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Tsukuyumi: After the Moonfall

Expansion for Tsukuyumi: Full Moon Down

Tsukuyumi: After the Moonfall Rulebook

Table of Contents

Table of Contents

  • Introduction
  • The 6th Player
    • More Event Cards
    • 42 Areas
    • Game Mode and Duration
    • Devastated Areas
  • New Material
    • New Events
    • New Type of Area: Riverlands
    • New Area Property: Toxic
  • Game Material
  • New Factions
    • Children of the Lion
    • Fireborn
    • Lords of the Lost Sea
  • Modules
    • 1 Alternative Goals
    • 2 Starting Advantages
    • 3 Epic Events
    • 4 Faction Events
    • 5 Mascots
    • 6 Oni Power Cards
    • 7 Oni Missions
  • Alternative Goals
  • Starting Advantages
  • Epic Events
  • Event Cards
  • Faction Events
    • Cybersamurai
    • Dark Seed
    • Nomads
    • Boarlords
    • Kampfgruppe 03
    • Children of the Lion
    • Lords of the Lost Sea
    • Fireborn
  • Mission Cards
    • Oni Missions
  • Oni Power Cards
  • Legendary Oni
  • Fireborn
    • Strategy Tips
    • Devastation
    • Flaming Skin
    • Growth Markers
    • Goal of the Fireborn: Old Strenght
    • Growth or Production
    • Cleansing Fire
    • Fireborn Standees
  • Children of the Lion
    • Strategy Tips
    • Escort
    • Escorts
    • Beastmaster and Beasts
    • Dominator and Escorts
    • Discover New Land
    • Replace an Area
    • Rotate an Area
    • Goal of the Children of the Lion: The Moon is Ours
  • Lords of the Lost Sea
    • Search for Home
    • Strategy Tips
    • Displacement
    • Cleansing
    • Production of New Units
    • Goal of the Lords of the Lost Sea: Cleansing Paradise
    • Power of Nature
    • Let Whales Grow
  • The Other Factions From Your Perspective
  • Quick Reference Guide

Introduction

These components allow you to make the game even more diverse and lets you create your version of TSUKUYUMI. All components are organized in modules, so that you can decide before the game which modules to use and which to leave out. All modules can be combined with each other, but they also increase the degree of complexity.

BEFORE INCLUDING MODULES WE RECOMMEND THAT ALL PLAYERS HAVE PLAYED TSUKUYUMI BEFORE.

The 6th Player

More Event Cards

Shuffle all event cards from After the Moonfall into the regular event deck. These events can also be used if you are playing with less than 6 players. They are marked with AM# at the bottom right so that you can sort them out again if necessary.

42 Areas

Mix and distribute a total of 42 area tiles when you play with six players. You will find new 6-player scenarios in this Codex.

Game Mode and Duration

You can use any alternative game mode as usual, but note that with 6 players the game duration increases by at least 30 minutes.

Devastated Areas

All areas and homezones have a dark, burnt back and an orange border. This is the devastated version of this area.

Only the Fireborn units can devastate areas, and thus turn areas on their backsides. Units and markers are not affected, area type and properties remain the same. Homezones do not suffer any disadvantage from the devastation, but are worth 3 VP for the Fireborn.

Destroyed areas are worth 0 victory points in the final score, but otherwise retain their property and can still be conquered, entered or left. They are just losing value. Devastated homezones are worth 3 VP for the Fireborn.

New Material

New Events

With this expansion, new events come into play that you can easily mix into the existing pile. If you want to sort them out again, you can recognize them by a small AM# at the bottom.

New Type of Area: Riverlands

There is a new area type you can use. Notice: This does not increase the total number of required area tiles. You must therefore replace existing area tiles (before or after display).

Riverlands (turquoise): Riverland areas grant +1 production point in the Green Phase, but only in the Green Phase. The area is worth 1 victory point if you have marked it with a territory marker at the end of the game.

New Area Property: Toxic

You are free to add the new area effect: Toxic to the game. Use the toxic areas, as well as the corresponding markers and event cards.

Property: Toxic. Toxic areas are worth 0 victory points. Nevertheless, they may be conquered and regarded as conquered territory, for example for missions or goals.

Game Material

The codex lists the following components. The counts are reproduced as printed; the codex text describes 6 of the 8 Oni Power Cards and 10 epic events, so these counts are not reconciled here.

