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Tsukuyumi: Sunrise Kingdom

Expansion for Tsukuyumi: Full Moon Down

Tsukuyumi: Sunrise Kingdom Rulebook

Table of Contents

Table of Contents

  • Compatibility
  • Rules Clarifications
    • End of round and scoring
    • Phases
    • Massive
    • Replace area
    • Action Cards
    • Blockades
  • New Rules
    • Property: Burrow
    • 2 VP Marker
  • New Material
    • Card Index
    • Event Cards
    • New Area Property
  • Game Material
  • New Factions
  • Mission Cards
  • Event Cards
  • Modules
    • Gates
      • Setup with gates
    • Amaterasu's Blessings
      • Guardians
      • Blessings
      • Blessing cards
      • Faction-specific blessings
  • Faction Events
    • Circle of the Sun
    • First Guardians
    • Moon Circus
    • Reef Collective
    • Sisters of Seven
  • Alternative Goals
  • Mascots
  • Sisters of Seven
  • Circle of the Sun
  • First Guardians
  • Moon Circus
  • Reef Collective
  • Quick Reference Guide

Compatibility

This expansion requires the base game Tsukuyumi - Full Moon Down. All game elements of this expansion can be combined with all previous modules and expansions with the following restrictions:

  • New factions: All new factions can be combined with the base game, as well as all previously released factions, modules and game modes.
  • Mascots: All new factions have a mascot for the corresponding module, see Mascots below.
  • Faction Events: All new factions come with new faction events, see Codex (After the Moonfall) p. 7.
  • Alternative goals: The Circle of the Sun, First Guardians, Moon Circus and Sisters of Seven come with alternative goals, see Codex (After the Moonfall) p. 6.
  • Module Gates: All previously released factions can be used with the gates module, except for the Dark Crusade. Legendary Oni cannot be used in combination with gates.
  • Module Amaterasu's Blessings: There are special modification cards for Fireborn, Dark Crusade and Sentinels included.
  • New Event Cards: You can shuffle these event cards into the regular event card deck.
  • Amaterasu area property: This area property can be combined with all game modes, as well as all area types.
  • Previous Factions: All previously released factions can be combined with the new factions and modules.
  • Epic Events: If you play with epic events and gates and draw Dragon Blood, discard this card without effect and draw a new one.
  • Event Horizon (separate expansion): All material from Sunrise Kingdom is compatible with Event Horizon.

Rules Clarifications

With more and more expansions, modules and factions, Tsukuyumi has also grown in depth and possibilities. While some rules have proven to be difficult to grasp, others have been adjusted to account for this increase in complexity. These adjustments apply if you use any of the new content of this expansion or not.

End of round and scoring

After the last player played their red phase, proceed like this:

  1. In initiative order, each player checks if they trigger any faction specific end of the round effects like Flaming Skin.
  2. After that, all neutral effects like radioactive trigger.
  3. Then, all players receive VP.

Phases

Consider all players to have all phases: white, blue, green and red, even if their action card does not list them all. For instance, if a player has a bonus that is only usable in the red phase and their card doesn't show a red phase, they may still use it then. Note that there are exceptions from this general rule, e.g. Tetsuo or certain 2 player cards, which explicitly state differently.

Massive

The owner of a massive unit may move it a maximum of 1 area per phase. In addition, they may be moved during counterattacks, displace etc.

Replace area

Some actions or cards allow you to replace an existing area. If not mentioned otherwise, all units, markers etc. are transferred to the new area. If possible, keep the original placement and orientation of markers, e.g. BLOCKADES.

Action Cards

At the beginning of the round, all players place their action cards with the white phase up in front of them. The back of each card is known only to the respective player. After the last player has played their white phase, all action cards are flipped and the back becomes open knowledge.

Blockades

BLOCKADES prevent movement over the red edge in both directions. Movement is prevented no matter the source of the movement, e.g. movement action, counterattack, special ability. Remember that placement does not count as movement, therefore player units (no Oni) can be placed beyond BLOCKADES.

  • There can always be only 1 BLOCKADE (marker or printed), e.g. Reef, BLOCKADE, Pig Blockade, per area edge.
  • Each area can hold max. 5 BLOCKADES (marker or printed).
  • If a new BLOCKADE is placed on top of an existing one, the bottom one gets removed.
  • Printed BLOCKADES are "removed" by placing a passage marker on top.
  • Neutral BLOCKADES can be covered by faction specific BLOCKADES, but not vice versa.
  • Faction specific BLOCKADES cannot be covered by faction specific BLOCKADES.
  • Reefs can be covered by any other BLOCKADE, neutral or faction specific.

