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The Bad Karmas and The Curse of the Zodiac thumbnail

The Bad Karmas and The Curse of the Zodiac

The Bad Karmas and The Curse of the Zodiac Rulebook

Table of Contents

Table of Contents

  • What You Need to Play
  • Components
  • Setting Up the Teburu System
  • Game Modes
  • Difficulty
  • Game Objective
  • Heroes
  • The Round: Planning Phase
  • Stances
  • Hero Turn: Movement
  • Hero Turn: Actions
  • Loadout: Choosing Actions
  • Dice
  • The Boss's Sides
  • The Boss
  • Map and Log
  • Props and Zones
  • Forced Movement and Collisions
  • Hero Health and Knocked Out
  • Conditions
  • Conditions Glossary
  • Effects Glossary
  • End of Scenario Rewards
  • Special Scenario Rules
  • Zodiac-Specific Rules
  • Hero Strategy Notes
    • The Defender
    • The Assassin
    • The Sharpshooter
    • The Demolisher
    • Gil — the Astrologist, the Merchant, the Monk, the Prophet
    • The Ranger
    • The Druid
    • The Sorceress
    • The Shieldmaiden
    • The Musician
    • The Surgeon
    • El Pistolero
    • The Seamstress
    • The Soldier
    • The Hacker
    • The Chronosniper
    • The Streetsaint
  • Remote and One-Device Play
  • Achievements

What You Need to Play

To play you need the Teburu System (Teburu Core, Teburu Board and USB-C cable), the game's physical components, at least one digital device, and the free companion app.

  • Main Device: This device connects to the Teburu hardware and manages the game. Unless you want to play a Remote Game with other tables, you need exactly one Main Device. It manages the game flow and controls the enemies. Hint: use the largest screen as the Main Device.
  • Controller device: Controls one or more characters. You can have up to one Controller for each character in game. A Controller shows the characters' status and available actions. If no other device is available to use as Controller, select Main device and select "One Device" in the Device Configuration.

Place the Main Device near the Teburu Core. It is recommended to place the Controllers near the long sides of the Teburu Board.

The game can only be played with 4 or 5 characters and from 1 to 5 players.

The physical components of the game are not language-dependent. The game app is localized in French, German, Italian and Spanish, on top of the English version. Thanks to the Teburu system you may play with people from all around the world (even remotely online) where each player plays on their device in their own language.

Components

Tablets and smartphones are not included in the game kits. The Retail game box does not include the Teburu system (Core, Board, USB-C cable), which must be purchased separately.

Teburu System

  • Teburu Core
  • Teburu Board
  • USB-C cable

Retail box

  • 1x Teburu D6 Dice
  • 1x Teburu LED Ring
  • The Bad Karmas Heroes: Alex, the Defender; Claire, the Assassin; Kittysnypes, the Sharpshooter; Fernando, the Demolisher
  • "Gil, the Astrologist" Hero
  • The Bad Karmas Volume 1

The Bad Karmas Volume 1

  • 4x Boss Miniatures: Aries, Taurus, Gemini, Cancer
  • 3x Double-sided Battle Boards
  • 31x Environmental Elements

The Bad Karmas Volume 2

  • 4x Boss Miniatures: Leo, Virgo, Libra, Scorpio
  • 2x Double-sided Battle Boards
  • 26x Environmental Elements

The Bad Karmas Volume 3

  • 4x Boss Miniatures: Sagittarius, Capricorn, Aquarius, Pisces
  • 3x Double-sided Battle Boards
  • 18x Environmental Elements

Hero expansions

  • The Dark Ages Heroes: Alexander, the Ranger; Björn, the Druid; Katsue, the Sorceress; Klara, the Shieldmaiden
  • The New World Heroes: Charles, the Musician; Clara, the Surgeon; Diego, el Pistolero; Kath, the Seamstress
  • The Zodiac Apocalypse Heroes: John, the Soldier; K1tty, the Hacker; Margaret, the Chronosniper; Raul, the Streetsaint
  • Four Gil Miniatures: Gil, the Astrologist; Gil, the Merchant; Gil, the Monk; Gil, the Prophet
  • Ophiuchus Boss Miniature

Setting Up the Teburu System

Quick Start Guide:

  1. Completely unfold the Teburu board.
  2. Plug the USB-C cable in the port and connect it to a USB power source — the Teburu logo will start blinking. Connect the Teburu Core to a power source using the provided USB cable. When powered, the Core's LED should pulse slowly. Once a connection is established, the light will stay turned on steadily.
  3. An app is required to operate the Teburu System.
  4. When prompted, scan minis by placing them in the round slot on the board. Pick one Hero's miniature of your choice, place it over the Teburu Core hollow and wait until the chosen Hero is highlighted on your controller. Once you have scanned a Hero miniature, place it on its starting position as shown in the image.
  5. When prompted, scan the boss by placing it on top of the round slot of the board.
  6. Insert the boss on the LED Ring by aligning the interlock and gently rotate it clockwise. Plug the Boss miniature on the Led Ring with the correct orientation, then gently turn it clockwise to turn it on. If assembled correctly, the LEDs turn on and the LED Ring is now connected to the Teburu System.
  7. The LED Ring will show battery charge status by turning on LEDs. To recharge the LED Ring, plug the USB-C cable in the port and connect it to a USB power source.
  8. When prompted, connect the dice by shaking them. Wake up at least one die by shaking it for a few seconds. To recharge the dice, put them on the recharge slot — to properly recharge, side #6 must face up.

During map setup: take the props as requested, then place the ones shown on the map onto the game board. Take the required Environmental Elements and set them aside; they will be needed later.

Roll the dice one at a time. They will appear in the box shown on screen.

Game Modes

Campaign. In Campaign Mode you will play the adventure of The Bad Karmas in their fight against the Zodiacs. Your mission is to kill the Zodiacs one by one, accompanied by immersive narrative events that will tell your incredible deeds. You will have the possibility to level up, upgrade and customize your hero after each battle. For the base game, 8+ hours of gameplay are ensured to beat the first 4 Zodiacs. For the full game, 30+ hours of gameplay are ensured to beat every Zodiac.

The Campaign mode is an experience designed to be played with the base Heroes of the game (the Defender, the Assassin, the Demolisher and the Sharpshooter). You can still play in Campaign mode with any combination of Heroes, but the experience may be more difficult, especially the first time.

Skirmish. A single scenario. In Skirmish Mode you can set and customize your game for a one-battle scenario: choose which Zodiac to fight, the difficulty of the encounter and the set up of your heroes. A fast game mode where you can experiment and challenge yourself.

Survival. A scenario where you face all the Zodiacs. In this game mode you will fight all the Zodiacs one after another, without recovering between each combat, in a special arena. As soon as one is defeated, the next in line will step up and resume the fight against your heroes.

Celestial Challenge. A single scenario with a special objective. Celestial Challenges are special scenarios where you can't beat the Zodiac in battle the normal way. Each one of them has a special objective that you have to complete in order to win.

Zodiac Trial. Limited time only. A monthly challenge based on the real calendar, where you can fight the "Zodiac of the Month" in a particularly challenging scenario with special rules and setup.

Custom Scenario. A single scenario with customized rules.

Setup options include how many Heroes you want to use (this will limit the total number of controllers you can connect) and how many Volumes you want to play (this will set the number of scenarios you will play in a row).

Difficulty

  • Easy: 20% less Boss Health, normal AI, Boss damage reduced
  • Normal: Standard Boss Health, normal AI
  • Hard: 10% more Boss Health, merciless AI, Boss target not shown
  • Extreme: 25% more Boss Health, merciless AI, Boss target not shown, Boss damage increased

Game Objective

The main objective of the game is to defeat the Boss of the scenario.

Knowing your enemy is the first step to defeating them!

Heroes

Each player controls one or more Heroes, managed via device controller. During their turn, the player can move the miniature of their Hero and, mandatorily, use an action.

The Round: Planning Phase

At the beginning of each round the planning phase takes place. At this stage, players can discuss the strategy to be implemented, deciding in which order to act during the round and which stance to use.

Turn Order. The first part of planning is to choose your position in the order of turn. This choice is concurrent with other players.

Stance. Now you can choose the stance to activate during the round. Each stance provides a pair of unique passive bonuses.

Ready. When both choices have been made, you can confirm them to start the round.

The chosen order is shown on the Timeline, which can be reopened at any time from the Controller with the Show Timeline button, taking you back to the screen where you selected your turn order for the round and the Stance for the current round.

Stances

StanceBonus 1Bonus 2
Fire StanceReduce the cooldown of the next action used by 1Immune to Frightened
Water StanceYou can dodge one of the next attacks of the roundImmune to Confused
Air StanceYou gain +1 to base movementImmune to Slowed
Earth StanceYou are immune to Push and Teleport effectsImmune to Bleeding

The matching Special Conditions are:

  • Fire Attuned: The cooldown of the next action used by the Hero is reduced by 1 and the Hero is immune to Frightened.
  • Water Attuned: The Hero can dodge the next attack of the round and is immune to Confused.
  • Air Attuned: The Hero moves 1 additional zone during standard movement and is immune to Slowed.
  • Earth Attuned: The Hero is immune to Shove and Teleport effects and is immune to Bleeding.

Hero Turn: Movement

Each Hero can move a maximum of two zones in any direction. The arrival area must be free.