  • 16 Areas (double sided)
  • 60 Territory Markers: 20 per faction
  • 40 Faction Event cards
  • 3 Initiative Markers: one for each faction
  • 12 Combat Cards: 4 Lords of the Lost Sea Combat Cards, 4 Children of the Lion Combat Cards, 4 Fireborn Combat Cards
  • 8 Starting Advantages: one for each faction
  • 2 Homezones (double sided): 1 The Abyss (Fireborn), 1 Lion's Head (Children of the Lion)
  • 12 Growth Markers: 2 markers for each level of a Fireborn, as markers for the standees
  • 8 Oni Power Cards
  • 8 Alternative Goals
  • 8 Epic Event Cards, 9 Event Cards
  • 3 Faction Sheets (double sided): 1 Children of the Lion, 1 Fireborn, 1 Lords of the Lost Sea
  • 1 Skybound Combat Card, 3 Legendary Oni Cards
  • 1 Defiler Oni
  • 14 Oni Standees: 3 Three Shadows, 1 Skybound, 6 Small Oni, 3 Medium Oni, 1 Large Oni
  • 3 Oni Missions
  • 30 Markers: 2 Unstable, 5 Radioactive, 3 Negation, 5 Tsukuyumi, 5 2-Victory Points, 5 Production, 5 Toxic
  • 6 Fireborn Standees: 1 Barsum, 1 Atenis, 1 Marandor, 1 Rashun, 1 Tarkos, 1 Kasenda
  • 8 Mascots: one for each faction
  • 22 Children of the Lion Standees: 1 Dominator, 6 Beastmaster, 7 Escorts, 3 Servants, 5 Beasts
  • 11 Lords of the Lost Sea Standees: 1 Whale-King, 1 Anik, 1 Malak, 4 Young Whale, 1 The White One, 3 Whale Calf
  • 3 Mission Cards: one for each faction

New Factions

Children of the Lion

This African clan has trained enormous, mutated Beasts to gain supremacy with their help. With the abilities of these Beasts, the Children of the Lion are constantly changing their territory. The Beasts are controlled only by the Beastmasters, the very essence of the clan. Everyone hopes to one day become a Beastmaster or even a Dominator, but the loyalty of their troops is certain. Together they are strong.

Fireborn

The mighty dragons have only one goal: annihilation! The Fireborn's priority is not exactly conquering territories. Primarily they want to devastate areas so that nobody receives any more victory points through these areas. If they manage to devastate a homezone, the Fireborn receive victory points for it.

Lords of the Lost Sea

A herd of surviving humpback whales in search of the lost ocean. Their journey takes them across the dried up Pacific Ocean, right through the battles of the other factions. Mostly peaceful, they make their way and try to get rid of the invaders into their realm of silence.

With their incredibly high health and abilities, they are a passive-aggressive faction that can drive other players crazy and destroy their hard earned progress in seconds. Among other things, you are able to remove territory markers and play numerous events simultaneously.

Modules

Players may select any number of modules (one, none or only certain ones) and integrate them into their game. All modules can also be combined with each other.

1 Alternative Goals

Set up: Each player receives the alternative goal of their faction before the game is set up.

Use: Each player may decide for themselves whether they want to fulfil the regular or the alternative goal of their faction in this game. They have to decide before the beginning of the game, but only after the placement. Once a decision has been made, it can no longer be changed in the game.

2 Starting Advantages

Set up: Shuffle all starting advantage cards and then deal each player a face down card before setting up the game.

Use: Each player may use the advantage of their card when setting up the game and their faction. Each card is unique, so each player gets their own advantage. If an advantage has no effect for a faction, the player may draw a new card. After use the starting advantages are discarded. They are only used once at the beginning of the game.

A player may choose not to make use of a starting advantage.

3 Epic Events

Set up: Shuffle all epic events, then shuffle (number of players +1) epic events cards into the regular event cards, face down without looking at the cards.

Use: The cards cannot be distinguished from the regular events from the back side.

If a player uncovers an epic event, the epic event has to be executed immediately. This can be done by drawing an epic event from the face-down stack, or by laying out a new event for an drawn face-up event. The currently active player executes the action of the card.

Attention! Epic events drastically change the game and above all bring more surprise and chance into play.

Epic events make the game less strategic but more unpredictable.

4 Faction Events

Set up: Each player receives all faction events of their faction, shuffles them and places them face-down next to their faction sheet.

Use: When a player uses the Draw/Play Event action, they may choose to draw and play a faction event instead of a regular event. All faction events are always advantages for the player.

If all faction events are used up, no new deck is formed. Each faction event can therefore only be used once per game.

5 Mascots

Set up: The mascot is placed as part of the starting units free of charge at the beginning of the game, if the player wants to.

Use: If the mascot is still alive at the end of the game, the player receives 1 VP in addition to his other victory points. All they have to do is make sure it survives.

Once a mascot has been destroyed, it cannot come back into play.

6 Oni Power Cards

Set up: Shuffle the Oni Power Card stack and place it next to the Oni supply.

Use: At the beginning of each round, before all players choose their action card, draw an Oni Power Card and place it face-up on the top of the pile. Read them out loud once.

The effect of the card applies to the entire current round. There is always, at any time, exactly one card face-up, the old card is placed under the pile after use.

When Power Cards change the values, properties, or behaviour of Oni, the rules of the cards replace all regular Oni rules. They always replace exactly the rule they influence and leave all other rules as they can be found in the basic rules on page 18.

7 Oni Missions

Set up: Lay out all three Oni missions in addition to the regular missions.

Use: All three missions must be completed with Oni units. The player must use the actions Placing Oni and Oni Combat Action to fulfil these missions.

Once the condition is met, the player receives the victory point by removing the mission card from the display and placing it face down in front of them. ONLY the first player to complete an Oni mission gets the victory points, the mission can then no longer be fulfilled.

Alternative Goals

Each faction has one alternative goal, which can be fulfilled instead of the regular goal (see Modules, 1 Alternative Goals). The goal cards are printed as follows.