Example: This area contains a total of 5 BLOCKADES. The empty edge may not be covered by another BLOCKADE.

New Rules

Property: Burrow

Burrow is a property that causes players to control an area, even if there is an enemy territory marker or if they have none present. This override control is temporary, it lasts as long as the Unit/Reef with burrow is present and does not remove any territory markers.

Areas under the effect of burrow may still be conquered by players or Oni. However, Oni cannot [the codex's sentence breaks off here, followed by the bold lead-in "Pay attention" that is printed as a separate note]. Pay attention if you need to conquer OR control an area for goals, missions etc., since both are not equivalent.

If there are 2 or more factions with burrow in the same area, no one can make use of burrow. Areas under the effect of burrow cannot be chosen as starting areas.

2 VP Marker

An area that contains this marker is worth 2 VP at the end of the game. It does not modify the VP of fertile grounds or devastated areas. This marker can be moved/removed like any other marker and doesn't turn the area into a fertile ground.

If there is a toxic marker and a 2 VP marker in the same area, the toxic marker overrides the 2 VP marker and the area is worth 0 VP at the end of the game.

New Material

Card Index

All Sunrise Kingdom cards are marked with SKXX in the bottom right corner.

Event Cards

Shuffle all event cards from Sunrise Kingdom into the regular event deck. These events can also be used if you are playing without the new factions or modules.

New Area Property

The new area property of Amaterasu is added to the game. This uses the corresponding markers. Amaterasu markers can be moved/removed like any other markers. Some units also have the Amaterasu ability. Treat their area as if it had the Amaterasu property.

Property: Amaterasu. Oni may not conquer areas with the Amaterasu property. They may still be placed in them. If an area with an Oni territory marker gains the Amaterasu property, the Oni territory marker is removed. Amaterasu doesn't prevent placement of Tsukuyumi markers.

Game Material

The codex lists the following components (counts as printed):

  • 96 Territory Markers: 16 Reef Collective, 20 for each other faction.
  • 4 Homezones (double sided): 1 Uluru (Circle of the Sun), 1 Emerald Gate (First Guardians), 1 Station 7 (Sisters of Seven), 1 Primal Reef (Reef Collective).
  • 1 Dreamtime.
  • 10 Event Cards.
  • 5 Initiative Markers, one for each faction.
  • 7 Area Tiles Fertile Ground (double sided), personal supply for Sisters of Seven.
  • 41 Reef Markers (double sided): 5 Spore Reef, 15 Venomous Reef, 16 Armoured Reef, 5 Invasive Reef.
  • 25 Faction Event Cards.
  • 24 Markers: 12 Amaterasu, 12 2-Victory Points.
  • 5 Mission Cards, one for each faction.
  • 4 Alternative Goals: 1 Circle of the Sun, 1 Sisters of Seven, 1 First Guardians, 1 Moon Circus.
  • 5 Faction Sheets (double sided): 1 Reef Collective, 1 Circle of the Sun, 1 Moon Circus, 1 Sisters of Seven, 1 First Guardians.
  • 1 Sentinels Standee: Sansurin.

New Factions

Circle of the Sun. These people answer the call of Gospel Bearer. On their journey, they make large circles and sing the old songs. They receive great power from the formations they form with their Followers and can even turn Oni back into humans. Gospel Bearer herself is instantly reborn after each death and can also bring back fallen Followers. This eternal cycle puts considerable pressure on the Circle of the Sun's enemies. (Complexity rating: symbol omitted.)

First Guardians. The tortoises of the First Guardians have long slumbered in the earth. They are keepers of life itself and are only sighted on the surface in times of greatest need. Burrow allows some Guardians to temporarily overwrite enemy territory markers. Reclaimers can awaken Jade Guardians from their sleep. These ancient creatures will most certainly turn the tide of battle.

Moon Circus. The clowns of the Moon Circus are on a quest to put on the world's last great show, and they're bringing plenty of mayhem with them. They stream onto the board from all directions and crash across the ocean floor in their souped-up carts, always striking right where their enemies least expect it. The Uberclowns have no regard for their own health, they pump themselves full of psychoactive drugs and throw themselves into the middle of the fray. They don't care if they die, as long as they put on a great show.

Reef Collective. The Reef Collective offers a completely new game experience. It doesn't care about the tactical movement of units or the complicated selection of counterattacks. It just wants to spread out. The smaller Reefs steadily grow together to form a gigantic organism that can defend itself with venomous spikes or form insurmountable walls. No matter how much the Reef Collective is pushed back, new Reefs can grow everywhere thanks to its spores.