A single step can be taken indistinctly in an orthogonal or diagonal direction.

You can move through your allies, but not stop on their zone, by making 2 steps in one single move.

Unlike allies, Heroes must move around obstacles to surpass them. You can move the miniature directly to the destination area.

With just one step, the Hero can move to be adjacent to the Boss. When a Hero reaches a zone adjacent to the Boss, their movement immediately stops.

Remaining Steps. The Remaining Steps value indicates the number of steps still available to the Hero.

After the turn of the Boss, the turn of the next Hero begins. Turn order is decided by the players at the beginning of each round, during the planning phase.

Hero Turn: Actions

Each Hero has a unique set of actions. During their turn, the player can move the miniature of their Hero and, mandatorily, use an action.

Action Selection. To use an action, you must first select it, then press the use button.

Type and Range. At the top right the type of action and the maximum distance from the Boss to use it are shown. The range is equal to the number of Hero zones between the Hero and the Boss.

Cooldown. At the bottom left there is the number of rounds that must pass before the action becomes available again.

Effects. In the central area, the effects of the action are shown. The effects are always resolved from top to bottom.

When the requirement for one of the effects is met, the action is highlighted.

An action cannot be used when its requirements are not met.

Focus. When no action is useful to the current situation, you can always use the Focus action, which provides unique bonuses to each Hero.

Fast actions. An action with the Fast effect does not end the turn.

Contextual Actions. In some situations, Heroes can perform generic actions, called Contextual Actions, which depend on which map zone they are in or on nearby props. When a Hero can perform a Contextual Action, this will appear in their list of Actions on the left.

Undo. By pressing on the Menu button on your Controller, you can access the Undo function, which takes the game back to how it was at the start of your turn.

Show Actions. By pressing the Show Actions button on your Controller, you can observe the Hero's Actions so you know which ones are available for the current round and can help plan your tactics for the round with the other players.

Show other Heroes' actions. Press on your Hero's picture at the bottom left of your Controller to open the list of Heroes in the game, then press on the picture of the Hero you want to look at. To get back, press on the arrow in the bottom left.

Loadout: Choosing Actions

Select at least 5 Base and 1 Ultimate Action to continue.

Effects Category

  • Attack: Actions that inflict damage to the Boss
  • Support: Actions that give positive effects for Heroes
  • Debuff: Actions that inflict negative effects to the Boss
  • Alter: Actions that change the boss's sides state
  • Exploit: Actions that take advantage of the Boss's side state to activate powerful effects

List of Actions. The Actions at the top are the ones your Hero has unlocked. If you want to equip an Action in an empty Action Slot, just press or press and hold the Action you want.

Equipped Actions. The Actions at the bottom are the ones your Hero will use during the scenario. If you want to remove an equipped Action, just press or press and hold the Action you want.

Actions come in tiers: Base Action, Tier 1 Base Action, Tier 2 Base Action and Tier 3 Base Action. Heroes may also have Artifact Actions and Zodiac Actions.

Dice

The Teburu dice are rolled when an action calls for a die result. Roll the dice one at a time; the result is registered automatically and appears on screen.

Some effects are triggered only with a die result equal to or greater than the indicated number. For a Boss reaction the standard threshold is 4+ to succeed.

The Boss's Sides

Bosses have 4 sides: when a Hero attacks, only the side in front of them is hit. The sides of the Boss can have different states, visible on the LED Ring and in the Boss icon of the digital map.

The four sides are the FRONT SIDE, the BACK SIDE, the LEFT SIDE and the RIGHT SIDE.

  • Stable. A side without color (LED off) is defined as STABLE. This state has no particular property.
  • Unstable. A yellow side is defined as UNSTABLE. On this side, control effects can be applied on the Boss if specific actions are played against it.
  • Exposed. A red side is defined as EXPOSED. On this side, critical hits can be made to the Boss if specific actions are played against it.
  • Armored. A white side is defined as ARMORED. When attacked on this side, the Boss does not suffer damage from that attack.
  • Energy-Charged. A blue side is defined as ENERGY-CHARGED. If at least one side with this state is active, the Boss is about to perform a devastating action. All sides of the Boss must no longer be blue to stop it.

When hit, a side with a special state returns to stable at the end of the action.

It is important to change the sides state of the Boss, so that you can deliver powerful attacks with subsequent blows.

Action results against a side. An attack that hits the ARMORED side of the Boss inflicts no damage, but any negative condition carried by the action is still applied to the Boss. An action with a Destabilize effect turns the affected side UNSTABLE; an Exploit action played against an UNSTABLE side can stun the Boss, which then skips its next turn.