  • Fodder for the Swarm: Kill at least 6 enemy units in a single round (no Oni). Can be carried out over multiple phases of the same round.
  • Conquest: Control at least 8 areas.
  • Moon Flight: Gain at least 3 Victory Points by controlling the moon's centre.
  • Target Finder: Fulfill at least 3 missions.
  • Holy Ritual: The Boarmother as well as all Boarriors and Boarmaidens are in play and in the same area.
  • Devastation: Devastate at least 7 areas. (Homezones do not count.)
  • Whale School: Control 6 areas and have the Whale King and 3 Young Whales in the same areas.
  • Wide Land: All Beasts are in play and in your territories.

The codex's notes on these goals:

Whale School: Area types and properties are irrelevant to the number of controlled areas. Only the territory markers count. Note that all four units, Whale King and Young Whales, must be in the same area, but it does not have to be an area controlled by you.

Devastation: Only the number of devastated areas counts, but not the type of area or whether you or any other player has territory markers in it.

Fodder for the Swarm: You can use your own territory markers to count the number of destroyed units. The losses of the Dark Seed do not matter and also in which phase the destruction took place, as long as all units were destroyed in the same round.

Conquest: The areas do not have to be connected, they only have to contain Nomads territory markers.

Wide Land: The Beasts do not have to be in the same area. It is sufficient if they are located in areas where the Children of the Lion's territory markers are located.

Target Finder: If a mission is removed from play before scoring, it no longer counts towards achieving this goal. Therefore, this goal is a bigger risk in a 3-player game.

Holy Ritual: To fulfil this goal, all four Boarriors and six Boarmaidens must be produced and placed on the board. It is not enough to put all Boarriors and Boarmaidens that are currently in the game to the Boarmother.

Moon Flight: Controlling the centre of the moon brings 1 VP every round and 1 VP at the end of the game. You therefore have to control the centre of the moon at the end of three rounds. If Kampfgruppe 03 recieves the third victory point only after the final score, this is still considered a fulfilled goal, even if it would actually be after the game.

Starting Advantages

The starting advantage cards are:

  • Advanced Position: Use this ability before the first player executes their White Phase. Your units must follow all movement rules and their own movement properties, but may of course benefit from movement bonuses, e.g. Wasp.
  • Scout: Use this ability when you place your homezone. If you cover an area, remove the original area tile from the game. Units and/or markers in this area will be placed at the same location in the new area.
  • Rich Harvest: Card text: "Increase your starting lineup by 2 before the beginning of the game." Ability note: Execute production before the game, but place your units according to the rules for your starting units. This may allow you to position them to your advantage.
  • Jack of all Trades: As always, you may not use any action twice.
  • Precious Land: Place a territory marker on the victory point board at the start of the game.
  • Spread Out: Mark an additional area with a territory marker. All skills and starting conditions related to starting areas include this additional area, e.g. for placing your starting units. If you have no starting areas, place a territory marker on the victory point board at the beginning of the game.
  • Rise to Power: This will of course be done BEFORE the game, so that you may place your homezone, etc. at an earlier time!
  • Intelligence: Draw the cards from the face-down draw pile. You do not have to choose the event action to play these events.

Epic Events

Epic events are mixed into the regular event deck (see Modules, 3 Epic Events). The codex describes these epic events:

  • Gain of Power: The Tsukuyumi property does not remove any territory markers. After placing the Tsukuyumi marker, the area is still controlled by the same faction as before but new Oni can from now on be placed there or in adjacent areas.
  • Land Emerges: It is legal for the new area to touch the board with only a BLOCKADE. The new areas must be placed in an open space and must not cover existing areas.
  • Surprised by the Storm: As always, the change in the initiative only takes effect with the next phase, i.e. when all markers have been turned to the same side.
  • The Ground Breaks Away: Even though unstable areas are always considered unoccupied, these areas may not be removed with this event if there are units in them. It is possible through this epic event to create gaps in the board. Markers on the removed areas return to the supply of the respective faction.
  • Dragon Blood: You cannot get multiple victory points through this event. It is best to place a territory marker next to this event if it has been fulfilled by a player.
  • Earthquake: The areas may also be rotated as desired. Note that homezones are immune to this effect.
  • On Liquid Magma: A player may also rotate the same area that a player had already rotated before them. Units and markers remain in the rotated areas and rotate with them. Attention! Tunnels remain in their original location, as do reefs (reefs are not part of this expansion!).
  • Rockfall: Card text: "An earthquake, followed by an avalanche of debris and rocks. Your intended routes are blocked within a few seconds." Must be played immediately. The active player places 3 BLOCKADE markers at a position of their choice. Codex note: By placing the BLOCKADE markers, units can be enclosed or delimited. If there are not enough BLOCKADE markers in stock, you can only place as many BLOCKADE markers as there are left.

Event Cards

The following event card is already described in the Codex of the core box, and will not explained here again:

  • Unstable = Danger in the Deep

The new event cards are:

  • Slag Lake/Sulphur Geysers: It does not matter if the area is unoccupied or not. The area must be unstable to receive the toxic marker.
  • Abyss/Quicksand: The unit can be brought back into play in the usual way. There will be no fight, no counterattack will be chosen.
  • Oil!/Storm: All units in this area, including the active players own units, are not allowed to move again until the next White Phase. Units may move in, but may not move through this area. This effect also affects flying units.
  • Glacier Melt: The area that receives the marker is arbitrary. The reference to riverlands means that the additional production symbol can only be used in the Green Phase. This has no influence on the victory points.