Sisters of Seven. Highly specialized elite soldiers who dominate the battlefield thanks to heavy combat suits and superior tactics. The suits give their wearers enormous mobility and a variety of special combat cards show off each unit's strengths perfectly. Attacking them is often a fruitless effort, when they displace enemies even before the attack happens.

Mission Cards

As soon as a player accomplishes a mission, they receive 1 victory point as a reward. The five mission cards are:

  • Set Traps: Have at least 3 Oni in areas you control. As soon as a player has a minimum of 3 Oni in areas they control, they receive 1 victory point as a reward. The Oni just have to be there, they do not need to try to conquer any area.
  • Exalted: Fulfill your faction goal. As soon as a player accomplishes their faction goal, they receive 1 victory point as a reward. Can not be scored by factions that do not have a faction goal.
  • Total Chaos: Reach the last place of the initiative order (by movement of the marker). As soon as a player's initiative marker reaches the last place of the initiative order, they receive 1 victory point as a reward. To score this mission, the marker has to be moved there, placement during game setup does not count. It doesn't matter which player moves the marker to score the mission.
  • Nature Reserve: Control an area adjacent to an enemy homezone. As soon as a player controls an area adjacent to an enemy homezone, they receive 1 victory point as a reward. This can happen during game setup. Note: Take into account the new Burrow property.
  • Filled with Pride: Control 2 fertile grounds. As soon as a player controls 2 fertile grounds, they receive 1 victory point as a reward. This can happen during game setup. Note: Take into account the new Burrow property.

Event Cards

The nine event card designs of this expansion are listed below. Event cards are shuffled into the regular event deck (see New Material).

The Way is Blocked / Dead End (event). Close off any side of an area of your choice. Use one of the red BLOCKADE markers from the marker supply. You may also use this effect in areas where there are units and in moon areas. Note that you may cover and remove Reefs this way. Be aware that the maximum number of BLOCKADES of any kind in a single area is 5. (Card face: Place a BLOCKADE marker in any area. Also applicable in occupied or conquered areas and on the moon.)

Breakthrough / On New Ways (event). You may cover a printed BLOCKADE with one of the grey Passage markers or simply remove one BLOCKADE marker. Does not apply to faction specific BLOCKADES (e.g. Blockade of Pigs, Kaneda). Note that you may cover and remove Reefs this way. (Card face: Cover/remove any BLOCKADE. Also applicable in occupied or conquered areas and on the moon.)

Secret Trail (event). After you have played this card, ignore BLOCKADES and enemy units when moving until the end of the round. This applies when taking a movement action, but also when the movement was caused by e.g. a counterattack. You may choose to not use this advantage when another player may move your units. Keep this card in front of you as a reminder until the end of the round. (Card face: Ignore enemy units and BLOCKADES when moving this turn. Keep this card in front of you as a reminder until the end of the round.)

Reflect On Oneself (event). When you play this card, place it in front of you. At any time during your turn, you can decide to discard the card to use your faction effect. (Card face: Use your faction effect immediately. You may play this card at any time, as long as you are the active player.)

Ambush! (event). You may place up to 2 Oni of your choice. You can place them in different areas if you want. If you play with the Legendary Oni module, you can place 1 legendary and 1 regular Oni. (Card face: Immediately place up to 2 Oni of your choice according to the rules.)

Surprise Attack (event). Choose Oni from 1 area, move them up to 1 area and execute 1 attack. (Card face: Choose Oni from 1 area, move them up to 1 area and execute 1 attack.)

Desolation (event). Remove any uncontrolled area without units from the game. Not applicable to moon or gate areas. This may not separate any part of the board from the rest of the board. All markers are returned to their respective supplies. Note that areas with Reefs in them may be removed as long as the Reef Collective does not have a full territory marker there. The Reefs are then returned to the Reef Collective's supply. (Card face: Remove 1 uncontrolled area of your choice without units from the game. This may not separate any part of the board from the rest of the board. All markers are returned to the supply. Not applicable to moon areas and Gates.)

Back to Zero (event). This effect enables you to neutralise a property of your choice from any area. If an area has multiple properties, choose one of them. If the property is printed, place the negation marker over it. If a property was introduced with a marker, simply remove the marker. Cannot be used on territory markers. Does not change the type of area (fertile ground, mountain range, etc.). (Card face: Cover any area property. Use a negation marker. (Radioactive, Tsukuyumi, Unstable, etc.))

