Tsukuyumi: Full Moon Down
Tsukuyumi: Full Moon Down Rulebook
Table of Contents
Table of Contents
- Introduction
- Game Material
- Quick Start Rules
- Definitions
- Game Setup
- Round of Play
- Actions
- Movement
- Combat
- Sequence of a Battle
- The Oni
- Victory Points
- Goals & Missions
- End of Game
- Scenarios
- 2 Player
- Credits
- Exclusive Content
- Modules
- Alternative Goals — Detailed Explanation
- Starting Advantages — Detailed Explanation
- Event Cards — Detailed Explanation
- Epic Events — Detailed Explanation
- Faction Events — Detailed Explanation
- Oni Power Cards — Detailed Explanation
- Oni Mission Cards — Detailed Explanation
- Legendary Oni
- Behind the Mask
- Overview
Introduction
Why Are There Two Rulebooks?
The TSUKUYUMI rules of play are divided into two books so that you have quick access to the information you need when playing the game. This book explains the basic mechanics, rules of play, game setup and all the rules regarding the Oni and how victory points are calculated. On the back cover of this book, you will find a concise summary of all the essentials.
The other rulebook or "Codex" contains definitions, explanations and detailed gameplay advice, along with descriptions of all the game material. It also includes an index and all the information about the factions and their background stories, as well as their backstory comics.
References to texts in the Codex are suffixed with the initials CX after the page number, e.g. p.16CX.
Game Concept
In TSUKUYUMI – FULL MOON DOWN each player represents a faction fighting for domination in a world threatened by the moon god TSUKUYUMI. You produce units, conquer areas and complete missions on your way to becoming the dominant species in the new world. As well as fighting enemy factions, you must also keep tabs on TSUKUYUMI'S legion of Oni so as not to lose any areas.
Winning the Game
The winner is the player who finishes the game with the most victory points and asserts their dominance in this new era.
Players are awarded victory points for conquering areas, achieving missions and fulfilling their factions' goal.
At the end of each round, the player controlling the Moon is awarded 1 victory point. Points for all other areas are awarded at the end of the game. (See Victory Points.)
End of Game
TSUKUYUMI ends after the 4th round. The winner is the player who has earned the most victory points.
Game Material
- 55 Markers — 15 Unstable, 15 Radioactive, 10 Negation, 15 Tsukuyumi
- 37 Area Tiles (double-sided)
- 13 Blockade/Passage (double-sided)
- 4 Homezones (double-sided) — 1 USS Nomad (Nomads), 1 Nest (Dark Seed), 1 Boarea (Boarlords), 1 Otomo-Core (Cybersamurai)
- 1 Victory Point Board
- 37 Action Cards
- 25 Faction Cards — 4 Nomads Combat Cards, 3 Cybersamurai Combat Cards, 10 Uplink Cards (Cybersamurai), 4 Boarlords Combat Cards, 4 Dark Seed Combat Cards
- 20 Event Cards
- 3 Moon Tile Pieces
- 1 Oni Combat Card
- Initiative Board
- 2 Round Markers for Initiative Board (1 Reserve)
- 21 Oni Miniatures — 9 Small Oni, 7 Medium Oni, 5 Large Oni
- 24 2-Player Cards — 2 Victory Cards per faction, 16 Action Cards
- 4 Faction Sheets (double-sided) — 1 Nomads, 1 Dark Seed, 1 Boarlords, 1 Cybersamurai
- 2 Overview Sheets (double-sided)
- 4 Mission Cards — One per faction
- 35 Terraforming Markers (Boarlords) — 10 Tunnel, 10 Cover, 10 Stronghold, 5 Blockade
- 23 Boarlords Miniatures — 1 Boarmother, 1 Boarmaster, 3 Boarguards, 4 Boarrior, 6 Boarmaiden, 8 Squeaker
- 20 Cybersamurai Miniatures — 6 Attack Drones, 3 Shield Drones, 1 Shogun, 4 Cybersamurai 2.1, 3 Cyberoid, 3 Cybersamurai 2.2
- 24 Stats Sheets (5 per faction + 4 Oni)
- 4 Initiative Markers — One per faction
- 130 Territory Markers — 26 per faction + 26 Oni
- 15 Nomads Miniatures — 2 Stuff Sergeant, 2 Launcher, 5 Privates, 1 Lt. Dan, 1 Squad Leader, 2 Hunter, 2 Dog
- 12 Weapon Markers (Nomads) — 5 Pistols (+10), 5 MGs (+15), 2 Grenades (+25)
- 20 Mines Markers (Nomads)
- 25 Egg Markers (Dark Seed)
- 38 Dark Seed Miniatures — 2 Stinger, 1 Planter, 3 Conqueror, 8 Warrior, 15 Worker, 3 Breeder, 6 Wasp
- 4 Uplink Markers (Cybersamurai) — 2 Rocket Attack (blue and red), 2 Kaneda (blue and red)
Quick Start Rules
To ease you into the game, we recommend that you just read this rulebook to begin with and have a quick go at the first round. Ignore all the special rules for now and just learn the basic mechanisms of the game.
From the second rulebook (Codex), you only need to read:
Faction sheets (p.6CX)
Homezones (p.5CX)
Units (p.4CX)
Skip the rest for the time being, i.e. the area types and the special rules for areas. After your first round, all the other mechanisms and explanations will very quickly make sense and you can add them to the game.
We recommend you leave out the first white phase in the first round and go straight to the blue phase of the game.
Overview of Gameplay
In Tsukuyumi you play four rounds in total, all the time trying to score as many victory points as possible by conquering areas and fulfilling goals and missions. You also have to produce units and move them across the board to conquer areas and/or attack units. In Tsukuyumi – Full Moon Down, an attacker must always decide if they want to either conquer an area OR attack opposing units.
At the beginning of the game, each player is randomly dealt 6 action cards. They choose 1 of the these for the current round and pass the rest to the player on their left. At the beginning of each new round, a new action card is selected from the remaining cards, and then forwarded to the player on the left, so that they may select from these cards in the next round.
Action cards determine the actions possible in a round and are each unique in the combination of actions and special effects they describe. Each action card is included only once in the deck and is placed on a discard pile after use.
The players take turns in order of their initiative, starting with the player at Position 1. A phase is complete when all players have completely finished their turn; the next phase then starts again with the player at the top of the initiative.
Every round begins with the White Phase, where players can use 2 actions of their choice. In the following Blue Phase, the players may use event cards, move up or down in the initiative order and carry out their faction effect. In the Green Phase, players may produce and place new units. The neutral Oni are also placed and moved. The final phase in the round is the Red Phase, in which the players move their units and carry out combat actions with which they can conquer areas and/or destroy enemy units. Please note that some action cards may deviate from this order. What matters is the actions featured on the respective action card.
In battle, the attacker must use a combat action and may then carry out an attack with all units of an area. To do this, they select one of their faction's combat cards, executes its effect, and then hands the card over to the defender. The defender then selects a counterattack of this combat card, as a cost for the attack, so to speak. (See Combat.)
GOLDEN RULE
Faction rules always overwrite card effects!
Faction rules and card effects always overwrite the basic rules listed in these game instructions!
Definitions
Adjacent Area An adjacent area is any area that borders onto one of the six edges of another area.
Event Event cards allow the player to carry out actions such as influencing the board, adding or removing markers, etc. There are no negative events for the active player.
Area Properties Area properties are represented by symbols printed on the area tiles. The basic game includes the area properties radioactivity, unstable and Tsukuyumi area.
Blockades BLOCKADES can appear as markers or as a printed red edge. BLOCKADES prevent all movement across the respective edge, regardless of whether it is a regular movement action, special ability, counterattack, etc. Oni units may not be placed in adjacent area tiles if the respective edge is marked by a red BLOCKADE, players' units may be placed regardless of BLOCKADES.
Markers A marker is a moveable game component that is PLACED FLAT on an area. This includes the territory markers of the different factions and the BLOCKADE markers, as well as faction-specific ones such as the Terraforming markers of the Boarlords, the Dark Seed's Egg markers and the Nomads' Mine markers.
Combat Conquering territories and destroying units both count as combat actions, even if there are no enemy units in the target area when it is conquered. The attacker chooses a combat card which determines their attack. This attack will definitely happen and cannot be prevented. Afterwards, pass on the combat card to any player who controls units in the attacked area. Potential enemies may then choose a counterattack from this combat card, but do not play a combat card of their own. (See Combat.)
Game Setup
1. Moon and Oni Place the moon in the middle of the table. Place 1 randomly selected Oni on each moon area. Then put all the remaining Oni next to the board within easy reach of all players.
Note: We recommend 6 Small Oni, 6 Medium Oni and up to 3 Large Oni as a maximum.
For an easier game experience, you may use less Oni.
2. Board Place all the area tiles randomly or based on scenarios (p.22). Area tiles have two sides. In the core game you only use the colored side without the orange border. The devastated side is only used with the FIREBORN faction (expansion) or the Skybound Oni (exclusive).
The number of players defines the number of area tiles to be laid out in addition to the moon:
| Players | Area Tiles |
|---|---|
| 2 Players | 10 area tiles |
| 3 Players | 21 area tiles |
| 4 Players | 28 area tiles |
| 5 Players | 35 area tiles (expansion) |
| 6 Players | 42 area tiles (expansion) |
3. Marker Reserve Place all the neutral markers next to the board: Radioactivity, Tsukuyumi, BLOCKADE, Unstable and Negation.
4. Events Shuffle all event cards and place them face-down in a stack. Draw the top two cards and place them side-by-side face-up next to the stack.