Faction Events

Each faction's own faction events are listed below with the codex's notes. Card-face wording is only given where the codex prints it.

Cybersamurai

  • Digital Mimicry: You may use it to copy your own event card as well as another player's, but no faction events. Note that with Digital Mimicry you only act after the actual event. The copied event cards do not add up.
  • Update 2.1: The event only increases the initiative by 1 if the Cybersamurai are in second place in the initiative order, but otherwise always by two places.
  • Solar Laser: Best leave this event open in front of you until it is used. This does not give you an additional use of the Tetsuo laser. The event does not have to be used for the very next use of Tetsuo.
  • Combat Analysis: Even if one action can be executed twice, actions must always be used after one another. If you select Production twice, these points do not add up to 2 production points but always have to be used as two individual production points.
  • Raider Drone Update: These free attacks refer exclusively to the use of the combat card Conquest. All units in an area still join the fight when a battle is initiated. Not just the Shield Drones. If there are several Shield Drones in an area, several combat actions may be used there, but one after the other. If, after a fight, there are no Shield Drones left, their attacks expire. The additional combat actions do not have to be used if the Cybersamurai player does not want to.

Dark Seed

  • Old Seed: It does not matter whether the areas belong to you, whether they are connected or whether there are already units in them, etc. The areas are freely selectable. Remember, however, that homezones do not count as areas - so Egg markers may not be placed there.
  • The Queen Travels: If there is already an area at the new location remove territory markers, place the homezone and then place all other markers (Mines, Eggs, BLOCKADES, etc.), as well as units again in the same place on the homezone. If you put the Nest on the edge of the board, these rules are of course omitted. A "hole" at the original place of the homezone is not closed. Remove the area tile, should there still be one. Homezones of other factions may not be covered by this event. If the Fireborn destroyed your homezone, you may turn it back to the regular side. The Fireborn lose the 3 VP for devastating your homezone but may of course devastate it again.
  • Pioneers for the Nest: Each Conqueror may only be used once to initiate a battle, but the unit does not need to be removed in this one round.
  • Food for the Queen: The Dark Seed must spend these production points immediately at the end of the round and may not combine them with other faction bonuses. The player may spend the production points as they choose and according to the rules (of the Dark Seed). Each destroyed enemy unit is worth exactly 1 production point.
  • Full Nest: An Egg marker may be used as often as desired in this round to place new units in this area. The Egg markers are not removed at the end of the round either.

Nomads

  • Secret Operations: The areas do not have to be controlled by you and there may also be units in them. The area selection is arbitrary. Remember that homezones may not be chosen because they do not count as areas for events. Note that the Mines cannot be used to attack units already standing there!
  • Perimeter Defence: Opponents who are already in the areas remain in the area. They may leave the area if they do not enter any of the two other affected areas. However, it is still possible to place units in these areas, for example using the Egg markers of the Dark Seed.
  • All Guns Blazing!: At least one Nomad must be involved in the fight to be allowed to use weapons at all. Note that only exactly one additional weapon may be used in total, and not +1 per Nomad!
  • Offroad Training: The health points of the enemy units do not matter as you move through the area. However, the Nomads' health points are still valid for enemy units when they move.
  • Reload!: The effect of this event is only valid for the duration of a fight. The Nomads may still be forced to discard weapon markers by counterattacks on the Nomads' combat cards.

Boarlords

  • Burrowing for the Mother: Each Boarrior may place 3 Terraforming markers in this round. There can still only be e.g. 10 Stronghold markers in the game.
  • From the Depths: You can use Tunnels with any number of units as often as you like.
  • Rich Harvest: Only the Strongholds currently in play count, regardless of their location. If there is an odd number, the number is rounded up. The Squeakers are placed according to current (Boarlords) rules.
  • Deep Trenches: This card should be visible for all to see until the end of the round, so that the effect is not forgotten. All other rules for Terraformings and Strongholds in particular, continue to apply.
  • For Mother!: The increased range of motion applies during the whole round, i.e. in all phases of the round. If the Boarmaidens may move through other events, counterattacks or special rules, this additional range of motion also applies.

Kampfgruppe 03

  • Major Rearmament: This means that no counterattack may be selected for the combat card Chase.
  • Hermetic Seal: If Erzengel/Beowulf lose their immunity against radioactivity e.g. by the counterattack of Ragnarök, this faction event would still make them immune to radioactivity.
  • Combat Tactics: If you cannot move the initiative by 2 places, you are only allowed move up or down by 1.
  • The Great Hunt: The additional combat action follows all normal rules for combat actions. Put this faction event face up in front of you until it has been used.
  • Holy Mission: You can, of course, decide in which round you play this event, but if you do not reach the goal in this round, the bonus expires. Note, that you must have played the event BEFORE you fulfil your goal.