Modules

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

Gates

After Amaterasu interfered with the events on Earth, the gates of Earth opened. All the gates, which were previously reserved only for the Sentinels, are now available to all survivors.

The gates module is played without the moon. In addition, the areas can be placed to form isolated islands, so that no coherent board is created. In this case, each island is connected to every other island only by at least one gate. Units of the players can teleport from gate to gate before or after their movement.

Definition. Gates represent their own game material category. They do not count as units, areas, or markers. Abilities or properties that refer to the aforementioned have no relevance to gates: only abilities and properties that explicitly refer to gates can affect gates. In terms of missions, goals and starting units, areas with gates can be considered to be moon areas.

Use of gates. All gates are interconnected and allow players to teleport their units between them. Players may use gates before moving units OR after, but never within a movement action. The decision whether units are teleported before or after applies to the entire phase and to all units. A player may not mix whether some units move before or after teleportation.

  • Teleport BEFORE movement: If units are already in an area with a gate, the player may place any number of their units from areas with gates into other areas with gates BEFORE their actual movement action. This teleport does not count as movement. The player may split their units and place them at different gates. After placing their units at gates, the player may move their units according to their movement action, using the respective new gate area as a starting point.
  • Teleport AFTER movement: If a player moves their units to an area with a gate, they may place any number of their units from areas with gates at other gates AFTER all movement is complete. This does not count as a movement. The player may not move again with those units this turn after that, regardless of the source, and may not use up any remaining movement. All movement points are used up before the teleport. Players have to use the gates right after they end the movement, they cannot e.g. choose to use their combat action first.

Example 1: Ani moves her units to the area with gate A. After completing all movement, she teleports the Uberclown in the area with gate B, the Clown remains in the area of gate A.

Example 2: Cara already has units in the area with gate A. Before her movement action, she places these two units at gate B and takes her movement action.

Gates may only be used when the active player uses a movement action, but not when a movement is triggered by counterattacks or e.g. as a bonus of a combat card (e.g. Nomads, Sisters of Seven) or bonus movement due to an ability.

Properties of gates. Gates are placed in areas during the game setup. These gates are tied to the area and cannot be destroyed, moved to other areas or removed from the game under any circumstances. The area with a gate can be manipulated, conquered, devastated and moved as usual, but never removed. None of this will affect the gate or how it functions. Likewise, markers (territory markers, BLOCKADES, faction-specific markers, etc.) can be placed in an area with a gate. Gates can be chosen as starting areas. All gates work the same way, the different names, sizes and illustrations are merely cosmetic.

Gates and area types and properties. Gates do not change the area type (fertile ground, mountain range, etc.) or existing properties (unstable, etc.) of the area they are placed in. Each gate adds the two properties Tsukuyumi and Amaterasu to the area in which it stands. You may place Oni there or adjacent, but Oni may not conquer that area. These two properties are caused by the gate, thus can never be removed, covered etc. This rule overrides all other rules.

Blockades. BLOCKADES do not hinder the use of gates, but may prevent units from entering or leaving areas with gates.

Oni. Oni may not use gates under any circumstances. They may enter areas with gates, but they may not conquer them.

Sentinels. Units of the Sentinels may use gates as Portals, i.e. they may be placed at any gate before a movement action.

Islands. During setup, players may create different arrangements of area tiles or islands that are not connected to the other areas and are only accessible via a gate. However, all area tiles of each island are always part of the board when effects refer to the board. While each island has its own edge, all edges of all islands count as edges of the board, i.e. for placing homezones or adding new area tiles.

Adding new areas. If any player may add new area tiles during the course of the game due to e.g. a faction ability or event card, all spaces between islands are considered to be infinitely large. Players may not connect islands after the setup has been completed.

Example 3: The 3 "islands" are not connected by area tiles and can only be entered and left by using gates. During the setup, the players decided to connect two islands to a larger one and have 2 smaller islands.

Example 4: Carsten may add a new area and wants to place it at X. Since the space between island A and B is infinitely large, he moves island A to the left to make room for the tile on the table and prevent overlapping. A has been moved to the left to make room on the table for the new tile. There are still two separate islands.

Setup with gates

When playing with gates, modify the game setup as follows. Play WITHOUT the moon.