5. Action Cards Deal each player 6 action cards face-down. Put the rest of the cards in a discard pile. They will no longer be needed in this game.
6. Choosing a Faction (p. 9) Each player chooses a faction and takes the faction sheet and all corresponding game material (as listed in the rule book).
Each player only has as many units etc. as their faction has in game material. If all material is already placed on the board, no more can be produced.
(In the core game) you may choose from:
- Cybersamurai
- Dark Seed
- Nomads
- Boarlords
7. Initiative All players place their factions' initiative markers one after the other on the INITIATIVE BOARD.
The player whose faction has the lowest number in the list below begins. They place their faction's initiative marker in first place; the other players follow accordingly, with the next highest number.
Since Tsukuyumi will contain many more factions in the future, the numbers in the base game are not consistent, because future factions may be positioned between e.g. Dark Seed and Nomads.
- Cybersamurai
- Dark Seed
- Nomads
- Boarlords
8. Stats Sheets All players hand one of their overview cards to each of their opponents and the remainder are put back in the box. The player will also receive one overview card from each of their opponents. The Oni stats sheets are placed next to the board, so all players may reach them as needed.
Further Information on Game Setup
Each player completes steps 9 to 12 one after the other before the next player has their turn. The game starts with the player in the 1st place in the initiative order, followed by 2nd place, and so on.
9. Placing the Homezone Each placer places their faction's homezone. For the complete rules on homezones, check the Codex (p.4CX). The following rules apply when placing your home area.
- The homezone must be placed at the edge of the board.
- Some factions have special rules on placing their homezones and others do not have a homezone at all. If this is the case, you will find the rules on the respective faction sheet.
Freely positionable Homezones In the core game, the homezone of the Dark Seed may be positioned anywhere, i.e. including on top of an area tile that has already been placed, unless another faction has already placed its territory marker there. You cannot place it on any Moon areas.
If an area tile that is already on the board is replaced by a homezone, the area tile is removed from the game. The original area properties no longer apply.
The homezones (of the core game) are:
| Faction | Homezone |
|---|---|
| Cybersamurai | Otomo Core |
| Dark Seed | The Nest (freely positionable) |
| Nomads | USS Nomad |
| Boarlords | Boarea |
10. Determine Starting Areas Each player marks 3 areas with their faction's territory markers in order to determine their starting areas.
- Each starting area must border either onto the player's homezone or another of their starting areas.
- You can only mark adjacent areas as starting areas if there is no BLOCKADE between them.
- Moon areas cannot be used as starting areas.
- Area properties and the special rules for mountain ranges may be ignored when determining starting areas.
- If an area has already been marked with an opponent's territory marker, you cannot choose it as a starting area. Other markers such as Eggs, Mines, etc. do not prevent you from marking the space as your starting area.
11. Starting Units Each player distributes their starting units across their homezone and/or starting areas however they like.
The starting units can be found on the faction sheets of your factions.
12. Combat Cards & Special Material Each player lays their faction's combat cards face-up next to their faction sheet.
Some factions also have special cards, such as unit cards or other special material like Terraformings, Weapons, Eggs, Mines, etc.
To find out how to use these materials, see the respective faction sheet. For more on this, see p.5CX.
The rules and deviations for a 2-player game can be found on p.24.
13. Missions and Goals Note: Leave this out in your first game.
Each player reads the faction goal on their faction sheet out loud.
Then, everyone places the mission card of their faction face-up next to the victory point board and reads it out loud.
For more on goals and missions, see p.21.
The Factions
CYBERSAMURAI (Initiative 1) The Cybersamurai are a high-tech military force. Led by the artificially intelligent being Amaterasu, they develop new technologies designed to foil the plans of their adversaries. They can, for instance, block lines of approach and shut down units using targeted orbital lasers. The Cybersamurai can counter any plan. (Complexity: high)
DARK SEED (Initiative 2) The board is teeming with this unstoppable swarm of insects. There is no escaping them. What their units lack in robustness, they make up for in numbers. When insects die, they always leave eggs behind and a new cohort of the swarm hatches out. Winning a battle against the Dark Seed never keeps them at bay for long. (Complexity: high)
NOMADS (Initiative 8) For the Nomads, high-speed guerrilla warfare is the strategy of choice. With their weapons they can wreak destruction on a large scale, and led by Lt. Dan, they can move faster across the board than any other faction. Their Stuff Sergeants lay mines to safeguard key positions. (Complexity: medium)
BOARLORDS (Initiative 13) These highly evolved descendants of wild boars shape the land according to their desires. They entrench themselves in defended positions and build tunnels to connect areas with each other. The Boarlords slowly but steadily build up impenetrable strongholds. Their tenacious units are able to capture more and more areas. (Complexity: medium)
Round of Play
Each round consists of three steps:
>> 1. Select Action Card Each player selects 1 of their action cards. The action symbols on the card show which actions the player may execute during the round.
>> 2. Execute Action In the order of the initiative, units are produced, areas are conquered and/or enemies are battled.
>> 3. End of Round/Scoring Effects that take place at the end of a round are executed. If the agreed number of rounds (usually 4 rounds) has been played, the game ends and the winner is announced (see ENDING THE GAME, p. 21).
If the game is not over, an intermediate score is calculated. Each player informs the others of their current victory points. The new round begins by choosing a new action card.
Sequence
The initiative board indicates the order in which the players play out the actions in a phase. A phase is always begun by the player in 1st place and ended by the player in last place.
Once a player has finished their turn during a phase, their initiative marker is turned over (from dark to light or from light to dark). Once all players' markers have finally been turned over, the phase is finished.
At the start and end of a phase, all initiative markers must show the same side. It does not matter if all are dark or all are light.
1. Select Action Card
Each player selects one of their action cards. The icons on the action cards indicate which actions the player may perform during the round. Players put their selected cards with the white phase up in front of them. Only after each player has executed their white phase, all players flip their selected cards at the same time and see each others blue, green and red phases.
The remaining action cards are dealt face down to the player on the left.
These cards have no further function in the current round, but are used again at the beginning of the next round to select the action card. If it is the last round, these cards are discarded instead.
2. Execute Actions
Each phase is played in the order of the initiative markers. Always carry out all desired or obligatory actions of a phase before proceeding to the next phase (see diagram).
The execution starts with 1. white, followed by 2. blue, 3. green and 4. red. The white phase can be found on the back of the action cards and is the same on each card.
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The actions of a phase can be played in any order.
IMPORTANT: Movement must be played before Combat in the Red Phase. This is indicated with an arrow symbol on the cards. Once a combat card has been played, units may no longer move through the movement action granted by the action card, even if they still haven't moved before combat. Exception: Special rules.
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Most actions are optional and do not have to be executed. The player may at any time refrain from using one or more actions on his action card. A player may also only use parts of an action (quantity) e.g. play only 2 events even though the action allows to play 3. IMPORTANT: Oni Conquest and Oni Placement HAVE TO BE executed.
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Each player first performs all (desired) actions of the phase on his action card before it is the next player's turn.
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No action symbols can be kept for a later round or turns. Unused action symbols expire.
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Once all players have completed all desired actions on their action cards, the action cards are discarded and removed from play. Only then new action cards are selected.
1. WHITE PHASE: All players may perform two of the listed actions in order of initiative. Players have to chose two different actions.
The colored border around action symbols indicates, in which phase (blue, green, red) the respective action is usually executed. Each symbol can appear in each of the phases. The phase in which the symbol is shown on the action card dictates in which phase this action has to be executed.
2. BLUE/GREEN/RED PHASE: All players perform their blue, green and red phase actions.
Note: Each action card is treated as if it has all phases. For better clarity, only the phases that include actions are indicated on the action card. Each player has their turn each phase, even if they only flip their initiative marker. If areas (e.g. river lands in After the Moonfall), units (e.g. Breeder, Drachentöter) or other effects grant additional action symbols, these may be executed in the respective phase, even if it is not specifically depicted on the action card. Bonuses that improve actions (e.g. additinal movement through Lt. Dan) only improve actions but do not grant the action symbol, if it isn't indicated on an action card.
Quantities
If actions specify a number in a circle, this is the quantity in which the action may be executed. For example, a 3 next to the Combat symbol means, the player may execute 3 combat actions. A 2 next to Movement means that all units may move up to 2 areas, etc. For more on this, see p.14ff
3. End of Round/Scoring
There are several effects, which are activated at the end of a round. The following sequence defines in which order these effects are executed. Always proceed in initiative order.
1. Faction-specific effects: Faction-specific rules that take effect at the end of a round are now executed. 2. Scoring the center of the moon: If a player has conquered the center of the moon and is controlling it at the end of the round (they have a territory marker placed there), they may place a territory marker on the victory point board. This territory marker is worth 1 victory point at the end of the game. 3. Neutral effects: Area effects that take place at the end of the round such as radioactivity take effects now.
Important! If you have reached the end of the 4th round, it is time for the final scoring (see END OF THE GAME, p.21).
In the scoring phase, not very many victory points are granted. Counting each player's victory points serves as an overview on how many points each player would have, if it was the end of the game. Because of this, you should count victory points as if it was the end of the game. This is explained on p.20 VICTORY POINTS. Each player states their victory point score.
REMINDER: FACTION GOALS/MISSIONS Fulfilling a goal or a mission grants permanent victory points. These victory points are scored right away, as soon as the requirements are met. Place the respective territory markers on the victory point board.
Actions
The actions of a phase may be played in any order! EXCEPTION: movement before combat!