Children of the Lion

  • Newly Discovered Land: If you have both Beasts in play, you may freely decide which one you are going to use the additional action on. You may place the area even if you already used one of the two other special abilities.
  • Savage Soul: The increased range of motion also applies if the units only move through the area of the Giraffe, not only when they move with the Giraffe.
  • Kingdom: At the new location, the area tile must touch at least one other area tile with an edge and may not cover any other area. Homezones are, as usual, immune. All markers, e.g. territory markers or Egg markers are also moved. If it is an unstable area, of course, all units are also moved.
  • Ancestral Homeland: This card should be displayed visible for all to see until the end of the round, so that the effect is not forgotten. Count all areas as your territories that have your territory markers in them. Other players' faction effects expire when they are in your areas.
  • Good Training: The Beasts have the full printed values, take part in fights, fight by themselves and are allowed to move. If you are not in control of your Beasts at the beginning of the next round, the regular rules will apply again.

Lords of the Lost Sea

  • Aggressive Displacement: Units destroyed by this damage, will be destroyed in the area where the fight takes place. Note that this effect applies to every Displacement of the entire round.
  • Massive Displacement: This faction event will not trigger a fight! So no combat card is played and no counterattack can be selected. Through this event, each enemy unit may only be moved exactly one area, even if another whale could displace it also.
  • Migration: To be allowed to move 2 areas, you still have to have the corresponding action for it.
  • Whale Rider: Any use of A Place of Peace still requires a combat action. The Lords of the Lost Sea will not receive any additional attacks, but may use the once per round combat card twice this round.
  • The Will of Nature: Events already played remain valid. Additional to normal events also faction events may no longer be played. You yourself are also affected by this effect. The effect lasts the entire round, so it only expires after the Red Phase of the player with the lowest initiative.

Fireborn

  • A Wave of Destruction: For this additional Devastation, a regular battle is triggered in which all units of the area participate. Counterattacks are selected as usual. You may use any of your Fireborn in play, but note that you cannot get any movement for free!
  • Surprisingly Agile: To ignore the property massive only is of use for those Fireborn, who are massive. This faction event has no effect on non-massive Fireborn.
  • Dominant Growth: This card cancels the normal rule of choosing to grow Fireborn or place new Fireborn. You may use both at the same time, as long as you have enough production symbols available. The card is valid for the whole round, i.e. in all phases of the round.
  • Top of the Food Chain: Any use of Overwhelm still requires a separate combat action. The Fireborn do not get an additional attack, but are allowed to use the once per round combat card twice this round.
  • Crown of Creation: The effect of this card is only effective after it has been played. Fireborn, who were killed before this faction event was played, do still bring victory points.

Mission Cards

The three mission cards (one for each faction) and the three Oni missions are described below. Each card's printed text is given in the card's name line.

Make an Example (card text: "Sacrifice 1 combat action in an enemy homezone (pay 1 combat action without actually declaring a battle.)"): If a player with at least one unit is in an enemy homezone, they may sacrifice a combat action on their action card to complete this mission. No battle takes place, no combat card is played. The attack is simply "wasted".

Dominance (card text: "Have 3 units on the moon"): As soon as a player moves three or more units onto one or more areas of the moon, they receive 1 victory point as a reward. The units only have to enter the area, not conquer it, hold it or similar.

Master of the Elements (card text: "Own 4 event cards."): As soon as a player holds four event cards in their hand, they receive 1 victory point. If they then use one or more of these cards, the mission is still considered accomplished.

Note that the Lords of the Lost Sea, by their ability Power of Nature, do not automatically fulfil this mission. You must have enough event cards to complete the mission after playing the three event cards.

Oni Missions

Evaluation (card text: "Move an Oni into your own homezone."): The Oni only has to enter your homezone. The Oni must be moved into your own homezone by the action Oni movement. If a player moves an Oni to a foreign homezone, the mission is not fulfilled. Once a player has completed the mission, they immediately take the card.

Oni Moon (card text: "Conquer the moon's centre with the Oni."): Of course, the centre of the moon must have been conquered beforehand by a player, because Tsukuyumi areas may only be conquered by Oni if they have a player's territory marker. (See p.18 of the basic rules.) The mission can only be fulfilled with the action Oni Conquest, but not with a counterattack or special abilities. Once a player has completed the mission, they immediately take the card.

Neighbour (card text: "Use the Oni to conquer an area adjacent to an enemy homezone."): You will automatically fulfil this mission if you are the first to conquer an area that has a common border with another player's homezone. The area is marked as usual with an Oni territory marker, not with one of your own. The mission can only be fulfilled with the action Oni Conquest and not with a counterattack or special abilities. Once a player has completed the mission, they immediately take the card.

Oni Power Cards

The codex describes these Oni Power Cards. Each one replaces the rule it names for the current round (see Modules, 6 Oni Power Cards).

Agility: In this round, the controlling player may move all Small Oni one area further than their action card dictates. However, BLOCKADES must be considered, unless the Oni is allowed to fly. Card text: "All Small Oni (10 LP) may move +1 area further."

New Strength: The doubled conquest points are awarded to the Oni as both attacker and defender. So if an Oni usually has e.g. 10 conquest points, it has 20 points for all concerns in this round.

At Full Power: This damage will be used almost exclusively in counterattacks with the Counterstrike action. If Oni may cause damage by other means, this additional damage must nevertheless be taken into account.

