The Hunger Games: Mockingjay – The Board Game
The Hunger Games: Mockingjay – The Board Game Rulebook
Table of Contents
Table of Contents
Introduction
The Hunger Games: Mockingjay The Board Game is a game of two sides, one being the oppressive Capitol and the other the noble Resistance attempting to overthrow the regime. With beautiful figures of the most iconic characters from The Hunger Games, players must use tactics and limited resources to exert influence on the districts and control Panem.
Using the Glossary
Throughout this rulebook there will be some terms that mean something specifically within The Hunger Games: Mockingjay The Board Game. If this is the case, you will find these terms in the glossary.
Components
- Board
- Characters: There are 13 character figures, Katniss Everdeen, Gale Hawthorne, Alma Coin, Plutarch Heavensbee, Beetee Latier, Boggs, Haymitch Abernathy, Finnick Odair, Peeta Mellark, and Cressida on the Resistance side in Gray. On the Capitol side in white there is Caesar Flickerman, President Snow and Egeria.
- Character cards: There are 13 character cards, one for each character figure. See page 5 for an annotated diagram.
- Dice:
- The green die is a D6, the weakest die in the game. It shows values from 1 to 6
- The yellow die is a D8. It shows values from 1 to 8
- The purple die is a D10. It shows values from 1 to 10
- The black die is a D12, the strongest die in the game. It shows values from 1 to 12
- Operation cards: There are 15 operation cards. See page 5 for an annotated diagram.
- Mission cards: There are 15 mission cards. See page 5 for an annotated diagram.
- District cards: There are 14 district cards. See page 5 for an annotated diagram.
- Tokens: Success, Rebellion, Well fed, Fortification, Turn marker
- Units: Resistance Infantry, Peacekeeper, Mutt, Hovercraft
Board
- District number
- District card space
- Operation and mission card space
- Token reserve
- Operation deck space
- Operation discard space
- Turn track
- Mission deck space
- Mission discard space
- Character deck space
- Resistance reserves
- Capitol reserves
Cards
Character cards: 1: Name; 2: Portrait; 3: Tactics die; 4: Intel die; 5: Propaganda die
District cards: 1: Side; 2: District; 3: District ability
Operation and mission cards: 1: Title; 2: Operation or mission text; 3: Primary task; 4: Primary task skill type and difficulty: P=propaganda, T=tactics, I=intel; 5: Secondary task; 6: Secondary task type.
Setup
Set up the board by following these steps:
- Place district cards in their corresponding districts (Capitol district card in the Capitol, district 1 card in district 1, and so on). Place them Capitol side up except for the Resistance HQ card, which is placed Resistance side up.
- Place all tokens into the token reserves and all units into their respective reserves.
- Place 12 rebellion tokens on Resistance HQ.
- Place 2 rebellion tokens on districts 3, 6, and 12.
- Place 1 rebellion token on districts 8, 9, and 11.
- Place 12 Resistance infantry on Resistance HQ.
- Place one peacekeeper on districts 1 though 12 (every district except the Capitol or Resistance HQ).
- Place 4 Capitol hovercraft on the Capitol.
- Place 4 Resistance hovercraft on Resistance HQ.
- Place all Resistance characters in the Resistance reserves and Place the character cards on the character deck space.
- The Capitol player takes all the Capitol characters and places them in the Capitol, placing their corresponding character cards in front of themselves.
- Place the mission cards on the mission deck space.
- Place the operation cards on the operation deck space.
- Place the turn marker on the leftmost space on the turn track.
- The Resistance player draws 2 mission cards.
- The Capitol player draws 4 operation cards.
You are now ready to play!
Turn Order
Each turn consists of three phases the maneuvers phase, the strategy phase and the influence phase, which are conducted in order.
- Maneuvers Phase: District abilities; Move Capitol to one district; Move Resistance from one district; Move Capitol hovercraft; Move Resistance hovercraft
- Strategy Phase: Place operation and mission cards; Assign characters; Roll operations and missions; Combat
- Influence Phase: Add and remove rebellion tokens; Check supply; Roll for uprising; Clean up
Winning the Game
The aim of the game for the Capitol player is to flip the Resistance HQ card or survive to the end of turn 6. The aim of the game for the Resistance player is to flip the Capitol district card or any 8 district cards (not including Resistance HQ).
Maneuvers Phase
District Abilities
Starting with the Capitol and proceeding in district order, resolve the text on each district card in each Capitol district. Then complete the text on the Resistance HQ card. Further descriptions of certain district abilities (such as revolt, recruit, and reinforce) can be found in the glossary at the end of this booklet.
When resolving district abilities it can be helpful to rotate each district card 90 degrees to remind you which abilities have been resolved this turn.