  1. Choose factions and determine initiative. Each player chooses a faction and takes their materials. Then, each player places their initiative marker on the initiative board. The player with the lowest numeric value goes first, then the second lowest value etc.
  2. Place gates. First, each player draws 8 area tiles at random and forms a stack in front of them. Then the first player (lowest initiative order) takes 4 random tiles from their stack and any 1 gate. Remember that all gates are equal in terms of rules. The first player then places these 4 areas freely on the table and places the gate in one of them. Then the next player proceeds, until all players have placed 4 area tiles and 1 gate each. The tiles placed by each player HAVE to be adjacent to each other and MAY be adjacent to other players' tiles. This way, there can be independent "islands" that are only connected via gates to each other. There is no minimum distance between gates.
  3. Place rest of the areas. Starting with the first player, each player places 2 random area tiles from their stack in initiative order until all tiles have been placed. Place new tiles adjacent to at least 1 existing tile, no matter which player placed it. The gap between different islands is considered to be infinitely large and all players have to agree on if a player wants to connect two islands with a tile. Besides from that, there are no restrictions.
  4. The last gate. The last player now places 1 last gate anywhere in an area tile that does not contain a gate. The number of players defines the number of gates in total:
    • 3 players: 4 gates
    • 4 players: 5 gates
    • 5 players: 6 gates
    • 6 players: 7 gates
  5. Place Oni. In each area with gate, place 1 Small Oni, 1 Medium Oni and 1 Large Oni. If you run out of Large Oni, place 1 Small Oni and 3 Medium Oni instead. This overrides the suggested numbers of Oni for the base game. In addition, use as many Oni as you have.

Amaterasu's Blessings

Today, with the Earth in ruins and Tsukuyumi about to rise, Amaterasu sends her warriors of light back to Earth. The Goddess protects her creation and gives her new gifts to take up the fight against the Oni and face the Dragon. She sends Guardians through the opened gates to bring peace to the Earth and to stand in the way of the blind dragon and his minions in the name of Amaterasu.

Complexity. This module can quite increase the complexity of Tsukuyumi, so we suggest that you make yourself familiar with the base game first and play a couple of rounds before adding Amaterasu's Blessings. Alternative goals, epic events, faction events, mascots and Oni power cards can be combined with this module. We recommend to not combine Amaterasu's Blessings with the starting advantages (both the regular ones and those from the Event Horizon expansion) and leadership cards, as their combination may increase the complexity too much.

Guardians

Guardians are: Baiam, Council of Three, Kaiju, Sun Warriors and Torii No Mori.

Guardians become units of your faction. They have production costs and are activated and controlled by your actions. Move and use them like your own units. Guardians may use gates. Guardians count as units of your faction for every purpose. They may use your combat cards and can benefit from your faction's special abilities with the following exceptions:

  • Dark Seed: Your Guardians don't lay Emergency Eggs and may not hatch from Eggs.
  • Nomads: Guardians may not use any weapons.

Setup. Place Guardians according to the rules for starting units of your faction, i.e. the Moon Circus places Guardians in any border area, the Circle of the Sun in or adjacent to their homezone etc.

Production of Guardians. Destroyed Guardians can come back into play by paying their production costs. The costs are shown on the corresponding card. Place Guardians according to your faction's production rules or in areas with a gate (if you play with the gates module).

Blessings

Each player chooses a unique Amaterasu's Blessing card at the start of the game. They can be permanent benefits, new units joining your faction or combat cards.

Restrictions. Not all factions may choose their blessing freely. The following restrictions apply, which are explained in more detail under Faction-Specific Blessings below.

  • Dark Crusade: The Dark Crusade are too similar to the Oni to receive a blessing from Amaterasu. Instead, they receive the Demonic Evolution card. With this, they can summon legendary Oni to benefit from their special abilities.
  • Fireborn: As dragons, the Fireborn are too close to Tsukuyumi to receive a blessing from Amaterasu. Instead, they receive the Vorkon card and the corresponding unit as another starting unit.
  • First Guardians: Only if the First Guardians have NOT been chosen as a player faction can the Council of Three blessing be chosen.
  • Reef Collective: The Reef Collective may NOT choose a blessing that would give it Guardians, combat cards or units.
  • Sentinels: The Sentinels are already favoured by Amaterasu through their ability to use portals and do not choose an additional blessing. Instead, they receive the Sansurin card and the corresponding unit as another starting unit.

Setup with blessings. After the game setup is complete, the player on 1st place on the initiative board takes all Amaterasu's Blessings cards. This player chooses one of them and places it face up in front of them. They then pass the cards to the next player in initiative order, who also chooses a card. Continue choosing and passing cards until each player has a blessing card in front of them. Keep in mind the faction-specific restrictions mentioned earlier. The unused cards are returned to the box.