Assemble the Forces: If the player is allowed to place 2 Oni, they place 3 instead. Note that it is always exactly one more Oni per player. If several players place Oni, each player must place an additional one. Card text: "Place +1 Oni if you have to place Oni (no matter how many)."

Strong Defensive: The player who may choose the counter for Oni may choose a second counterattack and also execute it with the Oni or apply it to the attacker.

Revenge of the Oni: In this round, the Oni do not conquer areas, but attack players' units. The active player must move Oni so that they can attack at least one unit at the end of the movement, if necessary they must even attack their own units. If this is not possible, they must instead move the Oni as far as possible towards units.

To allow the defender(s) to select counterattacks, use the Oni Conquest combat card, but do not place an Oni territory marker, but cause damage according to the applicable rules with their respective damage values. The controlling player decides which player(s) will be attacked. They may divide the damage as usual. The defenders then choose a counterattack from the Oni Conquest combat card.

Legendary Oni

The Skybound: The beating of gigantic wings at dawn are the only witnesses to this ancient Oni.

  • Placement: There is no special rule for placement.
  • Special rules: If the Skybound attacks along with any other Oni, they also use the new Skybound combat card instead of the regular Oni Conquest. The affected area is then devastated and is turned to its back accordingly.

The Defiler: Unlike other Oni, the Defiler has found a new body that is not able to move but is firmly anchored to the moon with tentacles.

  • Placement: The Defiler must always be placed on the centre of the moon.
  • Special rules: As long as the Defiler is in play, all Oni and Tsukuyumi areas are unconquerable for players. The Defiler must be destroyed twice to be removed from the board. It has two sides to represent that.

Three Shadows: The Three Shadows are Oni of modern times, who use the art of deception and treachery for themselves.

  • Placement: Place all three standees in any three areas. They do not have to be placed in Tsukuyumi areas.
  • Special rules: New Oni may be placed in areas with or adjacent to one of the Three Shadows, even if they are not Tsukuyumi areas.

Abyssal (from the Quick Reference Guide):

  • Placement: In any moon area.
  • Special rule: ALWAYS perform an additional Oni conquest in the area with the Abyssal. He may be moved beforehand.

Dark Observer (from the Quick Reference Guide):

  • Placement: In any moon area.
  • Special rule: Oni in the area with Dark Observer do not conquer, but cause damage. Dark Observer will only suffer damage after there is no other Oni in the same area.

Fireborn

Strategy Tips

The basic idea with the Fireborn is to do as much damage as you possibly can.

The positioning of the homezone is very important for you. It must be close enough to other homezones to reach and devastate them, but far enough away so that freshly-placed Fireborn cannot be attacked immediately.

Do not hesitate to devastate areas. It is usually too expensive to leave a Fireborn behind to defend, instead of attacking with it. No one wants to conquer devastated areas, so they do not have to be defended either.

Devastation

To devastate, you must use the appropriate combat card as usual, so that opponents in the area can choose a counterattack. Devastated areas are turned to their back side. Units and markers will stay in place and hence are to be moved to the devastated area, as well as territory markers. Devastation has no effect on units. See also: Devastated Areas, p.10.

Flaming Skin

The damage does not increase if there are several Fireborn in the same area. Only 15 damage points are dealt, but on each opponent separately. It does not matter how many units another player has in the area.

Growth Markers

Each Fireborn is assigned two growth markers. Always use only the one that shows the current level. You can place the marker under or next to the respective unit standee.

Goal of the Fireborn: Old Strenght

This goal is achieved at the end of one of your Red Phases. So if an opponent has a lower initiative, they cannot deny you the mission by conquering territories or killing Fireborn after you had your turn.

It is important to note that although devastated areas are no longer worth victory points, they are still controlled areas and therefore count towards this goal.

Growth or Production

As a Fireborn player you have to decide whether you want to produce new Fireborn or let the existing ones grow. It is not possible to do both at the same time with one action. However, you may grow a Fireborn in the White Phase with 1 production point and recruit new Fireborn in the Green Phase. Action cards with 2 or 4 production points are therefore most attractive to you, as they can pay the costs for one/two Fireborn. With odd production points, points might go unused when you bring a new Fireborn into play. It then might make a lot of sense to grow existing units instead.

Cleansing Fire

The additional damage is added up completely as usual. So if there are two Boarlord, three Cybersamurai and one Oni unit in the area, this counterattack deals 6x5 = 30 damage points. The Fireborn player decides against which player the damage is dealt first. This damage may be combined with the 25 damage points when destroying a Fireborn, but not with Flaming Skin.

Fireborn Standees

  • Atenis: Atenis is always allowed to move two areas at the levels 1-3, even if the movement action of the current phase grants only 1 movement range. Atenis is not allowed to move without a movement action.
  • Tarkos: Tarkos brings an additional combat action in the Red Phase from level 2 an up. This combat action may also be used if the action card does not have a combat action in the Red Phase, but not if the action card has no Red Phase at all. This additional attack must be used in the area where Tarkos stands. All units in the area are participating in the attack, including other Fireborn.
  • Barsum: Barsum is massive, so he may never move 2 areas with a movement action. He may very well use Overwhelm to move twice though.