Energy-Charged sides in detail. When the Boss's sides are Energy-Charged (blue) it means it is performing an extremely powerful attack that requires focus. To make it lose focus and avoid the worst, you need to attack all the Boss's Energy-Charged (blue) sides so they return to Stable. Or change the Boss's sides using Destabilize and Expose effects. When the Boss has no more Energy-Charged (blue) sides, its powerful attack will stop.

The Boss

Boss's Health. The top bar represents the Health of the Boss, whose numerical value is unknown to players. When the bar runs out, the Boss is defeated and the Heroes successfully complete the scenario.

Intention. The box indicated shows the current Intention of the Boss. The Intention gives a hint as to how the Boss will behave in the current round. At the beginning of each new round, the new Boss Intention is shown. It is possible to check the Boss's intention at any time from the Intention Reminder.

Target. The icon at the top right indicates in real time the target of the Boss. The Boss may change its current target as a result of a reaction. (On Hard and Extreme difficulty the Boss target is not shown.)

Boss's turn. After each Hero's turn, the Boss chooses and performs an action, based on its Intention.

Reaction. The Boss can react to the actions and the movement of Heroes, disrupting their plans. It is always good to remember that the Boss can react to the actions of Heroes.

Map and Log

The effects of each action are shown both on the digital map and on the battle log.

When a game element moves on the digital map, players must update the physical map accordingly. You can check all actions and game events by scrolling through the battle log.

By pressing the Map button on the Controller of the player whose turn it is, you can see the current status of the game map on the Main Device.

Miniature is out of position. When the portrait of a character is bouncing on the map, it means that the board's sensors cannot detect the miniature in the correct spot. This could be because the miniature has been accidentally removed, or because the character has been moved by the game's events but the miniature has been left in the previous space. When you see this, simply place the miniature in the correct spot and the bouncing will stop.

Props and Zones

Props. When new props appear on the game map, the game flow is interrupted to allow players to add props to the battlefield as shown on the Main Device and confirm they have updated the map.

Zones with Special Effects. Watch where you put your feet! The battlefield can throw up all sorts of surprises — good and bad. Something might happen as you put your miniature down in a certain zone, or if you stay where you are at the end of your turn. Keep your eyes open and watch the game map closely.

Forced Movement and Collisions

Shove and Pull. When effects like Shove and Pull get activated, their target is moved against their will by a number of zones equal to the effect value. The Shove effect moves the target in the opposite direction to the user, while Pull moves the target toward the user. If this forced movement is interrupted by something like a character, prop, or the map edge, there might be a collision, which isn't usually good news for anyone involved.

Collision: Hero on Hero. Effects like Shove and Pull make Heroes collide into one another. When this happens, the Heroes involved in the collision take 2 damage.

Collision: Boss on Hero. Shove and Pull effects can mean the Boss ends up colliding with a Hero. When this happens, the Hero involved in the collision takes 2 damage.

Collision: Map Edges and Walls. When someone is shoved overboard, what happens depends on the nature of the map edge. Anyone who is shoved into a wall takes damage and other negative effects from the collision. Anyone who is shoved off the battlefield, for example down a ravine or into the open sea, is removed from the map. They will return in the next turn.

Collision: Props. Battlefields are full of unique props. Each prop can have unique effects depending on its own characteristics and which individual ran into it. Some collisions with props might open up new strategic opportunities.

Hero Health and Knocked Out

The bar at the bottom of the Controller represents the Health of the Hero. When it reaches zero, the Hero is K.O. and remains lying on the ground in the zone, occupying it. They can be revived by other Heroes through a specific contextual action, available only if adjacent.

As soon as the Hero loses the Knocked Out condition, any adjacent ally can revive them and return them to the battlefield with a few health points.

Conditions

The icons on the Controller represent the Heroes' conditions. Conditions can be positive (green), negative (red), or special (gold) and can be applied by the Hero themselves or by the Boss. Most of the conditions decrease by 1 at the end of the owner's next turn. Press on a condition icon to view its details.

Special Conditions. Some Heroes and Bosses have Special Conditions (gold) which allow them to gain unique features. Special Conditions (gold) cannot be directly influenced by effects that modify Conditions, such as Cleanse and Weaken.