All actions are optional and do not have to be executed! EXCEPTION: the action Placing Oni/Oni Conquest MUST be executed!
Faction Effect
This action can be used differently by each player, depending on their faction. On their faction sheet each player will find an explanation marked with Faction Effect, which is the faction-specific action. Executing the faction effect is not bound to a specific phase but to the action symbol shown on the action card. The blue marking is only an indication that the faction effect usually takes place in the blue phase, but there can be exceptions.
Example: During the Faction Effect action, the Nomads can produce all free weapons used and either lay down a mine with each Stuff Sergeant or be immune to radioactivity for one round.
Drawing and Playing Events (p.9 CX)
The player may draw (x) event cards. These can be chosen either from the face-down pile in the stack or from cards already turned face-up. After a card is drawn from the face-up pile, a new card is placed face-up immediately.
Additionally the player may play (x) event cards. These can be either the event cards just drawn or cards collected in earlier rounds.
Events can usually be used on in any area, unless the event card specifies a constraint. Unstable can cancel some of these constraints.
Example: Jasmin may draw and play 2 event cards. She already has 1 event from a previous round. She takes a face-up event, immediately places a new face-up event afterwards and then decides to take a face-down card from the draw pile as a second event. Now she has a total of 3 events to choose from and can play 2 of them.
Changing the Initiative
The active player climbs up or down the specified number (x) of places in the order of initiative and may place their initiative marker further up or down. The displaced player's/all displaced players' initiative marker is/are moved in direction 1 or 6. The order of the other players to each other must not change.
Make sure that the player turns their marker directly to the other side to indicate that it was their turn! Of course they can still play their other actions of the active phase, even if his marker is already reversed.
Through changing the initiative order, a player's turn can never be skipped. After any player's turn, the initiative board is checked from left to right. The player with the topmost marker that hasn't yet had their turn proceeds.
Example 1: Marcela (Boarlords) has finished her blue phase and has already turned her marker to the dark side. Till (Nomads) however may change his initiative by 1 place, so that he pushes Marcelas Marker to place 2 and puts his marker in the first place instead. Kai (Dark Seed) has the next active marker in the game after the end of Till's action and becomes the next active player. Regina (Cybersamurai) finishes the round in 4th place.
Example 2: If Till (Nomads) had climbed down in the initiative, Marcela (Boarlords) would have remained unchanged at 1. place instead, but Kai would have risen to second place. Again, he has the highest active marker in the game, so it is his turn next. Only in the next phase the order changes and it actually is Kai's turn before Till's, because he now has second place.
Production
The player may bring new units, weapons, equipment, upgrades, etc. to a value of (x) production points into play.
You can find the production costs for all the game elements for each faction on the respective faction sheet.
Each player may only produce as many units etc. as they have miniatures/tokens. When all material has been produced, no more can be added.
Example 1: Maxine plays the Boarlords and can now produce units to a value of 3 production points or improve existing units, because this is a special function of her faction. She therefore first buys a Squeaker for 1 production point and places it next to her homezone. For the remaining 2 she upgrades a second Squeaker to a Boarguard.
Example 2: Ric wants to spend 2 with the Cybersamurai and therefore decides to place a Cybersamurai 2.1 for 1 next to his homezone and then to activate an Uplink for 1. Activate an Uplink for 1 by playing it face up in front of him.
RULES ON PRODUCTION
The following rules generally apply during production:
- New units must always be placed in the faction's homezone or in adjacent area tiles. BLOCKADES may be ignored, so that you can always bring new units into the game, even if your homezone would be surrounded by BLOCKADES. Note that this only applies to placing new units but not to moving to or from the homezone.
- Units may be upgraded in the same turn they are produced, regardless of their position on the board.
- If a faction has an exception to this rule, you will find this information on the respective faction sheet.
- Unused production points expire at the end of the action.
- The number of production points for units or other elements must be provided all at once and cannot be collected or saved up over several actions/phases.
Placing Oni (P.18)
This action must be used if it is listed on the action card!
The player places any (x) Oni units from the supply on the board.
New Oni are placed in or adjacent to Oni areas or Tsukuyumi areas according to the rules. BLOCKADES must be taken into account!
Example: Benni must place 2 Oni. He selects 2 Medium Oni and places 1 of them on the Moon. He places the second one next to an area conquered by the Oni.
Oni Conquest (p.18)
This action must be used if it is listed on the action card!
The player executes (x) Oni conquests. They select any number of Oni units in one single area. The player must conquer this area or an adjacent one with these Oni. Use the Oni Conquest combat card for this.
To attack an adjacent area, the player may first move the Oni 1 area. BLOCKADES must be considered when doing so, unless the Oni unit chosen is flying. The selected Oni can also be divided up and moved into different areas.
For further explanations, see THE ONI, Movement and Combat for Oni, p.19.
Example: It's Kai's turn to control the Oni. He selects an area with 4 Oni. He leaves 1 of them where it is and moves each of the other 3 to a different adjacent area. Finally, he lets 1 of them execute a conquest before placing an Oni territory marker in the conquered area.
Movement (P.14)
The player may move each of their units on the board up to (x) areas. Consider BLOCKADES.
You may always move all, i.e. every unit, regardless of whether they are in the same or in different areas. You may move all your units independently of each other, move them less far or even leave them in place.
Example: Rolf is allowed to move each unit up to two areas. He leaves two of them in place and moves three more units by one area. He moves his remaining units two areas.
Combat Action (p.15)
The player may execute (x) combat actions in an area with their own units in order to conquer the area (with or without enemy units in it) or to attack enemy units (also Oni). They can choose from their faction-specific combat cards. The exact effect of the card is explained in the text on the card.
Any number of combat actions may be performed per area, as long as one action is spent for each attack. For further explanations see COMBAT (p.15).
Example: Till has a total of 2 Combat available. He decides to play the combat card "Annihilation" in an area to destroy the enemy units there. After the battle is over, he uses the "Conquest" card to conquer the same area without resistance. Every attack costs him 1 each.
Movement
Reminder: A player may move each unit independently of the other units. They may move them less than the maximum distance or even leave them where they are. It does not matter if all the units are in the same area or if they are in different areas.
Fundamental Rules of Movement
Units can not be moved over BLOCKADES (red sides) from either side. Units can never leave the board, even if they have enough movement to bridge/fly over a "gap" (B2).
Even if units move several areas, they enter each area individually one after the other. Effects and enemy units must therefore be taken into account in all individual areas through which a unit passes on its way.
Units with the flying characteristic can ignore BLOCKADES and may move past them.
If units posses characteristics or abilities which affect their movement (e.g. flying, additional movement), they may use this ability any time they get to move. It doesn't matter whether the movement was granted through an action, a counterattack or a special effect.
- Units in the area A3 can move into any adjacent areas except B1, because there is a BLOCKADE in the way.
- Area A1 can ONLY be entered and/or left from/to A3.
- A unit in A4 can not move via B2 to reach B4 because B2 is not part of the board.
Restricted Movement
Through effects like turning an area or placing BLOCKADES or through the clever use of special abilities (e.g. the Boarlords' Terraformings, the Cybersamurai's Rocket Attack) units may be locked in an area. Units that are locked in this way can NOT be removed from the game but must remain on the board until the are eliminated or able to overcome the situation.
Units that are affected by the events »Oil!« or »Storm« can not move during this turn (neither through special effects, counterattacks nor any other means).
Moving and Opponents
In TSUKUYUMI, when units are are in the same area as enemy units, it does not automatically mean that these units will engage in combat. To do that, a combat action has to be used. Units may move freely into an area with enemy units or leave that area, regardless of who controls this area.
However, if a player wants to move their units THROUGH an area with enemy units (with a movement action of 2 or more), the following rules apply:
The total strength of the units that want to move through an area has to be at least as high as the total strength of the units of each opponent who has units in this area. To determine the total strength of a player, add up the strength of each unit: Units with a triangular base have a strength of 1, units with a round base have a strength of 2 and units with a square base have a strength of 4. If the active player's units have a total strength of as least as much as the strongest opponent's units, they may move their units through the area.
STRENGTH 1 (triangular base) · STRENGTH 2 (round base) · STRENGTH 4 (square base)
When adding up the strength, all units are taken into consideration, even if they only entered the area this turn or are leaving the area again right away.
Flying units ignore enemy units when moving, but their strength may be added to the total strength when determining whether units may move through an area.
Units do not have to come from the same area and may move to different areas after they have moved through an area with enemy units. What matters is the total strength at the moment of passage. As long as a player can accumulate enough total strength, their units may move freely and independently from each other.
Example. The Boarlords have movement 2 and want to move from A through B to C. They have a total strength of 4. They move to B, where the Nomads have a strength of 2 while the Dark Seed have a strenght of 3. Since the Boarlords have a higher total strength than each of their opponents, they can move through the area to C.
Combat
To conquer areas or cause damage to enemy units you have to execute combat actions (p.13)
Each combat action uses up 1 Combat symbol from the action card.
The attacker can either CONQUER AN AREA or ATTACK ENEMY UNITS or use any special faction combat card. Only a small number of combat cards allow both at the same time.
As the active player, you are automatically the attacker in your own battles.
If you are attacked or involved in a battle, you are automatically the defender.
A player must have at least 1 unit in an area in order to initiate a battle or be involved in one as a defender.
In order to execute a combat action, the attacker plays a combat card of their choice and follows the instructions on it. The effect of the card is automatically executed in its entirety unless the attacker does not want to use it or only wants to use parts of it.