Move Capitol to One District
The Capitol player chooses one district and may move any amount of Capitol units in adjacent districts to this district. The player does not have to move all available units into the district.
Move Resistance from One District
The Resistance player may choose one district and move any Resistance units in that district to any adjacent districts. The Resistance player may split these forces and is not required to leave units in the original district.
Move Capitol Hovercraft
The Capitol player may move each Capitol hovercraft to any adjacent district. Each hovercraft can only move once during this movement, but when a hovercraft moves it can carry one Capitol non-hovercraft unit with it. Simply move the unit into the same district as the hovercraft when it moves.
Move Resistance Hovercraft
The Resistance player may move each Resistance hovercraft to any adjacent district. Each hovercraft can only move once during this movement, but when a hovercraft moves it can carry one Resistance non-hovercraft unit with it. Simply move the unit into the same district as the hovercraft when it moves.
Strategy Phase
Place Operation and Mission Cards
Starting with the Capitol player, the players take turns in placing their operation and mission cards facedown onto empty operation and mission spaces. If a player does not wish to place a card, he can pass. Once a player passes, he may not place any more cards. This ends when both players have passed, they have no more cards to place, or there are no more spaces to place cards. Flip all operation and mission cards on the board face up.
Assign Characters
Starting with the Capitol player, the players take turns in placing their characters from the Capitol and Resistance HQ onto empty tasks on the face up operation and mission cards. If a player does not wish to place a character, he can pass. Once a player passes he may not place any more characters onto tasks. This ends when both players have passed, they have no more characters to place, or there are no more tasks on which to place characters. There are two types of tasks on operation and mission cards (primary and secondary) as shown on page 5.
- Only Capitol characters can be placed onto operation primary tasks.
- Only Resistance characters can be placed onto mission primary tasks
- Only one character from each player may be placed onto the secondary task of any operation or mission.
Roll Operations and Missions
In district order, the players resolve all of the operations and missions on the board. There are three ways an operation or mission can be resolved depending on the tokens or characters that have been placed on it.
1: If the primary task doesn't have a character or success token on it, the mission or operation is immediately failed. Discard it to its discard pile and return any characters on it to the Resistance HQ or the Capitol as appropriate.
2: If the primary task has a character on it, the mission or operation will be attempted. Roll the skill that corresponds to the primary task (shown by the letter next to the primary task). If there are any characters (allied or opposing) on the secondary task, the player that controls them rolls the skill that corresponds to the secondary task. If the highest die rolled by the primary task character and allied secondary task characters is equal to or higher than the highest number rolled by the opposing secondary task character and base difficulty of the task (shown by the number next to the primary task space), then the operation or mission is successful and a success token is placed on the primary task. Text on a card with a success token is considered active and in play until the operation or mission card is discarded. Many cards have immediate effects.
If the highest die rolled by the primary task and allied secondary task characters is not equal to or higher, then the mission or operation is failed and discarded to its respective discard pile. The text on the card is ignored. Return any characters on it to Resistance HQ or the Capitol as appropriate.
3: If an operation or mission card has a success token on the primary task, the text on the card is considered active. If an opposing character is on the secondary task and there is no allied character, discard the card to its discard pile and return any characters on it to Resistance HQ or the Capitol. If there are both allied and opposing characters on the secondary task, both players roll the skill corresponding to the secondary task. If the opposing character rolls higher than the allied character, discard the card to its discard pile and return any characters on it to Resistance HQ or the Capitol. Otherwise the card remains in play.
Opposing and Allied characters: An allied character is a Resistance character on a mission card or a Capitol character on an operation card. An opposing character is a Resistance character on an operation card or a Capitol character on a mission card.
Example 1: Although Katniss has been placed on the secondary task, no Capitol character has been placed in the primary task so the operation is discarded without a roll being required.
Example 2: Katniss and Peeta attempt to free some prisoners. The Resistance player rolls Katniss' propaganda value (D12) and Peeta's (D10). If either roll is a 5 or higher, a success token is placed and the text becomes active (otherwise this card is discarded).
Example 3: Both President Snow and Katniss are on the secondary task and both must roll their propaganda values (D12 & D12). If Katniss can roll equal to or higher than President Snow then the card will stay, otherwise it is discarded.
Combat
In district order perform the following for each district with Resistance and Capitol units present.
- If there is not a fortification token in the district: Roll for each Resistance unit in the district, consulting the chart on the opposite page. After the Resistance attacks in a district, roll for each Capitol unit in the district, consulting the chart on the opposite page.
- If there is a fortification token in the district: Roll for each Capitol unit in the district, consulting the chart on the opposite page. After the Capitol attacks in this district, roll for each Resistance unit in the district, consulting the chart on the opposite page.