Key conditions explained in the tutorial:

  • Confused. The Confused Negative Condition makes a number of the Hero's Actions (equal to the condition stack and chosen at random) unusable. When an Action is blocked by Confused, the Confused icon appears on the Action.
  • Grabbed. While the Hero has the Grabbed Condition, they cannot make any kind of movement, including movements resulting from the effects of Actions.
  • Haste. When the Boss has the Haste Positive Condition, it can move an additional number of zones equal to the condition stack, and while the Boss has this condition, it can take an additional turn before the first Hero in the timeline.
  • In a Safe Place. The In a Safe Place Special Condition means Heroes can take shelter. While a Hero has this condition, they are protected from the Zodiac's energy attacks.
  • Overboard. When a Hero experiences the Overboard Special Condition, the Hero is removed from the battlefield, so they can't be the target of the Boss's actions or their allies'. At the beginning of their next turn, the Hero returns to the battlefield as shown on the map on the Main Device.
  • Retaliate. When a Hero has the Retaliate Positive Condition, the next time they take damage from the Boss's attack, regardless of the Hero's position, they deal damage to the Boss equal to the Retaliate value, then the condition disappears.
  • Safeguard. When a Hero has the Safeguard Positive Condition, their allies take half the damage from the Boss's attacks, while the other half is dealt to the Hero, regardless of their position.
  • Stunned. When a Boss has the Stunned Negative Condition, it cannot perform any actions or reactions for a number of turns equal to the condition stack — it effectively skips its turn.
  • Vulnerable. When the Boss has the Vulnerable Negative Condition, its Unstable (yellow) and Exposed (red) sides do not turn back to Stable after being hit with an attack. This means you can make the most of the Boss's weakened sides several times to unleash powerful attacks.

Conditions Glossary

  • Aim: The attack range is increased by 1 for the indicated number of turns.
  • Air Attuned: The Hero moves 1 additional zone during standard movement and is immune to Slowed.
  • Afterlife: The Hero cannot take damage, but when the condition stack reaches zero, the Hero dies permanently.
  • Artifact Activated (Zodiac): The Zodiac is frozen in time and is unable to move or regenerate.
  • Artifact Activated (Hero): The Hero is involved in the ritual and cannot move.
  • Balanced: Every modification to one side of the Zodiac is copied on the opposite side.
  • Beast Form / Human Form: The Hero is in Beast form / in Human form.
  • Bleeding: The Hero takes damage equal to this condition stack for each step.
  • Broken Wings: The Zodiac cannot perform actions that use its wings.
  • Charged: The Zodiac is immune to Stun and is performing (or about to perform) a devastating action. All the blue sides must be hit to stop it.
  • Combo: Combo Counter. The damage dealt by the Hero's actions is increased by the stack.
  • Confused: The Hero can't perform a number of random actions equal to this condition stack.
  • Counterattack: The Hero was hit while they were Protected. They can perform special effects on their actions for the indicated number of turns.
  • Ready to Parry: The Hero's Counterattack effects can be activated. (Every time the Hero takes damage, 1 gets added to the Counterattack stack.)
  • Dazed: The Boss can't perform standard reactions for the indicated number of turns, but it can still perform special reactions.
  • Death Sentence: Your life is in danger. Check the game conditions and find a solution with your allies or you will suffer a permakill.
  • Earth Attuned: The Hero is immune to Shove and Teleport effects and is immune to Bleeding.
  • Empowered: The Boss pushes an additional zone and deals additional damage equal to this condition stack.
  • Enraged: The Boss is immune to Taunt for the indicated number of turns.
  • Eureka!: The Eureka stack increases by 1 for every damage the Hero takes. Actions with the Eureka effect consume this condition stack to generate new powerful actions.
  • Fire Attuned: The cooldown of the next action used by the Hero is reduced by 1 and the Hero is immune to Frightened.

Effects Glossary

  • Apply: apply the named condition to the target. Variants apply it to the Hero, to the Boss, to adjacent Heroes, to yourself and adjacent Heroes (aura), to all Heroes adjacent to the Boss, or to all Heroes on the map.
  • Assist: choose an action to give to the next Hero.
  • Attack: deal damage equal to the indicated value to the Boss.
  • Bravery: reroll the die if the result is less than 4, otherwise deal more damage.
  • Cleanse: remove all Negative Conditions from the target. Variants clear the Hero, all adjacent Heroes, yourself and all adjacent Heroes, all Heroes adjacent to the Boss, or all Heroes on the map.
  • Combo: increase the Combo value by the indicated amount.
  • Crescendo: increase all the target's Positive Conditions by the indicated amount.
  • Critical: deal double damage.
  • Destabilize: the indicated side or sides of the Boss become Unstable.
  • Echo: copy the effect of the last Action used into this slot.
  • Enrage: if not Taunted, the Boss gains Empowered and you become its target.
  • Eureka: choose from a set of 3 powerful Actions.
  • Expose: the indicated side or sides of the Boss become Exposed.
  • Fast: this action does not end the turn.
  • Heal: heal the target equal to the indicated value. Variants heal the Hero, all adjacent Heroes, yourself and all adjacent Heroes, all Heroes adjacent to the Boss, or all Heroes on the map.
  • Hurt: deal the indicated damage to the Hero.
  • Jump: move up to the indicated number of zones ignoring all standard movement rules.
  • Move: move up to the indicated number of zones.
  • Open Book: choose from 3 random Actions with the same Tier as this Action.
  • Pull: pull the target by the indicated number of zones.
  • Recoil: take the indicated damage and get pushed away by the indicated number of zones.
  • Reload: reload with one of 3 different types of ammo.
  • Revive: revive and heal the Hero equal to the indicated value.
  • Shapeshift: transform one form into the other and vice versa.
  • Shove: shove the target by the indicated number of zones.