If there are defenders present, each of them awaits the attacker's action, then chooses a counterattack from this card as the cost for the active player afterwards.
Combat Cards
Combat cards represent special attacks of the factions, with which they conquer territories, attack units, or carry out special attacks. Some combat cards can only be used if enemy units are in the same area, others if no enemies are present.
When and how a card may be used can be found on the respective combat card.
Each faction has one combat card, which may only be used once per round. All other combat cards can be used as often as you like and are not spent. They are always returned to the attacker. Combat cards cannot be swapped.
For a more detailed description of combat cards, see p.12CX.
Card anatomy: Card type · Name of the combat card · Type of combat (attacker's relevant value) · Defender's relevant value · Effect for the attacker · Selectable counterattacks for defenders
Card Types (Symbols)
- Annihilation
- Special Attack
- Conquest
- Once per Round (Special)
Sequence of a Battle
- Spend Combat Action
- Attacker Selects Combat Card
- Attacker Executes Action/Assigns Damage
- Defender Selects Counterattack/Assigns Damage
- Remove Casualties
- Return Card to Attacker
Attack
The attacker chooses a combat card of his faction and executes its attack effect. The effect takes place in any case and cannot be prevented or influenced by the defender.
Counterattack (p.14-15CX)
If enemies are in the same area, all defenders may choose one counterattack of the combat card each. If there is no defender, no counterattack is chosen.
If there are several defenders because more than one player has units in the contested area, the defenders choose their respective counterattacks in initiative order, it may also be the same counterattack. When choosing counterattacks, Oni always choose last.
Note: There are counterattacks that take place either before or at the same time as the effect of the battle card.
Casualties from all sides are only removed at the very end of the battle, after all effects and counterattacks have been implemented in full, especially if the defender wants to inflict damage as counterattack.
Counterattacks take place even if all of the defender's units have been destroyed in that very attack.
A counterattack can also be used against another defender, e.g. damage to units.
You can find a list of all counterattacks with explanations on p. 14-15CX.
Example: Two players are involved as defenders in a battle. Each chooses a counterattack: Markus chooses Counterstrike as his counterattack and causes 30 damage points to the attacker, costing them 2 units. Sabrina chooses Retreat and moves her (surviving) units out of the area.
Only the attacker plays a combat card!
The defender chooses a counterattack from THAT selected combat card.
The active player may attack the same area as many times as they like, provided they can afford one combat action each!
In the red phase, the action MOVEMENT can only be executed BEFORE the first combat action (assuming the player is able to execute this action). Once combat cards have been played, units CAN NO LONGER move unless a special rule allows them to.
Conquering Areas: Conquest
If a battle card allows the combat type CONQUEST, the mechanics follow these rules:
A Conquest is necessary to mark an area with a territory marker and to receive the associated victory points at the end of the game. If there is already an enemy territory marker in the area, it must be replaced after a successful conquest and returned to its owner. There can only be 1 territory marker in an area at any time.
Essential for conquest is the conquest value of the deployed units (the number most left on the stats sheet indicated with a triangle). If the sum of all conquest points is equal to or greater than that of the defender, the attacker may conquer the area and place a territory marker. If there are no defending units, the conquest value of an area is 0 (exception: mountain ranges). If at the time of a conquest there is already an enemy territory marker in this area, you return this territory marker to its owner. He has lost the area and no longer controls it.
If there are no enemy units in an area, the effect CONQUEST automatically leads to conquest of the unoccupied area. No counterattack is played.
If there is one or more defenders, the attacker only conquers the area if their units have as many or more conquest points as the defenders individually. The defenders do not add up their conquest points.
Example: Kai (Boarlords) has 15 conquest points as attacker, the two defenders Markus (Nomads) and Sabrina (Dark Seed) have 15 and 5 conquest points respectively. Therefore, Kai as the attacker has enough (a tie is all it takes!) to mark the area with a territory marker.
Attacking Units: Annihilation
If a combat card, a special rule or one faction effect allows to CAUSE DAMAGE or ANNIHILATION the mechanics always follow these rules:
ANNIHILATION can only be used in areas where enemy units are present. The attacker uses their units and/or other faction-specific special abilities to cause damage to enemy units in the area.
The attack damage value is the right most number on the stats sheets indicated with an arrow.
The damage points from all eligible sources of a player are added up and added as total damage to the opposing units.
An area can never be conquered or an enemy territory marker can never be removed through annihilation.
Example: Oli (Nomads) attacks Philip's (Dark Seed) and André's (Boarlords) units. He calculates a total damage of 40 for all his units and weapons used in this area, splitting the damage points and dealing 10 damage points to Philip and 30 to André.
Multiple Player Units in the Same Battle
If there are several players who have units in an area, when the attacker plays ANNIHILATION, the attacker may decide which player(s) will suffer from the dealt damage. This means that they are allowed to divide the damage between several enemies.
Important: The attacker determines the assigned damage and may determine the players affected, but not specifically the units that are to receive the damage. Only the defender decides that.
Deciding on Affected Units
The player affected by the damage may determine which of his units will suffer the damage points. They do not have to choose a unit that would be destroyed by this, but may also choose one that can »absorb« the damage, i.e. has more health points than they suffer damage (see Health Points). This way you can hide weaker units behind tougher units.
Once the defender has determined a unit, all damage points must first be applied in full to that unit. Damage cannot be split onto several units beforehand.
Damage to Units: Health Points
When damage points are equal to or higher than a unit's health points, the unit is destroyed and must be removed. If there are any damage points left, the defender must select another unit to take the remaining damage, and so on.
If the damage/remaining damage is less than the health of a unit, the remaining damage expires. It is not saved or distributed to weaker units. Damage is never transferred to the next turn or round and cannot be added up over time.
Example 1: Till (Cybersamurai) deals 40 damage points to Jasmin's (Boarlords) units. The Boarmaster has 30 health points and she selects him to take the damage. He will be destroyed. She must now select another unit to take the remaining 10 damage points. Since the 10 damage points are below both the Boarmother's (25) and the Boarguard's (20) health points, the rest of the damage is ignored.
Example 2: Maxine (Nomads) has two units to choose from to take 10 damage points. She chooses Lt. Dan with 15 health points, of course, so that nothing happens and the damage lapses without effect.
Destroyed Units
Destroyed units are removed from the board. The production action can be used to bring these units back into the game an unlimited number of times.
Diagram of Damage Assignment
- Determining total damage
- Defender chooses ONE affected unit
- Branch: Damage is the same as or greater than health points → Unit is destroyed → Are there leftover damage points? → (if yes, back to "Defender chooses ONE affected unit")
- Branch: Damage is less than health points → No effect
The Oni
Oni are controlled exclusively by the players and are a neutral faction. New Oni units are placed on the board through the Placing Oni action. Oni units always move and attack during the Oni Conquest.
Players Control the Oni
The Oni are entirely moved and controlled by the players. Even if the action cards dictate placement or conquests, the players themselves decide where and which Oni are used.
One thing has to be taken into account: a player's faction abilities are irrelevant when that player is controlling the Oni! Oni can not use any attacks, special abilities, properties, protection values or defence effects associated with factions. They have their own combat card.
Placing Oni
The active player must place the specified number (x) of Oni units from the supply on the board.
Oni do not have production costs. A player may always choose and place (x) Oni. The player is completely free to choose which Oni they would like to place and where to place them. There are no restrictions in choosing Oni.
Oni may be placed in areas with the Tsukuyumi property or in Oni territories. They may also be placed adjacent to areas with the Tsukuyumi property or to Oni territories. When placing new Oni, BLOCKADES must be taken into account. An adjacent placement is not possible if there is a BLOCKADE in the way.
If several Oni units have to be placed, they may be distributed to different area tiles.
If there are no more Oni in the reserve, you have to execute the action Oni Conquest instead. If you can place at least 1 Oni, no Oni conquest will be executed. The combat action may only be used once, even if several Oni should have been placed. This effect is not triggered by the counterattack 5 | Where there is one... in the Oni Conquest combat card.
Oni Conquest
The active player MUST execute (X) Conquests with Oni units.
To do this, they select any number of Oni from a single area. They may move them one area. Afterwards, Oni Conquest must be executed. The movement does not have to be carried out.
When moving (see Move Oni) the Oni may be split, but after that the player may conquer only one area. They may decide whether to conquer one of the areas Oni were just moved to or the original area as long as there is at least one previously activated Oni in it.
Oni use their own specific combat card Oni Conquest. This card may also be played, if the Oni have less conquest points than the defender of an area. Fighting with Oni units follows the regular rules of combat and ALL Oni in the area (whether they have already been there or have just been moved there) take part in this conquest as attackers (see Combat Action p.15ff).
Oni do not conquer moon areas or areas with the property Tsukuyumi, unless they contain players' territory markers (i.e. they were previously conquered by players). Oni will not conquer areas with Oni territory markers in them. Whenever Oni reconquer a Tsukuyumi area, the player's territory marker is removed. No Oni territory marker is placed.
For every Oni attack on the action card, a valid Oni conquest MUST be executed, even if it is to the active player's disadvantage. A valid Oni conquest means, that the Oni attack an area that qualifies for their conquest (it can not be a Tsukuyumi area or an area that already has an Oni territory marker). If a player cannot move a single Oni so that they may perform a legal conquest, they may move up to 3 Oni (of their choice) by 1 area instead and end their action.
If a player has to execute several Oni conquests, they are treated just like players' combat actions: First, Oni from (x) areas may move up to 1 area. After finishing the movements, (x) conquests are executed.