Children of the Lion

Strategy Tips

The Children of the Lion are all about control of the board. Turning areas and creating new ones to the biggest possible disadvantage for your opponents is your key to your victory. Switching areas may turn worthless areas into tactically important or victory point relevant areas.

Try to protect your Beastmasters. They are simply far too expensive to produce. Try to never have more than one Beastmaster in the same area and always at least one Escort for protection.

Escort

This defence increases the Escort's health points and forces the Escort to be assigned any damage first. If another player is allowed to determine which unit gets damage first, Escort must still be chosen first.

Escorts

If Escorts are in the area where the Children of the Lion take damage, this damage may always be distributed to Escorts first. Even if the opponent is allowed to choose which unit takes the damage first (e.g. in the Kampfgruppe 03 Snipe combat card), you may distribute the damage to Escorts first.

Beastmaster and Beasts

Beasts can only do something useful when the Dominator or a Beastmaster are in the same area. Beastmasters are units with (BM) in front of their names.

If no BM is in the same area, the attack damage and conquest points of the affected Beasts will immediately drop to 10 and they will lose all special features and abilities, such as the Lion's bonus attack.

The second part of the defence refers to Buffalo and Elephant, which may use their abilities after the fight. In order to be allowed to use these, however, no Beastmaster must be present.

Such a Beast may not be moved with the movement action, but it may be moved by event cards or by special actions of other factions, such as the Displacement of the Lords of the Lost Sea or the Boarlords.

As soon as a BM enters the area, the Beast is fully available again. If a BM is killed in battle, the Beast is still fully operational until the end of the battle.

Dominator and Escorts

The Dominator is a special Beastmaster because he cannot be recruited directly. As soon as he is destroyed in a fight, you must replace any Escort standee with the Dominator standee after the fight.

It does not matter where the Dominator was destroyed and where the Escort stands. If there is no Escort unit in the game, you must immediately replace it with the Dominator as soon as you produce a new Escort unit.

Discover New Land

The player is completely free to choose any area he wants to create. For this purpose, they may look through the complete reserve of unused area tiles and select one of their choice.

The new land must be located adjacent to Buffalo/Elephant. Note that this does not automatically mean that they move into that area. The player still has to actively move units into the new area to conquer it, for example. They do not gain control of these territories automatically!

Replace an Area

This ability may change the area type, but all players' markers such as Terraforming, Mines, Eggs, etc. are transferred to the new area. All other markers and properties as well as TERRITORY MARKERS, however, will be removed. This ability has no effect on units. The player may again freely select the new area from the reserve.

Rotate an Area

This rotates all markers on the area tile, so you can also move a BLOCKADE marker out of the way. This ability cannot be applied to moon areas. It can very well, however, be applied to other areas with the Tsukuyumi property.

Goal of the Children of the Lion: The Moon is Ours

It does not matter which four moon areas. If it is the centre, the player additionally receives the victory point in the scoring phase. Note that this goal is meant to be fulfilled at the end of one of YOUR Red Phases, players who come after you cannot deny you this goal.

Lords of the Lost Sea

Search for Home

If none of these units are in the game (any more), you may bring a new unit into play in any area you control. If you no longer have any controlled areas, the new unit can be placed on any area at the edge of the board.

The codex prints this ability starting at "If none of these units..."; the opening sentence that names the units is not in the codex text.

Strategy Tips

Try to position your units well during the White Phase for your faction effects in the Blue Phase. Note that you can only move one area at a time, so the movement in the White Phase has an additional positive effect.

Keep Whale Calves next to larger units so they can protect each other. An opponent must then do at least enough damage to destroy the larger one. And since you as the defender can still decide to distribute the damage to the smaller one first, your opponent must actually pay enough damage to destroy both (if he intends to destroy the larger unit).

With many events you can change the board to your advantage without risking units yourself. Also, try to slow down and limit your opponents so that you can beat them with your abilities. Cleansing is your most important weapon. Use it as often as possible, preferably against several opponents at the same time.

Displacement

No Lords of the Lost Sea unit has to survive for you to use this counterattack.

You decide for each enemy unit to which bordering area it will be moved. Note that no unit may be moved further than 1 area, even if another whale could move it additionally. BLOCKADES must be taken into account, units that ignore BLOCKADES, you may also be displaced via BLOCKADES.

Cleansing

This ability really means ALL markers. All: TERRITORY MARKERS, BLOCKADE markers, Terraformings, Eggs, Mines, radioactivity markers, property markers, negation markers... In short: the area should then be empty of all markers. That is, of course, all except for the Lords of the Lost Sea's own territory markers.

You cannot use this ability to change area types or negate printed area properties.

Production of New Units

The Lords of the Lost Sea have no homezone. New units are therefore placed in an area with Malak, Anik or the Whale King.

Goal of the Lords of the Lost Sea: Cleansing Paradise

If you are allowed to use the Cleansing ability more than once in a round, you may also spread the fulfilment of this goal over several phases. The important thing is that it happens in the same round.

Power of Nature

Although you can only draw a limited number of events, you may then play any number of event cards, not just those you drew with this action. However, when drawing cards, you must choose cards face-down.

To complete the Lords of the Lost Sea mission, you must play the event cards before you count how many event cards you have. Only when you still have four event cards in your possession afterwards, you have completed the mission.

