terminator has 3 damage, which means it has an Action Limit of 1. The Skynet player plays a card face down as a basic Repair action to discard a damage card, thereby increasing its Action Limit to 2. If desired, the Skynet player could continue playing actions on their turns this way to fully restore the Terminator to undamaged condition.
Skynet also has Repair action cards, which allow the 1984 Terminator (or 2029 units) to repair more than 1 damage at a time.
Missions (1984)
After performing an action, check each mission's win conditions. If any of them have been met, resolve the Reward effect on the mission card and modify the victory points to the Skynet or Resistance Victory Track as directed. All missions add victory points to the Victory Track. Most missions also have a secondary effect, such as additional resources, cards, units, or immediate actions on the 2029 board.
Drawing & Placing Missions
There are always two missions from the Mission Deck available. Whenever a mission Expires (moves from the 1 Round space on the board), perform the following steps:
- Draw a new mission from the deck.
- Read its name and description aloud for all players.
- Place it on the mission track, in the space matching it's Time Limit text.
- Assign it a token from one of the two sets of mission tokens, and use the matching mission tokens to mark any locations indicated on the 1984 board. If the mission calls for random locations, draw a Location card for each.
Mission Expire Effects
Whenever a mission expires, check its Expire text and apply any effects. Many missions award victory points if one side can prevent the opposition from fulfilling their objective.
Types of Mission Objectives
Missions require characters to do a variety of things, but share many common rules:
"Interact with the Mission token to pick it up"
A character must perform the basic Interact action in the same location as the mission token. When they do, move the mission token from the location to the character's statcard. This usually represents carrying an item, or escorting a person.
If a character is carrying a mission token on their statcard when they suffer damage (or are killed), they drop the mission token - place it in their current location.
"Bring it to (Location Name)"
While a character has the mission token on their statcard, they must move into the location listed. If they are already in the location, they don't need to leave and re-enter it. Some missions require you to bring a token to an "empty location", This refers to a location that does not contain any neutral units, or characters from the other team.
"Play (Type) Action Cards on the mission token"
This represents a character attacking a target that doesn't have a statcard. When playing an action card to meet this requirement, the following rules apply:
- Playing one action card onto the mission is an action. Playing two actions cards will be two actions in total.
- Do not perform the Action card's effect or text; only the effect on the mission card.
- The Action card is still placed beside your character statcard, and counts toward your Action Limit.
- If it's an Attack card, it still triggers Cops (See Neutral Units).
- If a mission requires multiple Interact actions, or multiple action cards to be played on it, keep track of how many actions have been played on the mission by placing damage tokens on the mission card.
3. 2029 Phase
Once all characters (on both teams) in 1984 have reached their action limit, Teams alternate playing the 2029 actions they planned at the start of the round. Starting with the team that has initiative, players choose 1 planned action card to reveal, and do one of the following two things:
- Use the 2029 Action (bottom half): Place the card in your discard pile and resolve the action described on the bottom half.
- Perform a 2029 Basic Action: Place the card in your discard pile and resolve one of the following basic actions:
- Move & Attack with 1 unit, then exhaust it.
- Deploy 1 unit to a Deployment Area you control, paying its Recruit or Build cost as usual.
- Gain 1 Resource.
Exhausted Tokens (2029 Units)
Each (non-character) unit on the 2029 board can only be used once per round. Some action cards (and basic actions) instruct you to mark units with an Exhausted Token after they have performed an action. Exhausted units may still perform Move or Attack actions if permitted by the effects of Action Cards, and there are several Action Cards in the game that explicitly allow exhausted units to continue performing actions.
2029 Actions
Move & Attack:
Cards with this action allow one or more non-exhausted units to perform both a Move Action and an Attack Action in any order. Both parts of this Action are optional; a unit may choose to only move or only attack. Most cards with this action cause units to be Exhausted afterward. See the Movement action and Attack action sections, below:
Movement (2029):
Move each unit or character listed a number of spaces equal to the movement value on this card, or their statcard(s) as directed. Each point of movement is between two orthogonal squares, though characters may spend 2 movement points at a time to move diagonally.
Obstructions:
Obstructed squares are outlined in red. These areas block movement and line of sight; they cannot be moved into and cannot contain units. Units belonging to the opposing faction are also considered obstructions. However, you can move diagonally between two squares that contain obstructions or enemy units.
Deployment Areas:
These areas are not obstructions, and do not provide cover from attacks. Units of either faction may enter and occupy any deployment area.
Friendly Units:
You may move through squares containing friendly units but may not end your movement there. Only one unit can occupy each square.
Flying units and Obstructions (the Stinger):
This unit ignores enemy units and obstructed squares while moving, but cannot end its movement on an obstructed square.
Collecting Resource Caches:
If a Resistance unit ends its movement on or adjacent to a square that matches the location shown on one of the Resistance's Resource Cache cards, they may reveal the Resource Cache. Gain the number of resources listed on the card and then discard it. Skynet units do not interact with Resource Caches.