Move Oni
The active player may move every Oni in their chosen area into an adjacent area, but must take BLOCKADES into account. Oni can be moved into both occupied and unoccupied areas.
Important: The Oni movement is an additional action and does not depend on the movement action and range of the controlling player!
If there are several Oni in the area selected by the active player, the player may divide them during the movement and move them into different areas.
Movement of Oni units is subject to the same rules as movement of players' units. Some scenarios and effects can influence the movement range for Oni; these also follow applicable movement rules.
Oni as Attacker
The Oni have their own combat card ONI CONQUEST, which must be used. Defenders choose their counterattacks from this card.
Attention! By default, Oni do not inflict damage on other units.
If the area under attack contains players' units, EACH of these players chooses THEIR OWN counterattack, in the order of the initiative. They may choose the same counterattacks.
If Oni units suffer damage through a counterattack, the active player decides how the damage is assigned to the different Oni units in the same way as they would do with their own units.
Players may also use Oni to attack their own territories and then select a counterattack on the Oni combat card as usual when their own units are present.
The active player my deliberately attack an area with their own units in it, in order to conquer it through the counterattack Hold Your Ground, as long as they have more conquest points than the Oni units.
Oni as Defender
If Oni units are attacked or if Oni are in an area that is attacked by a player, the Oni also choose a counterattack. To determine their counterattack, the attacker gives their combat card to the player in the last place of the initiative. If it is the player themselves, they give the combat card to the player in the second to last place of the initiative.
This player then chooses the counterattack for the Oni. The counterattack is executed with the values of the Oni involved. If a counterattack is describing an effect that cannot be applied to the Oni, this counter cannot be selected.
Important! Oni can NOT CHOOSE the counterattack Defense Action and Protection.
Destroy Oni
If Oni are destroyed or removed by damage or other effects, they are always returned to the Oni reserve. They can come back into play in future placings at any time.
If you want to count destroyed Oni, for example to complete missions or goals, you can use the Oni territory markers as counting markers and put them back when the goal/mission has been completed.
Initiative of the Oni
For everything concerning the order of play, the Oni always have the lowest initiative. This does not influence the determination of who controls the Oni.
Oni Areas
ONI ARE IMMUNE TO RADIOACTIVITY!
In TSUKUYUMI there are three types of areas that correlate particularly with the Oni: Moon areas, Oni territories and areas with the property Tsukuyumi. The complete moon automatically has the property Tsukuyumi from the beginning of the game.
Events can also give other areas the Tsukuyumi property. However, Tsukuyumi areas never count as Oni territories, when it comes to the definition of Oni territories, even though Oni units may be placed in or adjacent to those areas.
Moon areas and other Tsukuyumi areas can lose the property Tsukuyumi through events.
Oni territories are clearly identifiable by a territory marker and were therefore conquered by the Oni.
Note: When players conquer Oni territories, they exchange the territory marker as usual. However, when players conquer Tsukuyumi areas, the Tsukuyumi property remains the same, as with radioactive areas. Therefore, the moon areas can be conquered regularly, but retain the property Tsukuyumi.
Legendary Oni
Some Oni bear ancient and honorable names and have special abilities that take precedence over the general rules. Unless otherwise stated, when placing Oni, players may also place available, legendary Oni of their choice. But: there can only be one legendary Oni on the board at a time. Their special rules then take effect immediately and automatically.
If these legendary Oni are destroyed or otherwise taken off the board, their special rules no longer apply, but of course you can place them again later on.
You can find all the legendary Oni on p.36.
Legendary Oni are optional and all players should agree on their use..
Victory Points
Players can receive victory points in different ways. We distinguish between two types of victory points: the dark permanent victory points and the light victory points at the end of the game.
Permanent Victory Points
Such victory points are collected in the form of territory markers on the victory point board. Once a player has fulfilled a condition, they place the respective number of victory points on the board. These victory points are counted at the end of the game but differ from the other kind of victory points, as they are permanent and can't be taken away.
Permanent victory points are obtained as follows:
MOON (1) If a player controls the centre of the moon at the end of a round (they have a territory marker in it), they may place 1 territory marker on the victory point board during the scoring phase of a round. This territory marker counts as 1 victory point at the end of the game.
MISSION (1) Once a player fulfills the condition of a mission, they may place a territory marker on the mission card. This territory marker counts as one victory point at the end of the game. (See Missions, p.21)
FACTION-SPECIFIC GOAL (2) As soon as a player meets the condition of his faction-specific goal, they may place two territory markers on the victory point board. These territory markers count as two additional victory points at the end of the game. (See p.21)
DESTROY FIREBORN (FIREBORN EXPANSION) (1) Whoever destroys a Fireborn unit is granted one victory point. Place a territory marker on the victory point board. This does not apply if the unit was destroyed by Oni or an event card.
Victory Points at the End of the Game
These victory points are not counted until the end of the game in the final score. They are not marked on the victory point board, but are points in the making. In the scoring phase, these are therefore only "counted" for the sake of the current overview. These points never add up over several rounds, so that only the final score at the end of the game is actually counted.
CONTROLLED AREAS (1) Each area controlled by a player is worth 1 victory point. An area is considered controlled if it contains a territory marker. Units themselves do not control areas. The area type e.g. moon areas is not relevant for the scoring of victory points.
CONTROLLED FERTILE GROUND (2) See Controlled Areas, except that these areas are worth 2 victory points each instead of 1.
INITIATIVE PLACEMENT (2/1) 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.
OTHER SOURCES Some factions allow you to gain victory points in other ways. The victory points from these fraction-specific sources are also taken into account.
Goals & Missions
In addition to conquering territories, players can earn victory points for the final score at any time by completing missions and their faction-specific goal. The public missions depend on the factions involved in the game. At the beginning of the game, the goals and missions should be read out loud.
Missions
Each faction brings a public mission into play, which every player can fulfil at any time. The completion of each mission is indicated on the mission card.
As soon as a player completes a mission, they put one of their territory markers on the card. These victory points will be counted for the final score.
Each player can score the victory points for the completion of a mission only once, even if they could complete it several times. Even missions that have already been completed by another player may still be completed. The player simply adds their territory marker to the card.
Example mission card — Geo Tagging: Control 1 fertile ground, 1 mountain range and 1 regular area. (1 victory point)
Example goal card — Goal: GPS Mapping: Control an area of each type (mountain range, fertile ground, Tsukuyumi area and regular area). (2 victory points)
Faction-specific Goals
Unlike missions, the goals are faction-specific and can only be fulfilled by the respective player. Each player can only fulfil their goal once.
As soon as they have fulfilled their goal, they place the respective number of territory markers on the victory point board.
Victory point board with territory markers as victory points
Note, that there is a difference between Oni units and enemy units when it comes to missions and goals. Oni units are neutral units. If a mission, card or goal refers to enemy units, it means units from other factions. This does not include Oni units.
End of Game
At the end of the red phase of the 4th round, the game ends with the last scoring phase: the final score.
Final Score
Add up all victory points at the end of the game, i.e. all controlled areas, fertile grounds, as well as the initiative placement and other sources of victory points. Then add all instant victory points from the victory point board and mission cards. The player with the most victory points wins. In the event of a tie, the player who is placed higher in the initiative wins.
Alternative Game Modes
Shorter or Longer Game Players can also agree on a Fast Game with 3 rounds (approx. 2h) or an Epic Game with 5 rounds (4h+).
Supremacy As soon as one of the players has reached a fixed number of victory points that has been agreed on at the beginning of the game (e.g. 15, 20, 25 VP), the game ends immediately. This player is automatically the winner.
Note that victory points at the end of the game must of course also be taken into account here. You win as soon as you have the necessary amount of victory points.
Scenarios
Scenarios describe a given setup of the board that changes the regular rules for the game setup. Some scenarios require special area tiles and goal cards, which must be selected before being laid out. Grey area tiles are random or arbitrarily selected tiles, and do not represent a specific area type.
All special rules that apply to a particular scenario are explained next to the scenario setup.
Exploration (3-5 Players)
Area Tiles: 21/28/35
Special Rules
- No faction-specific goals
- Only use the exact number of fertile ground tiles (green) shown in the diagram. The rest will not be used.
Spreading out fast will bring us victory. Our explorers test the trails and our army then takes the land. We've already seen our enemies, but we simply have to be quicker or strike hard before they take what is ours.
(Board layout: the moon at the center with area clusters branching off, sized differently for 3, 4, and 5 players.)
Control (3 Players)
Area Tiles: 21
Special Rules
- Each player must start in one of the area clusters. You cannot place your homezone adjacent to the moon.
- Only use the exact number of fertile ground tiles (green) shown in the diagram.
We must determine what lies behind this mountain range: new land or new enemies? In any case, sitting around doesn't help us. If this is our fate, then we meet it now. We will prove ourselves and, if necessary, wipe out our opponents if they challenge us and threaten to take our land.
(Board layout: the moon at the center with three symmetric area clusters, one per player.)
Pacific Standoff (3 Players)
Area Tiles: 21
Special Rules
- Take into account that you cannot fly/jump over the holes!
- Each player must place their homezone at A, B, or C.
- The space marked with (X) must stay free of homezones.
Resources are becoming scarce. Soon, winter is coming and beside us there are two rivals who also hope to profit from the scarce reserves. Waiting and bunkering could be a possibility, but if we misjudge, this could be our end...
(Board layout: the moon at the center with three starting positions A, C, B and an empty hole marked X, labeled "X = Empty without area tile".)
Spoiled Earth (4 Players)
Area Tiles: 28
Special Rules
- Take into account that you cannot fly/jump over the holes!