End of Scenario Rewards

Rewards. When a Zodiac gets defeated, the Heroes must share out its loot. Choose wisely and be sure to agree, because each reward can only be claimed by one Hero.

Unlocking New Actions. Thanks to their experience on the battlefield, the Heroes can discover new Actions. After defeating a Zodiac, all the Heroes unlock 1 new action from the list to use in future battles. The Actions that don't get unlocked will be available again when the next Zodiac gets defeated, so nothing is lost.

Upgrading Actions (reward). When you get an Action Upgrade you must choose one of your Hero's Tier 1 Base Actions to upgrade to Tier 2. When an action gets upgraded, it becomes more powerful and can also gain added effects. Each Base Action can only be upgraded 1 time, but upgraded actions now start at Tier 2 and can evolve into Tier 3 actions during battle.

Upgrading Actions (milestone). For every 3 Zodiacs defeated, all the Heroes get one additional Action Upgrade.

Special Scenario Rules

Scenarios and custom games can add special rules:

  • Bad Morning: The Boss gains Enraged and Dazed for the whole battle. The target also takes 3 additional damage from the Boss's attack.
  • Banned effect: The named effect cannot be activated by the Heroes' abilities.
  • Celestial: The Boss cannot be killed in an ordinary way. The greater the Boss's Health, the more damage it deals with its attacks. When the Boss reaches 0 Health, it becomes Stunned for 4 turns, then it restores half of its max Health. Complete all your objectives to defeat the Boss.
  • Condition hater: When a Hero gains the named condition, they become the Boss's target. The Boss gains Enraged and Empowered.
  • Condition immunity: The Boss is immune to the named condition.
  • Condition weakness: When the Boss gains the named condition, the duration of the condition is doubled.
  • Floor is lava: The Heroes take 3 damage at the end of their turns.
  • Hard skin, soft heart: The Boss takes a maximum of 1 damage on non-Exposed sides and takes double the damage on Exposed sides (Critical damage to Exposed sides is quadrupled).
  • Improvise, adapt: The preparation phase is skipped. There are a maximum of 4 Base Actions. No Artifact Actions or Zodiac Actions are equipped. At the start of the battle and at the end of each Hero's turn, their Base Actions are removed and replaced with others.
  • No Revive: Heroes that are K.O. cannot be revived.
  • No time for plans: The order on the timeline is decided at random.
  • Pestilence: At the end of their turns, Heroes gain a random negative condition with a stack of 1.
  • Round limit: Players must win the scenario within the indicated number of rounds, otherwise they are defeated.
  • Slippery floor: Heroes move an additional step. Shove effects from Heroes and Boss are increased by 1. All damage from collisions is increased by 3.
  • Vampirism: Every time a Hero hits an Unstable or Exposed side, they get cured by half of the damage dealt.

Zodiac-Specific Rules

  • Libra's Symmetry. Libra enforces a rule of perfect symmetry on the battlefield. Should the heroes break it, Libra will conjure statues to restore balance. The statues cannot be destroyed through direct interaction; the heroes must find alternative ways to do so.
  • Virgo's Fractals. Virgo generates a network of Fractals for movement and combat. Disconnected Fractals dry up and vanish. If Virgo cannot move or create Fractals, it retreats. The fractals adjacent to Virgo protect her from ranged abilities that include an "Attack" effect (however, they do not block other ranged abilities): correct positioning is the key to victory.

The Zodiacs are Aries, Taurus, Gemini, Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius, Capricorn, Aquarius, Pisces, plus Ophiuchus.

Hero Strategy Notes

The Defender

The Defender is a Hero that wants to keep the Boss's attention focused on himself, while providing tactical opportunities to his allies. He can survive the Boss's fury by using his actions providing Heal and the Protected Positive Condition. When using the Defender it's important to carefully evaluate when to support your allies and when to focus on defending yourself.

The Assassin

Some of the Assassin's Actions require her to attack the Boss from a specific side: the Back Side, the Front Side or the Lateral Sides. It's very important for the Assassin to position correctly on the battlefield to get the maximum from her Actions. The Assassin can avoid the Boss's attacks by keeping her distance and using the Stealth Positive Condition.

The Sharpshooter

Some of the Sharpshooter's Actions target heroes that are adjacent to the Boss, herself included. She should coordinate with other Heroes while creating the Timeline, so she can support them while in melee with the Boss.