Moving Large Units (HK-Tank):
All units that occupy more than one square are considered Large units, and each has special movement rules:
HK Tank
When this unit moves, it may only move forward (in the direction of the arrow) or backward. In order to rotate, choose one 3x3 square area of its base, and rotate the rest of the model around that point.
Due to its sheer mass, the HK Tank may also ignore obstacles (but not enemy units) while moving: it may move through obstacle squares and end its movement overlapping them.
Attack (2029)
Resolving attacks on the 2029 board is a little more complex, following the steps below:
- You can roll a total number of dice equal to the unit's Attack stat during this action. They may all be rolled against 1 target, or divided among multiple targets.
- Choose a target for each of your attack dice. The target must: a. Be within the Range listed on the Attack action or your statcard. b. Be within Line of Sight (see below)
- Roll the dice. If the Action card provides any rerolls or bonuses to the results, apply them.
- Compare the result of each die to its target's defense. a. If the target has Cover (see below), increase its defense by 1 (maximum 6 Def). b. For each die that is equal to or greater the target's defense, deal the target one damage. c. If the target suffers more damage than it has wounds, it is defeated and its miniature is removed from the board. If the target has multiple wounds, place 1 damage token on its statcard for each damage suffered.
Line of Sight and Cover:
A unit has line of sight to its target if it can draw an imaginary line from any corner of its square to at least one corner of the target's square, without that line crossing an obstruction (including an enemy unit). Lines that nick a corner of an obstructed square, or run parallel to an obstructed square do not count.
If the unit can draw a line to each of the four corners of the target's square without crossing an obstruction, the target does not have cover. Targets in adjacent squares (that share an edge or corner) never have cover.
Line of Sight Examples:
The T-800 has line of sight to both soldiers 1 and 2 because a line can be drawn from 1 corner of its square to at least 1 corner of each soldier. No line can be drawn to soldier 3.
If the T-800 attacks Soldier 2, Soldier 2 will have cover from the attack because lines to at least one corner of its square cross an obstacle.
However, if Soldier 2 were to attack the T-800, it would be able to draw a line from the top right corner of its square to all four corners of the T-800's square, and the T-800 would not have cover.
Defeated Heroes (Resistance Players)
When a Resistance character is killed (Kyle, Sarah, Traxler, John), that player is not out of the game. Play continues normally, except defeated players only plan cards to the future for their 2029 effects (only using the bottom half of their action cards).
Defend (2029):
When a unit is attacked, any player on that unit's team may use a Defend card. Defend cards can be discarded from hand, or revealed and discarded if placed face-down during the Planning phase.
Only one Defend card can be discarded per attack. Most Defend effects also provide additional benefits (See "Timing of Defend cards" on Page ##.)
Gain Resources (2029):
This action adds resources to your Resource Pool. When performed as a Basic Action, you gain 1 resource.
Build (2029, Skynet) and Recruit (2029, Resistance):
While these actions are named differently for each faction, they both work the same way.
During the action phase, spend resources to place units on these action cards - they are in the process of being built or recruited. During the deploy phase, all units on these action cards are moved onto the 2029 board, usually (but not always) to Deployment Areas their owner controls.
Example: The Skynet player uses the 2029 card "Remote Manufacturing", which is a Build action, and decides to build two Stingers and a T-800. He spends a total of 6 resources (2 each for the Stingers and 2 for the T-800) and places the miniatures on top of the card. During the Deploy phase, this card allows these units to be placed in any one Deployment Area Skynet controls, so the Skynet player chooses a to place them onto Factory 1. If the Skynet player had...
Note: Some Build and Recruit action cards allow you to place the new units onto the 2029 board immediately, instead of waiting for the Deploy phase.
Develop (2029, Skynet only):
Skynet's most powerful units, such as the massive HK Tank, do not have a Build cost and are not deployed using Build action cards. Instead, these units must have resources assigned to their statcards using the Develop action. When a unit's statcard has been assigned resources equal to its Develop cost, it is deployed to the Skynet Mainframe at the start of the Skynet player's next turn. If Skynet does not control the Skynet Mainframe when a unit is finished being Developed, the resources remain on its card, and the unit remains in the supply, until it can be deployed.
Deployment Areas
These are named, shaded areas on the 2029 board comprised of 4 or more squares. At the start of the game, both factions own (and control by default) three deployment areas. The Resistance has the Resistance Base and two Outposts and Skynet has the Mainframe and two Factories.
Controlling Deployment Areas:
At any time during the game, If a Deployment Area contains units from the opposing faction and none from its own, it is no longer controlled by the faction that occupies it. Players cannot deploy more units to areas controlled by the enemy. If a faction manages to take control of the enemy's largest deployment area (Resistance Base / Skynet Mainframe), they immediately score points from the objective on their Core Mission Card.