- Homezones can not be placed into the holes (X)
The earth's crust has disintegrated in many places, huge cracks and holes open up, in many places the interior of the earth protrudes. The little land that can still be utilized becomes all the more valuable and our opponents have recognized this opportunity for themselves. If we don't show courage now, we may not be here tomorrow.
(Board layout: the moon at the center surrounded by six empty holes marked X, labeled "X = Empty without area tile".)
The Canyon (4/5 Players)
Area Tiles: 28/35
Special Rules
- none
There is only one way: to the moon. We have discovered the entrance of the canyon, the trail the dragon has left when it landed on earth. The edges of the canyon are miles above us, it's either backwards or forwards, but it cannot be avoided. We must devote all our strength to what lies ahead.
(Board layout: the moon at the center with a long narrow canyon-shaped corridor of area tiles branching off, extended further for 5 players.)
Full Moon Down (5 Players)
Area Tiles: 35
Special Rules
- 2 x radioactive areas, 4 x fertile ground
It's a battle for supremacy in the world after the Moonfall. The ocean floor has risen and we are not the only ones who have come here. On the horizon we can already see the enemies, they are making their way to the moon or taking possession of land here in the plain. If we are to survive, we must act now. Now we must prove our strength and get as much land under our control as possible!
(Board layout: the moon at the center surrounded by area tiles, with 2 radioactive areas and 4 fertile ground areas placed symmetrically around it.)
2 Player
TSUKUYUMI - FULL MOON DOWN can be played with 2 players, by making use of the special 2 Player cards included in the game. Each faction has their own 2 victory cards that indicate the conditions that need to be met in order to earn victory points. Moreover, the 2 Player action cards replace the regular action cards.
Example victory card entries (2-player victory card):
- FAULT CORRECTION (3) — Control the moon centre at the end of your last red phase of the game.
- KAMI OF THE MOUNTAINS (2) — Each conquered mountain range is worth 2 VP at the end of your last red phase of the game.
- PURITY OF HOME (3) — You receive 3 VP if your homezone has never been entered by enemy units.
Goal of the Game
The player with the most victory points after 3 rounds wins.
Victory Points
A faction can only earn victory points through the conditions on the victory cards. Goals, missions, fertile ground, moon centre, faction-specific sources (e.g. combat card A Place of Peace, destroying a Fireborn, etc.) do not earn victory points unless a victory card allows this. Each controlled area is worth 0 victory points at the end of the game unless the victory card stated differently. This also means that even devastated and/or toxic areas can potentially be worth victory points in this game mode.
Game Setup
- Each player chooses a faction of his choice and takes the two victory cards of his faction.
- Place the moon and place an Oni on each moon area.
- Select 2 x fertile grounds, 2 x ocean floors and 2 x mountain ranges and randomly select four more areas. Mix and place the pile between you. Now alternately drawing and placing these 10 areas, starting with the player with the lowest initiative. Every new area must at least touch one existing area tile.
- In initiative order, place your homezone, your starting lineup and mark a single starting area with a territory marker.
- Take ONLY the action cards of the 2 Player Version, shuffle them and give each player 6 cards. Note that the bold changes in status on the cards Observation, Suppression and Lack of Resources are effective immediately, even if it would be your opponents turn before yours.
- Lay out the event cards, neutral markers, Oni and the initiative board, as well as the victory point board as usual.
Notice: No mission cards or goals are used! One factions which have special 2 player cards can be used in the 2 player game mode. The following modules can not be used with the 2 player version: Alternative goals, faction events, leadership cards
You are now ready to play.
Credits
KING RACOON GAMES
| Role | Credit |
|---|---|
| Gamedesign/Artwork/Worldbuilding | Felix Mertikat |
| Additional Game Design | Till Bröstl |
| Rules/Text | Felix Mertikat, Verena Klinke, Maxine Metzger |
| Graphic Design/Layout | Maxine Metzger |
| Additional Graphics | Oliver Graute |
| Authors of the Comics | Andrea Bottlinger, André Wiesler, Bernhard Hennen, Bernd Perplies, Verena Klinke |
| Translation | Paul Richards, Maxine Metzger |
| Errata | Carsten Ullrich, Oliver Palisch, Johannes Forster |
King Racoon Games says special thanks to Jasmin Mertikat, Fabian Mertikat, Johannes May, Sarah Merabet, Daniel Sartor, Max Höllen, Domi Caina, Mathias Kwapil, Christophe Pfister, Bernd Perplies, Ric Wagner, Thorsten Fietzek, Marcela Neron, Oliver Scheel, Philip Griesbach, Kai Grosskordt, Heiko Eller, Michael Mingers, Anja Bagus, Sam Healey, Paul Lawitzki, Sabrina und Thorsten Fessler, Andreas Harport, Jan Treder, Moritz Metzger, Viriya Kaov, Charnel Nhek, Turgut Bozkurt, Igor Dieterle, Sam Beales.
We would like to thank all our Kickstarter backers for their support.
GREY FOX GAMES
| Role | Credit |
|---|---|
| Product Development | Matt Goldrick |
| Game Development | Josh Lobkowicz, Matt Goldrick |
| Graphic Design | Tyler Myatt, Sarah Lafser |
| Miniature Sculptors | Chad Hovertor, Miguel Migeulon, Gabrielle Lucas, IP Mukhamadeev Rim Faatovich und alle anderen von Punga Miniatures! |
© Tsukuyumi - Full Moon Down Felix Mertikat 2021
Exclusive Content
Not included in a standard base game by default
- 1 Skybound Combat Card, 3 Legendary Oni Cards
- 8 Alternative Goals
- 40 Faction Event Cards
- 6 Oni Power Cards
- 3 Oni Missions
- 10 Epic Event Cards, 1 Kirsten (sic)
- 12 Starting Advantages
- 1 Defiler Oni
- 9 Mascots Miniatures — One for each faction
- 9 Legendary Oni Miniatures — 1 Abyssal, 1 Dark Oberserver, 1 Skybound, 3 Three Shadows, 1 Gambler, 1 Merchant, 1 Ronin
- 4 Kampfgruppe 03 Upgrade Miniatures — 1 Beowulf Upgrade, 1 Freischütz Upgrade, 1 Drachentöter Upgrade, 1 Marduk Upgrade
- Token Miniatures — 5 Tunnel, 5 Boarlords Blockades, 10 Stronghold, 10 Cover, 15 Eggs, 15 Mines, 2 Kaneda, 5 Pistols, 5 MGs, 2 Grenades
Modules
Players may select any number of modules (one, none or you can pick and choose) and integrate them into their game. All modules - unless specified differently - can be combined with each other. There is material for factions, which are not included in the base game, but are already available for purchase.
1. Alternative Goals
Set up Each player receives the alternative goal of their faction before the game is set up. The Jade Sentinels do not have an alternative goal, as their goal is essential to their factions's mechanic and cannot be changed.
Use Each player may decide for themselves whether they want to fulfil the regular or the alternative goal of their faction in this game. Only one goal can be chosen and can't be changed once the game has started.
Example alternative goal cards:
- GOAL: FODDER FOR THE SWARM (2) — Kill at least 6 enemy units in a single round (no Oni). Can be carried out over multiple phases of the same round.
- GOAL: CONQUEST (2) — Control at least 8 areas.
- GOAL: GOAL FINDER (2) — Fulfil at least 3 missions.
- GOAL: MOON FLIGHT (2) — Gain at least 3 Victory Points by controlling the moon's centre.
- GOAL: HOLY RITUAL (2) — The Boarmother as well as all Boarriors and Boarmaidens are in play and in the same area.
- GOAL: WIDE LAND (2) — All Beasts are in play and in your territories.
- GOAL: DEVASTATION (2) — Devastate at least 7 areas. (Homezones do not count.)
- GOAL: WHALE SCHOOL (2) — Control 6 areas and have the Whale King and 3 Young Whales in the same areas.
2. Startvorteile
Set up Shuffle all starting advantage cards and then deal each player a face down card after selecting their faction, and before setting up the remainder of 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.
Example starting advantage card — Rich Harvest: Increase your starting lineup by 2 before the beginning of the game.
3. Epische Ereignisse
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 While the face of an epic event card is red, the back of the card cannot be distinguished from the regular events cards.
If a player draws or turns over an epic event, the epic event must be played immediately (cannot be kept in the players hand). The currently active player executes the action as is listed on the card. Epic events can not trigger other epic events.
Attention! Epic events drastically change the game play and can make the game more unpredictable.
Example epic event cards:
- GAIN OF POWER (EPIC EVENT) — The scales of Tsukuyumi are exposed by the wind and emit their pheromones. The white dragon's sphere of influence is growing relentlessly. Must be played immediately. In the order of the initiative, each player marks any 1 area with Tsukuyumi.
- ROCKFALL (EPIC EVENT) — 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.
4. Faction Events
Set up Each player receives all of their faction events, 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 an advantage for the player. Faction events can only be drawn/played through the Draw/Play Event action, never as a counterattack or through the event card Play it again, Sam!.
Each faction event can only be used once per game.
Example faction event cards: Old Seed, Burrowing Fury, Update 2.1, Secret Operation, Wave of Destruction.
5. Mascots
Set up The mascot is placed as part of the starting units for free at the beginning of the game. This follows all normal unit placement rules.
Use Each mascot has the stats 0 | 5 | 0. If the mascot is still alive at the end of the game, the player receives 1 VP in addition to their other victory points. The only thing that has to be done for this is keeping the mascot alive until the end of the game.