The Demolisher

Many of the Demolisher's powerful action effects require Bloodlust to be activated. Bloodlust is available when the Hero has taken damage during the current round. To have better chances of activating Bloodlust the Demolisher prefers to act late in the Timeline, increasing his chances of taking damage. Alternatively, he can use the Bleeding Negative Condition by moving before attacking.

Gil — the Astrologist, the Merchant, the Monk, the Prophet

The Open Book effect of the "Ritual Book" Action will let Gil immediately use one of three randomly chosen Actions. Gil is an unpredictable character, and to be effective needs to be able to improvise and adapt to the vagaries of fate.

The Ranger

Many of the Ranger's Actions have different effects if the Hero is in melee with the Boss or if he's at range. Positioning is very important for the Ranger, in order to activate the desired effects on his Actions.

The Druid

The Druid has two different forms, represented as Special Conditions: he can be in Human Form or in Beast Form. Many of the Druid's Actions can activate different effects depending on which form is active when using the action. The Druid can use the Shapeshift effect to switch between Human Form and Beast Form.

The Sorceress

The Sorceress's actions can activate different effects depending on the chosen Stance. For this reason, choosing the correct Stance between Fire, Water, Air and Earth is extremely important depending on the situation.

The Shieldmaiden

The Counterattack Special Condition allows the Shieldmaiden to activate powerful additional effects when available. Counterattack is activated when the Hero is attacked by the Boss while possessing the Positive Condition Protected. When playing as the Shieldmaiden it's very important to have the Protected condition, in order to activate Counterattack as often as possible. Heroes that can provide the Protected condition to allies have excellent synergy with this Hero.

The Musician

The Crescendo effect of the Musician allows him to increase the value of Positive Conditions on targeted Heroes, increasing both their duration and power. The Musician is an important support Hero, most effective when near his allies, capable of giving them Positive Conditions and prolonging their effects thanks to the Crescendo effect.

The Surgeon

Every point of damage that the Surgeon receives gives her a stack of Eureka. After accumulating at least 15 stacks, the Surgeon can use the Eureka effect to spend them and generate a new powerful one-shot Action, usable in the following rounds. Many of the Surgeon's Actions let her regain Health, allowing her to go fearlessly in battle and accumulate Eureka stacks without being immediately K.O.ed by the Boss.

El Pistolero

The Combo Special Condition increases the damage of all the Pistolero's attacks by one for each Stack. The Combo effect of the Pistolero's Actions increases the Combo value by one, provided you manage to activate it by having the correct requirements. Other Actions can instead spend a certain amount of Combo stacks to activate powerful effects. To be an effective Pistolero you need to try and maximize the amount of Combo, so that you can later inflict increased damage and activate your best effects.

The Seamstress

Many of the Seamstress' Actions have powerful additional effects if the Boss has specific Negative Conditions. For this reason, the Seamstress has great synergy with Heroes that can inflict many Negative Conditions on the Boss.

The Soldier

The Soldier uses various ammunition types to improve his ranged Actions:

  • Piercing Ammo: ranged Actions inflict 3 additional damage.
  • Light Ammo: ranged Actions have range increased by 2.
  • Special Ammo: ranged Actions with the Special Ammo requirement have additional effects.

After using a ranged Action, the value of the current ammo Special Condition decreases by one. If ammo is at 0, you can't use ranged Actions. You can use the Reload effect on your Actions to choose what ammo type to use and set the Special Condition to 3.

The Hacker

The Assist effect on the Hacker's Actions lets you pick one between three randomly chosen support Actions, and give it to the next Hero in the Timeline. Note that you can't use the Assist Effect if there is no Hero after the Hacker in the Timeline, so it's best to avoid going last if you want to Assist your allies. It's very important to coordinate with your allies where to position the Hacker on the Timeline, to give the best possible support by using Assist.

The Chronosniper

The Echo effect on the Chronosniper Actions copies the effect in the same position of the last Action used by an allied Hero. For example, if Echo is the second effect of the Action, it will copy the effect in the second position on the Action played by the previous Hero. Coordination with allies when creating the Timeline is key to play the Chronosniper effectively.

The Streetsaint

Many of the Streetsaint Actions have powerful additional effects when the Hero has specific Positive Conditions. Heroes that provide Positive Conditions have a great synergy with the Streetsaint.

Remote and One-Device Play

You can play remotely with other players, by connecting your Teburu to theirs through the Internet. A remote game needs one table to act as Host and create the game, while the other tables join in.

If no other device is available to use as Controller, select Main device and select "One Device" in the Device Configuration. The One Device mode will be enabled for the rest of the game. In One Device mode the Timeline and the Boss's Intention Reminder are opened and closed from the icons on the shared screen.