Blessing cards

Baiam (Rainbow Serpent). Placement: Place Baiam as one of your starting units. If Baiam was destroyed, you can produce him again for 2 production points. Properties: Burrow. Immune to radioactivity.

  • Remove the taint: Baiam may remove/cover the Tsukuyumi property and Oni territory markers from any area he enters or is placed in. Exception: Moon and gates.
  • Path of Light: Baiam ignores BLOCKADES when moving and transfers this ability to all own units moving into or out of his area.
  • Create new land: In addition to your faction effect, even if you had none before. Place up to 2 areas of your choice from the supply adjacent to Baiam. You can place them in any orientation and beyond BLOCKADES. This ability can only be used in border areas or areas/homezones with a free side. (Card face: "Place 2 new area tiles adjacent to Baiam. Exception: Moon and gates.")

Kaiju (Bringer of Fire). Placement: Place Kaiju as one of your starting units. If Kaiju was destroyed, you can produce him again for 2 production points. Properties: Burrow. Immune to radioactivity.

  • Destroyer of Oni: Kaiju automatically destroys all non-legendary Oni in the areas he enters or is placed in, even if he enters multiple areas in a turn. This happens regardless of the Oni's health points. These Oni are considered destroyed for the player controlling Kaiju. This does not count as combat, so no combat action is required, nor are counterattacks chosen. This ability has no effect on other players' units or markers. If Oni move into the area with Kaiju, they are not automatically destroyed - only when Kaiju moves into an area does this ability activate. Additionally, no Oni may be placed in Kaiju's area or in adjacent areas.
  • Flaming Breath: Each enemy faction or Oni that has units in Kaiju's area at the end of a round will take 20 damage points each (this does not count as a combat action). This damage must be distributed to the weakest units first. In the event of a tie, the affected player decides for themselves.
  • Aggressive: Kaiju has a free combat action in the red phase. This action is not transferable, but all own units in the same area participate.

Torii No Mori (Beholder of Eyes). Placement: Place Torii No Mori as one of your starting units. If Torii No Mori was destroyed, you can produce him again for 2 production points. Properties: Amaterasu. Burrow. Immune to radioactivity.

  • Wandering Gate: If you take a movement action, you may use Torii No Mori before. Take him from the board and place him in any area/homezone of your choice. Then take any number of own units from the board and place them in Torii No Mori's area. From there they may start their movement action. Torii No Mori does not count as a gate from the corresponding module, so neither does his area receive the Amaterasu nor Tsukuyumi properties.
  • Troop Movement: In the red phase, you may decide to replace all of your movement actions of that phase from your action card and other sources with a single 2 movement action, even if you didn't have any movement at all. This action has to be taken before your first combat action. Remember that massive units may only move 1 area per phase.

Sun Warriors. Placement: Place all 3 Sun Warriors as part of your starting units. If a Sun Warrior is destroyed, you can produce all of them again for 2 production points.

  • Production: Pay 2 production points to produce up to 3 Sun Warriors. They can be produced in up to 3 different areas. Sun Warriors already on the board may not be placed again when producing other Sun Warriors. Properties: Amaterasu. Burrow. Immune to radioactivity.
  • Sun's Fury: Your units cause damage.
  • The Sun Warriors have their own defence action and protection value that you may use in their areas instead of your own faction's. As defenders, the Sun Warriors and all own units in their areas may use their special defence action and protection value instead of the ones provided by your faction, and even if your faction has no defence action or protection value.

Council of Three. Placement: Place 1 Jade Guardian of your choice with your starting units. Produce Jade Guardians for 2 production points each. Note: These Guardians can only be chosen when no player is playing First Guardians. May only be chosen if no player picked the First Guardians this game.

  • Production: Pay 2 production points to produce one Jade Guardian of your choice according to your faction's rules. You may produce more than 1 Jade Guardian per round and may produce destroyed Jade Guardians again.
  • Abilities: Use the First Guardians faction sheet for the individual special rules of each council member (Okya, Tortaya and Morgwa). You only get access to the 3 Jade Guardians from the First Guardians. You cannot use their protection value of 10, combat cards, and don't need a Reclaimer to place them. The Council of Three are units of your faction, which means they are not affected by Eternal Enemies when playing against the Fireborn.

Light of Destruction (combat card). Add this combat card to your pool of combat cards to choose from. The first use of this combat card each round does not cost you a combat action. It can be used by any of your units. Cannot be used in homezones. Oni do not choose counterattacks.