5. Refresh Phase
During this phase, perform the following steps, then resume the game with a new Initiative Phase.
- Advance Mission Track
- Check Victory Conditions
- Draw Action Cards
- Move Neutral Units
- Generate Resources (2029)
Advance Mission Track:
Random mission cards (other than the Skynet and Resistance Core Mission Cards) are placed onto the mission track. During this phase, move each of these mission cards 1 space closer to end of the track. If a mission is in the end space of the track and is pushed, it Expires. resolve its time-up effect. Then, draw a new mission and place it on the mission track space that matches its time limit. If the mission does not have a time limit, place it on the "3 rounds" space.
Check Victory Conditions:
Check the Victory point tracks to see if either side has reached 7 Victory Points. If they have, the game ends - see Ending the Game, below.
Draw Action Cards:
Each Human player draws back up to their hand size (4 cards). The Skynet player draws back up to their hand size (6 cards). Note that some mission rewards can permanently increase a player's hand size.
If there aren't enough cards in your deck to refill your hand, draw as many as possible, then reshuffle your discard pile to form a new deck and draw the remainder.
Move Neutral Units:
Each Neutral unit follows the instructions on its statcard, under Refresh Phase:
One at a time, each Cop moves along their patrol route to the first location that doesn't contain a Cop.
Generate Resources:
Each faction gains resources as follows. Place them in the faction's Resource Pool on the 2029 board.
- RESISTANCE: Gain 1 resource for each Deployment Area under your control; minimum 2. (at the start of the game, by default you control 3 deployment areas: The Resistance Base and 2 outposts).
- SKYNET: Gain 2 Resources, plus 1 additional resource for each Victory Point on the Skynet Victory track.
Ending the Game
Players continue playing rounds until one team reaches the 7th space on the Victory Track (Rise of Skynet or Skynet Delayed), during the Check Victory Conditions step of the Refresh Phase.
If both teams reach the 7th space on their victory track during the same Refresh Phase, each side adds up the total deploy cost of all units they have in play on the 2029 board. The side with the highest total wins. If there is still a tie, the future remains undetermined (for now) - play again!
Additional Rules
Timing of Attack and Defend Cards:
There are two main times when Defend cards can be discarded: "When attacked" and "After attacking/being attacked". The timing sequence for playing a Defend card is:
- Attacker plays an Attack card.
- Defender may discard a card with "when attacked" text to respond.
- Resolve effects on the Defend card. Then, if it does not cancel the attack, resolve any die rolls from the attack and other effects on the Attack card.
- Defender may discard a card with "after being attacked" and resolve its effect.
- Defender takes Damage/Wounds.
- Attacker resolves any "After attacking" text on their attack card.
Cops (1984)
Responses: After an Attack card is played, even if it was cancelled, Each cop in that location attacks that character. Then, each Cop in an adjacent location moves to that location.
All cards played as Attacks trigger Cops. This includes playing a card as basic Attack action, playing an Attack to fulfill a mission, or playing an Attack that is cancelled by a Defense card.
Refresh phase: One at a time, each Cop moves to the first location along their patrol route that doesn't contain a Cop. If there are no Cops on the 1984 board, place 1 on the Police Station.
Neutral Units:
These units are not directly controlled by players. Some neutral units are placed at the start of the game, but the effects character action cards and mission cards can place more of them.
These units only act when nearby characters play certain kinds of actions that match the criteria of the "Responses" section of the statcard. At the end of each round, each neutral unit moves following the instructions in the "Refresh Phase" section on their statcards.
Neutral units have Attack and Defense ratings, and resolve combat the same way other units do. All neutral units also have a single wound, but no movement rating. Their movement is determined by the Response and Refresh Phase effects on their statcards.
Time Travel and Paradoxes:
Many of the Actions performed by characters on the 1984 board can "ripple forward" in time to have an immediate impact on the 2029 board.
Resource Caches: Each time a character in 1984 performs a Cache action, draw a Resource Cache card, and place it face-down beside the 2029 board. Any Resistance player may look at these cards at any time. If a Resistance unit ends its movement on or adjacent to a square that matches the location shown on one of the Resource Cache cards, they may reveal the card. Gain the number of resources listed on the card and then discard it. Skynet units do not interact with Resource Caches.
Mother of John Connor: If Sarah Connor is defeated and John Connor is in play, John Connor is also immediately defeated, as now he never existed.
The Time Lab
The Time Lab is a central tile on the 2029 board that has two functions.
First, it acts as a neutral Deployment Area that can be controlled and used by either faction.
Second, the faction that controls it can potentially use to send units back to 1984.
Powering up the Time Lab:
The Time Lab begins the game with its unpowered side face up. The effects of some mission cards cause the Time Lab to power up. When this happens, flip the Time Lab tile over to its powered side.
Using the Time Lab:
The Terminator (Time Lab) and Resistance Soldier (Time Lab) statcards provide both factions with the ability to send a particular unit back in time.