Once a mascot has been destroyed, it cannot come back into play.
Mascots cannot use combat actions/combat cards on their own, they do not posses faction-specific special rules, e.g. no victory points are awarded for destroying the Fireborn mascot and mascots can not use faction-specific counterattacks or defence actions.
The faction mascots are: Medic Drone (Cybersamurai), Lady Bug (Dark Seed), Trudy (Nomads), Kid (Boarlords), Odin (Kampfgruppe 03), Pimon & Tumba (Children of the Lion), Jade Dragon (Jade Sentinels), Dragon Egg (Fireborn), Oscar (Lords of the Lost Sea).
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 draw pile.
The effect of the card applies to the entire current round and applies to every player. There is only ever one Oni Power Card in play. The old card is placed under the draw pile after use.
When Power Cards change the values, properties, or behavior of Oni, they always replace only the rule they influence and leave all other rules as they can be found in the basic rules on page 18f.
Example Oni Power Cards:
- AGILITY — All Small Oni (10 …) area further.
- ASSEMBLE THE FORCES — Place +1 Oni if you have to place Oni (no matter how many).
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 no longer be fulfilled by other players.
The three Oni missions:
- ONI MOON — Conquer the moon's centre with the Oni.
- NEIGHBOUR — Use the Oni to conquer an area adjacent to an enemy homezone.
- EVALUATION — Move an Oni into your own homezone.
8. Legendary Oni
Setup The players decide before the beginning of the game whether they want to play with one or more legendary Oni (keep in mind, only one legendary Oni can be in play at any time).
Use Whenever a play may place Oni, they may choose to place on of the previously agreed on legendary Oni. The respective card explains all special rules of these legendary Oni. If a legendary Oni is destroyed, it (or a differently previously agreed on legendary Oni) can later come into play again.
Example legendary Oni card — Gambler: PLACEMENT: In any homezone, together with 3 medium Oni. Stats: 20 | 20 | 20. SPECIAL RULES: When this Gambler takes part in combat, the active player has to play Jigsame against her. Roll a dice and resolve the effect after combat: 1 – Lose horribly: Lose any 1 of your units. 2 – Lose: The player to your right may draw and play 1 event. 3 – Lose close: Place 1 Oni according to the rules. 4 – Tie: Nothing happens. 5 – Close Win: You may draw and play an event. 6 – Dominant Victory: You may produce units/upgrades worth 2 production value.
Alternative Goals — Detailed Explanation
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. It does not have to be an area controlled by you.
Devastation Only the number of devastated areas count. The type of area or whether you or any other player has territory markers in it does not matter.
Fodder for the Swarm You can use your territory markers to count the number of destroyed units. The losses of the Dark Seed don't matter. The phase in which the destruction took place don't matter, 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 fulfill this goal, all four Boarriors and six Boarmaidens must be produced and placed on the board. It is not enough to place all Boarriors and Boarmaidens that are currently in play in the same area as the Boarmother.
Moon Flight Controlling the center of the moon brings 1 VP every round and 1 VP at the end of the game. Therefore, you have to control the center of the moon at the end of three rounds. If Kampfgruppe 03 receives 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 — Detailed Explanation
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 any faction or unit based movement bonuses (e.g. Wasp, Lt. Dan).
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. This effect may also be applied to your own or other players' starting areas.
Rich Harvest Execute production before the game, but place your units according to the rules for your starting units.
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 is 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.
Event Cards — Detailed Explanation
The following event card is already described in the Codex of the core box, and will not explained here again:
Danger in the Deep follows the same rules as Unstable
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 of the area.
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.
Epic Events — Detailed Explanation
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 The change in the initiative only takes effect on 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 are returned to the supply of the respective faction.
Dragon Blood You cannot get multiple victory points through this event. It's best to place a territory marker next to this event if it has been fulfilled by a player.
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.
Rockfall 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.
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 the space of 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 Other epic events are ignored and put aside. Only after all requested regular events are drawn and executed, shuffle back all epic events drawn.
Earthquake The areas may be rotated as desired. Note that homezones are immune to this effect.
Faction Events — Detailed Explanation
Cybersamurai
Digital Mimicry You may use it to copy your own event card as well as another player's, but not faction or epic events. Note that with Digital Mimicry you only act after the actual event. The copied event cards do not stack.
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 It's sometimes better to save this one for the right time. This does not give you an additional use of the Tetsuo laser. The event does not have to be used next time Tetsuo is used.
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 are not mandatory.
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. 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.
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.
Boarlords
Burrowing for the Mother Each Boarrior may place 3 Terraforming markers in this round. Terraformings are still piece limited, so you may not substitute one marker for another.
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 other players are aware of the effect. All other rules for Terraformings and Strongholds in particular, continue to apply.
For Mother! The increased movement range 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 movement range also applies.
Nomads
Secret Operations The areas do not have to be controlled by you and can also contain units. The area selection is arbitrary. Homezones may not be chosen because they do not count as areas for events. Note that the Mines cannot be used to attack units that have already been placed!
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!
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.
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 affected areas. However, it is still possible to place units in these areas, for example using the Egg markers of the Dark Seed.
Offroad Training The amount of enemy units do not matter as you move through the area. However, the strength of the Nomads' units are still valid for enemy units when they move.
Kampfgruppe 03
Major Rearmament This event means 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 2 places in the initiative order, you are only allowed to 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 with. You may place the area even if you already used one of the two other special abilities.
Savage Soul The increased movement range also applies if the units only move THROUGH the area of the Giraffe, not only if 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 not affected by this event. All markers, e.g. territory markers or Egg markers are also moved. If the are is unstable, the units in the area are also moved.
Ancestral Homeland This card should be left visible to all players when played to note the effect. 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 their full stats, take part in fights, fight by themselves and are allowed to move. If you don't have them under control of your Beastmasters at the beginning of the next round, the regular rules apply.
Sentinels
The Sentinels do not have FACTION EVENTS.
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! 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 movement 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. In addition to normal events, faction events may no longer be played. You are also affected by this event effect. The effect lasts the entire round, until after the red phase of the player who is placed last in the initiative order.
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 don't get any movement for free!
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 to do so. The card is valid for the whole round, i.e. in all phases of the round.
Surprisingly Agile Ignoring the property massive only applies to those Fireborn who are massive. This faction event has no effect on non-massive Fireborn.
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 not applied retroactively and only applies after the event has been played. Fireborn who were killed before this faction event was played still bring victory points.
Oni Power Cards — Detailed Explanation
Agility In this round, the controlling player may move all Small Oni one area further than their action card dictates. Normal movement rules apply.
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.
Strong Defensive The player who chooses for the Oni may choose a second counterattack and also execute it with the Oni or apply it to the attacker.
New Strength The doubled conquest points are awarded to the Oni as both attacker and defender. So if an Oni normally has 10 conquest points, it has 20 points for all concerns in this round.
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 NOT per action. If several players place Oni, each player must place an additional one.
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. This includes their own units, following the shortest possible distance.
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.
Again: if they kill a Fireborn, no Victory Points are granted.
Oni Mission Cards — Detailed Explanation
Oni Moon — Conquer the moon's centre with the Oni. Of course, the center 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.
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 — Use the Oni to conquer an area adjacent to an enemy homezone. You will automatically fulfill 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.
Evaluation — 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.
Legendary Oni
Abyssal
The Abyssal is one of the primordial evils of this world. There are only a few vague rumors about him, but this makes him no less dangerous. He plundered and torched villages in ancient days before Tsukuyumi was banished to the moon. Legends from this time warn of him. He was born from Tsukuyumi's darkest dreams.
His master's banishment only filled the Abyssal's soul with more hate and fury. He unleashes brutal violence when conquering in Tsukuyumi's name. He knows the land, has no fear of resistance and forces all adversaries to capitulate. Be afraid. Once the Abyssal is born, the days of humanity's freedom are counted.
Initial Placement Abyssal must be placed on any moon area except the center of the moon.
Special ability: Additional attack If the Abyssal is in play, every player must, in the Green Phase, execute an additional attack with it and all other Oni in the same area as the Abyssal. As always, the active player may move the Abyssal and any other Oni in its area beforehand, but the Oni must not be split up.
If the Abyssal cannot move to a conquerable area, the attack is not possible. Instead, the active player must move him towards such an area.
Dark Observer
Tsukuyumi's right hand and executioner. The scourge of humanity. She has many names. With stoic calm she leads the Oni armies into battle. They fight for her with such coordination, such passion, it almost seems that the lowly Oni follow the Dark Observer and not the white dragon. Instead of enlarging Tsukuyumi's influrence, they hunt down everything that moves. They kill and devour their prey. If an enemy blunders in her direction, her servants throw themselves in their path. As if led by an invisible hand, giving their lives for their mistress if necessary. She wears carved wooden likenesses of her victims on her belt as trophies. Whether she's an ancient terror or a new nemesis, none can say. Once in her clutches, no one escapes.
Initial Placement Dark Observer must be placed on a moon area.
Special ability: Hunting Party In an attack, Dark Observer and all Oni in the same area cause damage instead of conquering the area. Use the combat card Oni Conquest to choose the counterattack, but instead of conquering the area, cause damage with the Oni units as an action of the attacker. The active player decides if they want to divide up the damage points between multiple enemies.
Only Dark Observer and any Oni in the same area as her follow this special rule; all other Oni execute conquests as usual.
Special ability: Defend the Mistress If the Oni sustain damage, Dark Observer can only be assigned damage if there are no other Oni left in the area.