  • ANNIHILATION: The first use of this card in every round doesn't cost a combat action. Cannot be used in homezones. Your units cause damage. Inflict +15 additional damage in total for this attack. After that: If this area is devastated you may flip it to its regular side again. Remove any Oni territory marker from this area.
  • 1 Bloom: The defender may remove any 2 Oni (non legendary) from the board. Removed Oni do not count as destroyed Oni.
  • 2 Everything the Light Touches: Place a new ocean floor tile from the supply on the edge of the board and mark it with an Amaterasu property marker.
  • 3 Spark of Life: After this action, the defender may bring any unit from their supply into play using their regular production rules.

Sun Blessing (combat card). Oni cannot enter, conquer, or be placed in areas you control. This also applies to legendary Oni. Your areas may never be the target of an Oni action. However, if you conquer an area with Oni in it, the Oni will remain, they will not be displaced or destroyed. Even the Dark Crusade may not move Oni into your areas.

Descendants of the Sun. Gain this new faction effect if you didn't have one before, or use it in addition to your existing faction effect. Spend 2 production points and produce according to your faction's rules. First Guardians may not place Jade Guardians this way, since they don't require the use of production points.

  • Faction effect: You may use this effect in addition to your own faction effect and even if you don't have one. Effect: Spend 2 production points OR produce any 1 of your units worth up to 3 according to your faction's rules.
  • Reef Collective: For each Spore Reef that you place, you may also place an Invasive Reef in the same area. If the Reef Collective places both their Spore Reefs in the same area, they may also place 2 Invasive Reefs there, too. This addition does not allow you to remove the Invasive Reefs before.

Armour of Light. All own units/Reefs permanently have 5 health points more. This is not a counterattack and can be further increased, for example, by the Protection counterattack. Example: A Dark Seed Worker has 10 health points instead of 5.

Amaterasu's Land. You may permanently ignore the effects of radioactivity, toxic areas give you VP, and you may ignore the minimum conquest value of mountain ranges. The unstable property may not be used by other players when your units/Reefs are in an area - but you may continue to use unstable.

  • For you, the center of the moon is worth 2 VP at the end of each round, and fertile grounds are worth 3 VP for you at the end of the game.
  • Reef Collective: When you're playing as the Reef Collective, you gain regular VP for controlling Tsukuyumi areas, in addition to the advantages mentioned above on the card.

Heir of the Light. Get additional actions in each phase. These are optional, as usual.

  • White Phase: Choose 3 different actions instead of 2.
  • Blue Phase: Draw 1 event card and play up to 1 event card.
  • Green Phase: Gain 1 production point.
  • Red Phase: Either gain 1 movement action OR 1 combat action. Mind that movement actions have to be taken before combat actions.

When you're playing as the Reef Collective, you may use your once per round action group Evolving a second time each round. You cannot use the other actions, since you don't have a white, blue, green or red phase.

Faction-specific blessings

When playing with the Amaterasu's Blessings module, the corresponding factions automatically receive the following cards. They are skipped when choosing blessings. These faction-specific cards cannot be chosen by any other factions.

Dark Crusade: Demonic Evolution. Once per turn, you may pay to produce any 1 (legendary) Oni in your green phase. This card allows the Dark Crusade to produce any Oni units, also legendary Oni. Produced Oni do not become Dark Crusade units as a result, they are controlled by you like regular Oni. Through Demonic Evolution, there can be more than 1 legendary Oni in the game at a time. This also removes the maximum number of Oni. This card works independently from the Legendary Oni module, so the Dark Crusade alone choose if they want to place legendary or non legendary Oni. Amaterasu's Blessings can still be used alongside the Legendary Oni module if all players agree. (Playing the Dark Crusade with Amaterasu's Blessings increases their complexity rating; the rating symbol is omitted.)

  • Production: You can spend production points in your green phase to place any 1 (legendary) Oni. A maximum of 1 Oni can come into play per turn this way.
  • Costs: The required production points depend on the health points of the Oni to be placed: 5-20 health points: 1; 30 health points: 2; more than 30 health points: 3.
  • Placement: You must follow the individual placement rules of the Oni whenever possible. Regular Oni are placed like regular Oni and legendary Oni according to their individual rules. If this is not possible, the legendary Oni may be placed in any border area.
  • Defiler: Defiler may not be placed in areas with Reefs or territory markers. Defiler overrides burrow.