Let Whales Grow

Only Whale Calf can be brought into play as a new unit. All other whales replace units already in play. The Whale Calf can become a Young Whale. So if you want to bring a Young Whale into play, you not only have to pay the production point, you also have to be able to replace a Whale Calf standee in the game.

If you have enough production points to pay for a Whale Calf and the cost of growing it to an older whale, an older unit can come into play without having to replace an existing one.

The Other Factions From Your Perspective

The codex prints the following short views of the other factions. Each block is reproduced in print order; the codex does not restate which faction writes each block.

The other factions from your perspective:

Children of the Lion: They come to rule over our father. They do not know what is expecting them.

Lords of the Lost Sea: They have lost everything. Their hopes are wishes that will never come true. They should just die. Their time is over.

Do not underestimate the power of the Children of the Lion, they can kill a dragon without suffering too many losses. Especially when he is still young.

The Lords of the Lost Sea have no homezone. That is three victory points less for you, but luckily they will not bother you any further. Take care that they do not "clean away" any of your territory markers.

The other factions from your perspective:

Fireborn: Death from above. Not only for us but also for the land that feeds us. Nothing is more honorable than for the clan to pass away in their flames while they are struck to death.

The Children of the Lion can easily counter the Devastation of the Fireborn by replacing devastated areas or simply creating new ones. So as long as the Fireborn do not just ravage your lands, it is a gain for you. Destroying a dragon can be tactically rewarding and can earn a victory point.

Lords of the Lost Sea: Slow creatures. Mutated by the influence of the white dragon. We will dominate these creatures too.

Killing whales is usually too much effort, try not to let them into your areas by cleverly manipulating the board.

The other factions from your perspective:

Fireborn: An anger that even we cannot heal. Those creatures cannot be. They are the doom.

Children of the Lion: They see the paths of nature, but they do not understand them. Where there is freedom with us, there is a imprisonment with them.

Since you do not have a homezone, they probably will not pay you the most attention. With the help of Whalehalla, you may be able to kill a young dragon and gain victory points.

Their strong control over the board can make it easy for them to determine the course you are headed in. If you are going into their territory, choose a way you cannot be locked in.

Quick Reference Guide

Type of area

  • Oceanfloor: No special characteristics.

Area properties

  • Radioactive: All units in this area will be destroyed at the end of a round.
  • Fertile Ground: Is worth 2 victory points for the player who has marked it with a territory marker at the end of the game.
  • Unstable: All events may be played in this area, even if it is occupied.
  • Mountain Range: Attackers need at least x conquest points to be able to conquer the area. Defenders get x as a bonus on conquest points.
  • Riverland (Expansion: After the Moonfall): Grants the player who controls it one additional production point in the Green Phase.
  • Devastated Land (Expansion: After the Moonfall): This area is no longer worth any victory points.
  • Tsukuyumi Area: Oni can be placed in and adjacent to this area.
  • Toxic (Expansion: After the Moonfall): This area is worth no victory points.

Legendary Oni

  • Skybound: Placement: no special rule. Special rule: Destroy the target area instead of conquering it. Use the Skybound combat card.
  • Defiler: Placement: center of the moon. Special rule: As long as the Defiler is in play, Oni areas cannot be conquered. Defiler must be destroyed twice.
  • Three Shadows: Placement: in up to any three areas. Special rule: New Oni may be placed in areas with a Three Shadows or adjacent to them.
  • Abyssal: Placement: In any moon area. Special rule: ALWAYS perform an additional Oni conquest in the area with the Abyssal. He may be moved beforehand.
  • Dark Observer: Placement: In any moon area. Special rule: Oni in the area with Dark Observer do not conquer, but cause damage. Dark Observer will only suffer damage after there is no other Oni in the same area.

Motion effects

  • BLOCKADE: The area cannot be left/entered in this direction.

Victory points

  • Instant victory points, moon: If a player controls the moon centre at the end of a round, they immediately receive 1 victory point.
  • Instant victory points, missions: Once a player fulfills the conditions of a mission, they immediately receive 1 victory point.
  • Instant victory points, faction-specific goals: Once a player meets the conditions of their faction goal, they immediately receive 2 victory points.
  • Instant victory points, destroying Fireborn (Expansion: After the Moonfall): Destroying a Fireborn unit instantly earns 1 victory point each.
  • Other sources: Some factions allow you to gain victory points in other ways. (See faction sheets.)

Victory points at the end of the game

  • Controlled areas: Each area controlled by a player is worth 1 victory point.
  • Controlled fertile ground: Each fertile ground controlled by a player is worth 2 victory points.
  • Initiative placement: The player who takes first place in the initiative order at the end of the game receives 2 additional victory points, the player who takes second place receives 1 additional victory point.
  • Shifting Frontiers: If the homezone is moved, it may not cover another area tile at the new location. You are only allowed to move the homezone one area away. Units and markers are moved as well. BLOCKADES may be ignored when moving the territory markers. If territory markers are already in these areas, territory markers may not be moved into them.
  • Nature on the Move: As always, epic events must also be played out. However, wait until all regular events have been played in initiative order. A player who draws an epic event here must continue to draw and play event cards until he draws a non-epic event.