Skybound
The beating of gigantic wings at dawn are the only warning of this ancient Oni. It is said that when this creature rises, there is famine, destruction and fire soon to follow. Even the Oni fear him. He lives in the sky, lurks in the sun's rays and hunts at night. The Skybound destroyed whole villages with his fire breath, leaving only ruins and rubble behind. He is one of the highest generals in Tsukuyumi's army - the true son of the dragon. A dragon who returned to the dark side of his father. He is the chosen one who will reunite the dragons under his reign, who will make the Earth burn for the highest God.
Platzierung Can be placed in or adjacent to any Tsukuyumi area, except the center of the moon.
Special rules While using Skybound (by itself or along with any other Oni) you always only use the special Skybound combat card instead of the regular Oni combat card. The affected area is then devastated and is flipped to the back side accordingly. This ability can not be applied to homezones. (Devastated areas are worth no victory points in scoring. They may also lose properties or change values.)
Skybound is flying.
The Defiler
Unlike other Oni, the Defiler has a body swollen far past its capability to move. It has become firmly anchored to the moon with its tentacles. Nobody knows its name. Despite it's size, few people have ever seen it. It draws all life from its surroundings, becoming stronger, almost immortal, and leaving behind only a barren wasteland. Its power to direct the Oni hordes makes it one of the highest of Tsukuyumi's Daimyos. Its presence weakens its enemies. A fog of pheromones lies over the land and keeps even the strongest of its enemies far from this cursed place.
Placement The Defiler must always be placed on the center of the moon, with the side with less health points turned up. (Note: The Defiler is not a miniature, but a punch board piece.)
Special rules As long as the Defiler is in play, all Oni and Tsukuyumi areas are unconquerable for players.
The Defiler counts as a unit which cannot move on its own but may be moved through other effects (e.g. Displacement).
The Defiler must be destroyed twice to be removed from the board. Once it's been destroyed, the tile is flipped to show this. Once it is destroyed again, it's removed from the board.
Three Shadows
The Three Shadows are Oni of modern times. They use the art of deception and treachery to serve their needs. Peering from the shadows, they lead their siblings down the paths of shadows to their victims. They know the ways of the unseen world and know how to travel them unharmed. These Lords of Darkness lead the Oni to places and paths that no opposing general would watch out for. The Three Shadows transform your own home into a base of evil. You'll need eyes in the back of your head to know if the shadow is watching you.
Placement Place all three miniatures 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.
Gambler
She rules over one of humanity's last cities, though few know her real name. Wearing a mask to be able to communicate with people. Even though she was no fighter, her weapons remained just as deadly: gambling, booze and lust. People would normally fear an Oni that walks among them, but when she offers a passionate escape from what lay outside the city walls, it's easy to turn a blind eye. She does not fear her subjects. She surrounds herself with the worst of the worst — smugglers, gamblers, bodyguards, fortune hunters. Broken fingers don't hold weapons.
Placement Place the Gambler in any homezone together with 3 Medium Oni.
Special rules If the Gambler is part of combat (regardless if in an Oni attack or a player's) the active player has to roll a dice for the Gambler. Roll 1D6 (not included in the game) and resolve the effect after the attack action.
- Active player loses one unit of their choice.
- The player to the right of the active player may draw and play an event card.
- The active player places 1 Oni according to the rules.
- Nothing happens.
- The active player may draw and play an event card.
- The active player get to produce units/upgrades worth 2 production points.
Merchant
He is not new to the ranks of the Oni. Merchant arose when the first concept of money was invented. Even though he knew not of the white dragon in the moon, he called the first coin of white ivory a "Dragon". People longed for it and started doing all the things Merchant asked them to do to get more. It was he who ushered in one of the most destructive forces of mankind: Greed. In its name, there was murder, death and destruction. Even if Merchant himself never raised a weapon, he killed more people that the dragon lord and all of the Oni put together. As he would say, "All for the favor of the White Dragon Lord".
Placement Place the Merchant Oni in center of the Moon.
Special rules If the Merchant Oni is destroyed, the faction destroying it gets to produce units/upgrades worth 1 production point immediately.
Ronin
The Ronin is actually a set of Siamese twins: one a tactical genius, the other one the perfect hunter. They were never part of any army, but lone wanderers and hunters. Roaming the landscapes, they chased their prey. People, monsters, sentinels or even small Kami would fear the Hunt.
With the return of their father, the dragon has called for order and made them a leader. He wants other Oni to learn their craft and strength, their abilities and speed. They now lead a team of skilled hunters, eliminating the threats that seek to fight their Great Lord.
The Ronin silently hope for that one day when they again can roam the barren landscapes on their own — truly becoming what they already are called: Ronin. Soldiers of no lord. No man's men.
Placement Place the Ronin in a fertile ground tile on the map. If there are no fertile ground tiles on the map, replace one of the existing tiles with a fertile ground tile. Place 1 Medium Oni in each remaining fertile ground tile on the map.
Special rules If the Ronin is activated with the Oni attack action, the Ronin and all other Oni an the same area can move 1 additional area.
Behind the Mask
Since the fall of the Moon, the Oni have been stirring. They confront anyone who attempts to reach Tsukuyumi and battling any force that tries to destroy the Kami. Even in the oldest legends, the Oni appear as "Tsukuyumi's shadow", tormenting humanity since the banishment of the Kami. The ancient chronicles of the Marduk Order speculate about the Oni's connection to a "sky dragon". Kampfgruppe 03 was probably the first enemy to offer resistance to the Oni after the Moonfall. But they were unaware that their oldest archives held information on this seemingly new enemy. For the crimes of the Oni have been reported since the times of Amaterasu: murdering men, abducting women and children.
The Oni seem filled with rage against all creation: they know only destruction and have never built anything that lasts. But it is not just ancient evil that stirs. Since the fall of the Moon, new Oni have just kept on coming. To the scientists of the Cybersamurai, they are human beings, mutated by Tsukuyumi's pheromones. To others, they're faceless, invincible horrors, dealing death silently. But all who have faced them agree that the Oni have become the eyes and ears, as well as the claws and teeth, of the dragon. Impassive but deadly, they defend the fallen Moon and execute their master's orders on the battlefield. Even death cannot stop them: they always return from the beyond – though once it took centuries for them to reappear.
Lower Oni resemble masked, pale humans; their true face has become that of Tsukuyumi, with only a blank, white skull left behind the mask. Over the course of its existence, an Oni distances itself ever further from anything human. Its actions are increasingly determined by the dragon himself. But not every person loses all aspects of their human nature. Some keep the core of their true self and can become Tsukuyumi's most important lieutenants.
The Oni that resemble monsters from ancient legends, that stand out from the mass, are the ones you need to be most wary of. Their abilities are as unique as their masks.
Recently, Tsukuyumi's enemies have been obliged to fight not just the Oni but also the dragon's human followers.
The Nomads in particular have been excelling in this, as has Kampfgruppe 03, which has deleted the term "collateral damage" from its dictionary. There has been a recent upsurge in cults that preach Tsukuyumi's return and await his reawakening. Their devotees long to become Oni themselves: Filled with the "life that hears Tsukuyumi's blessing", they undertake the hazardous journey to the fallen Moon to present themselves as sacrificial offerings in the hope of a new life as Oni – in the service of the dragon. This is a sacrifice that Kampfgruppe 03 would like to prevent – by whatever means necessary...
Overview
(Quick-reference summary, printed on the back cover.)
Type of Area
- Oceanfloor — No special characteristics.
- Fertile Ground — Is worth 2 victory points for the player who has marked it with a territory marker at the end of the game.
- 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 1 additional production point in the Green Phase.
- Devastated Land (Fireborn Expansion) — This area is no longer worth any victory points.
Motion Effects
- Blockade — The area cannot be left/entered in this direction.
Area Properties
- Radioactive — All units in this area will be destroyed at the end of a round.
- Unstable — Events may be played in this area, even if it is occupied.
- Tsukuyumi Area — Oni can be placed in and adjacent to this area.
- Toxic (Expansion: After the Moonfall) — This area is worth no victory points.
Properties of Units
- Flying — Ignore motion effects and enemy units when moving.
- Massive — The movement range per phase is always exactly 1, even if an action card would allow more.
- Productive — This unit grants an additional production point in the green phase.
Victory Points
Permanent Victory Points
- Moon (1) — If a player controls the moon center at the end of a round, they immediately receive 1 victory point.
- Missions (1) — Once a player fulfils the conditions of a mission, they immediately receive 1 victory point.
- Faction-specific Goals (2) — Once a player meets the conditions of their faction goal, they immediately receive 2 victory points.
- Destroying Fireborn (Fireborn Expansion) (1) — Destroying a Fireborn unit instantly earns 1 victory point each.
- Other Sources (X) — Some factions allow you to gain victory points in other ways. (See faction sheets)
Victory Points at the End of the Game
- Controlled Areas (1) — Each area controlled by a player is worth 1 victory point.
- Controlled Fertile Ground (2) — Each fertile ground controlled by a player is worth 2 victory points instead.
- Initiative Placement (X) — 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.
One Round
1. Choose Action Card Each player selects a single card and then passes all remaining cards to the player on their left.
2. Execute
- White Phase
- Blue Phase
- Green Phase
- Red Phase
Each phase is completed before a new phase begins.
The order in which the actions of each phase are used is arbitrary. Exception: In the red phase, movement BEFORE attack.
Actions do not have to be used. Exception: Oni actions must be played.
3. Taking Score The player who controls the moon center at the end of the round gets 1 victory point.
At the end of the round, each player counts their victory points and announces their (preliminary) score.