Unit Chart
| Name | Combat Value | Special |
|---|---|---|
| Infantry (peacekeepers and Resistance infantry) | D8 | |
| Hovercraft | D10 | When a hovercraft moves, it may carry one allied unit with it. |
| Mutt | D12 |
| Result | Outcome | Effect |
|---|---|---|
| 1-4 | Stalemate | No effect |
| 5+ | Victory | Capture a unit of your choice in the district. Captured units are returned to their reserves. |
| MAX VALUE | Impressive Victory | Capture up to 2 units of your choice in the district. Captured units are returned to their reserves. |
Influence Phase
In district order perform the following for each district:
Add and Remove Rebellion Tokens
- Add 2 rebellion tokens if it is a Capitol district.
- If there are no peacekeepers in the district, add 2 more rebellion tokens if it is a Capitol district.
- If there are no Resistance infantry in the district, remove one rebellion token for each peacekeeper in the district.
- If there are both peacekeepers and Resistance infantry in the district, there is no further effect as the Resistance infantry stop the peacekeepers from oppressing the masses.
(Flowchart: Start → Is it a Capitol district? If yes, add 2 rebellion tokens. → Are there peacekeepers? If no (and a Capitol district), add 2 rebellion tokens. If yes → Are there Resistance infantry? If no, remove 1 rebellion token per peacekeeper. → Finish.)
Check Supply
Districts can only support up to 12 Resistance infantry, 12 peacekeepers, and 12 rebellion tokens. Check the district and remove units and tokens until you are within this limit.
Roll for Uprising
If the district is a Capitol district, roll a D12. If it has a well fed token, roll two D12s. If each die roll is equal to or below the number of rebellion tokens in the district, the district enters an uprising. Flip the card to the Resistance side, remove half of the rebellion tokens (rounded down) in the district, and immediately resolve the text on the Resistance side (this text does not resolve during the maneuvers phase).
If the district is a Resistance district and has no tokens on it, flip the district card to the Capitol side.
Clean Up
- Remove all well fed tokens and fortification tokens from the district.
- The Capitol player may remove any operation cards from the district.
- The Resistance player may remove any mission cards from the district.
If the Capitol or Resistance HQ cards are flipped during this phase, the Resistance or Capitol player wins the game immediately. This means that if the Capitol is flipped, the Resistance player wins even if the Resistance HQ would have flipped the same turn!
After you have resolved this for all districts, if there are 8 Resistance districts (not including Resistance HQ), the Resistance immediately wins. If the Resistance didn't win, move the turn marker forward one space. If it has moved onto the final space on the turn tracker, the Capitol immediately wins. If the Capitol didn't win, start a new turn.
Optional Rules
3 Players
You can play The Hunger Games: Mockingjay The Board Game with 3 players by splitting the responsibilities of the Resistance player among two players. Resistance player one has control of all Resistance decisions made during the maneuvers phase and Resistance player two has control of all the Resistance decisions during the strategy phase as well as control of the hand of mission cards. Resistance players one and two are not allowed to discuss strategy and are not allowed to show each other any cards.
4 Players
You can play The Hunger Games: Mockingjay The Board Game with 4 players by using the rules for three players but also splitting the responsibilities of the Capitol player among two players. Capitol player one has control of all Capitol decisions made during the maneuvers phase and Capitol player two has control of all the Capitol decisions during the strategy phase as well as control of the hand of operation cards. Capitol players one and two are not allowed to discuss strategy and are not allowed to show each other any cards.
Handicap
If one player or team is new to the game, you may consider playing with a handicap by increasing or decreasing the number of Resistance districts required for a Resistance victory by one.
Glossary
- Adjacent: Any two districts that share a white border are considered adjacent.
- Board: The board shows Panem, the prize that both players must gain control of at any cost; see page 4.
- Capitol district: A district that has its district card Capitol side up.
- Capitol player: The player in command of the Capitol forces.
- Capture: Captured units are returned to their respective reserves.
- Character: The heroes and villains of the Hunger Games, See components on page 2.
- Character card: Each of these cards corresponds to a character, see components on page 2.
- Combat: Combat is conducted as part of the strategy phase and is how units interact with each other; see combat on page 16.
- Dice: Polyhedral dice are used to determine combat and missions; see components on page 2.
- Discard: Discarded mission and operation cards are placed face up in their respective discard spaces, these may be looked through at any time by either player.
- District: There are 14 district spaces on the board, the Capitol, twelve numbered districts and the Resistance HQ. These are bordered by solid and dotted white lines. Each district can only hold one district card. Each of the numbered districts (1 through 12) can hold one mission or operation card.