Achievements

  • MVP: Most influence in the battle, based on the total of various weighted values.
  • Ambulance: Most positive conditions applied, negative conditions removed, and healing performed.
  • Wingmate: Most negative conditions applied to the Boss and alterations to its sides.
  • Focused: The Hero has a die roll bonus equal to this condition stack.
  • Frightened: The Hero has a die roll penalty equal to this condition stack.
  • Grabbed: The Hero cannot move, be moved or gain the Stealth condition for the indicated number of turns.
  • Haste: The Boss can take an extra step during its own movement for the indicated number of turns and take an extra turn before the Heroes.
  • Immortal: The Hero cannot be K.O. until the next turn.
  • Impatience: At the end of each of the Boss's turns, if it has not dealt damage, this condition stack increases. At the start of each round, if the condition stack is 5 or more, the Boss gains Haste.
  • In a Safe Place: The Hero is protected from the Zodiac's energy attacks.
  • Instant Regeneration: The Zodiac cannot be killed until the artifact is activated. If a Zodiac's life drops to 0, it immediately regenerates a portion of its life.
  • Knocked Out: The Hero is knocked out. While this condition is present, the Hero cannot be revived.
  • Light Ammo: Light ammo equipped. Ranged actions increase their range by 2 and consume one ammo.
  • Mind Controlled: Using its mind power, the Zodiac changes the actions the Hero has available.
  • Mind Power: Whenever the Zodiac grabs or mentally controls a Hero with one of its tentacles, the value of this condition increases. When the stack is 5 or more, the Zodiac will unleash its mind power on the Heroes.
  • Obsidian Prison: The Zodiac is immune to stuns and cannot move or be moved.
  • Ophiuchus's Orb (Zodiac): The Zodiac can heal its snake heads. The Zodiac loses this condition if it's moved by Heroes' effects.
  • Ophiuchus's Orb (Hero): The Hero is carrying Ophiuchus' Orb, limiting their available actions. The Hero loses the Stealth condition.
  • Overboard: The Hero is overboard. They will return to the map in the next round.
  • Piercing Ammo: Piercing ammo equipped. Ranged actions inflict 3 more damage and consume one piece of ammo.
  • Protected: The Hero takes less damage from the next attack equal to this condition stack. After the Hero is hit by a Boss attack, this condition is removed.
  • Radiant: The Zodiac's Radiant attacks are more powerful based on the charges of this condition. If this condition stack reaches 7, the Heroes are done for.
  • Reduced Health: This condition reduces the Hero's maximum life by its value.
  • Regenerating: The Zodiac regains a great amount of its life at the end of each round based on the number of Blooming Victims.
  • Remaining Statues: For each statue destroyed, the maximum HP of the boss decreases by 10% and the regenerative effect of the temple by 20%.
  • Retaliate: When the Hero takes damage, the Boss also takes damage equal to the condition stack.
  • Ritual: When the Zodiac performs a step in the ritual, this condition stack reduces by 1. When the stack is 0, the planet is doomed. If the Zodiac's arcane power reaches the maximum value, the ritual is completed early and the planet is doomed.
  • Safeguard: The Hero absorbs and receives half the damage allied Heroes take for the indicated number of turns.
  • Slowed: The Hero can only take 1 step during their own standard movement.
  • Snake Head Count: The Zodiac's attacks are more powerful based on the number of snake heads it has.
  • Snake Poison: At the end of each of their turns, the Hero takes damage equal to this condition stack.
  • Special Ammo: Special ammo equipped. Ranged actions can now activate special effects and consume one piece of ammo.
  • Stealth: The Hero cannot become the Boss's target for the indicated number of turns.
  • Strengthened: The Hero deals additional damage equal to this condition stack.
  • Stunned: The Boss skips turns equal to this condition stack.
  • Taunted: The Boss must target the Hero who taunted it for the indicated number of turns.
  • Unmovable: It cannot be affected by forced movement effects, but may react to them.
  • Unreachable: The Boss can't be targeted by Heroes' actions.
  • Unreachable in melee: The Boss can't be targeted by Heroes' Melee actions.
  • Vulnerable: Unstable and Exposed sides of the Boss are not deactivated when hit for the indicated number of turns.
  • Water Attuned: The Hero can dodge the next attack of the round and is immune to Confused.
  • Swap: swap position with another Hero.
  • Taunt: taunt the Boss for the indicated number of turns. The Hero loses the Stealth condition.
  • Teleport: move to any valid zone of the map ignoring all standard movement rules.
  • Weaken: reduce the Haste, Enraged and Empowered condition stacks for the Boss by the indicated amount.
  • Withstand: the Hero can use their Actions normally for this turn.