Fireborn: Vorkon - The Destroyer of Worlds. Obtain the new unit Vorkon. If Vorkon is destroyed, he can be produced again for 2 production points. Vorkon counts as a Fireborn unit in all aspects, e.g. he has Flaming Skin, can use the faction specific Defence Action and enemy factions get 1 VP when they destroy him. The Fireborn do not get to choose an Amaterasu's Blessing. When playing with this module, they gain this card instead.

  • Starting units: Place Vorkon as part of your starting units.
  • Special rule: Vorkon cannot grow older and thus has no growth marker.
  • Abilities: When Vorkon enters any area or homezone, you may choose to devastate it for free. This is not an attack, requires no combat action, and enemies do not choose counterattacks. (The Vorkon card itself reads: "When Vorkon enters an area, you may choose to devastate the area for free. Enemies do not choose a counterattack, since it is not an attack.")
  • Massive. Cannot be aged any further.
  • Consider to use your alternative goal when playing with Amaterasu's Blessings, since it depends on devastated areas, see Codex (After the Moonfall) p. 6.

Sentinels: Sansurin - Silver Lance. Obtain the new unit Sansurin. If Sansurin is destroyed, she can be produced again for 2 production points. Sansurin counts as a Sentinels unit in all aspects, but has no cloak marker. The Sentinels do not get to choose an Amaterasu's Blessing. When playing with this module, they gain this card instead.

  • Starting units: Place Sansurin as one of your starting units.
  • Ability: Sansurin may always move up to 2 areas whenever she may move.

Faction Events

Setup. 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.

Circle of the Sun

  • Strong Together. When checking if you have a formation, you may ignore the amount of required units from one area of the formation. The area itself still has to be part of the board. The decision for a formation is final, you can't change your mind and choose another formation. When used for the Transformation, any Oni in the area that doesn't fully meet the requirements cannot be transformed.
  • Praise the Sun. This faction event increases the VP gained from the Circle of the Sun to 3 VP. If there is no Circle of the Sun at the end of the round this event is played, the event is forfeit. There is no replacement.
  • Resurrection. Only Followers that have been destroyed before (that have been placed on Dreamtime) can be resurrected this way. Followers from the supply cannot be placed.
  • The Song Lives in Us. Remove Gospel Bearer from the board and place her in any other area of your choice that contains at least 1 Follower. It doesn't matter how far away the new area is and if there are BLOCKADES in between. It may also be on another island if playing with gates. Remember that placement does not trigger effects like Mines.
  • Transform. Gain Followers based on the Oni with the most health points. You may still only remove Oni from one area.

First Guardians

  • Okya's Children. Only your Guards deal double damage until the end of the round. Okya doesn't have to be in play in order to use this card. If Okya has been awakened this round, each Guard deals (5 base x 2 Okya's Children x 2 Okya's Awakening) 20 points of damage this round.
  • Agility. All of your units may ignore massive this round, which means that they may move more than 1 area per phase if an action allows it.
  • Jade Guardians. Enemy units and Oni may not move into areas with Jade Guardians this round, no matter the source of the movement, e.g. movement action or counterattack. Units that are already standing in an area with a Jade Guardian are not displaced and are not hindered when leaving. This event does not prevent placement, so production is still possible.
  • Old Forces. In this round, the area properties radioactivity and unstable are suppressed in areas where you have units with burrow. No one, not even other players, is affected by these properties.
  • Deeply Buried. For this round, enemies may not execute any event cards in areas with Jade Guardians, target those areas or affect those areas with event cards. This also applies to epic and faction events.

Moon Circus

  • Hidden Oni. Choose another player. This player has to execute 2 Oni conquests, one after the other. Though Oni may enter areas you control, they may not conquer them.
  • Showtime. When playing any further events this round, you may treat all areas as if they had the unstable property. All other requirements and limitations of the cards still have to be considered.
  • Stunt Driver. All of your units may ignore BLOCKADES, not only when moving because of a movement action, but also when choosing an appropriate counterattack for instance.
  • Suddenly Sober. Choose 2 of your Uberclowns at the end of the round. They won't be removed, no matter if they used their additional combat actions or not.
  • Witness Me! Replace any 2 Clowns with 1 Uberclown each. The two Clowns removed do not have to be from the same area.

Reef Collective

  • Toxic Pollen. Other players may no longer play any events, e.g. regular events, faction events or epic events this round. You may still play event cards.
  • Pointed Spikes. Each of your Venomous Reefs inflicts a total of 20 points of damage this round. Add up the damage of all Venomous Reefs in an area as usual.
  • Natural Adaptation. With this event, you may use the Evolving action group twice this round. If you also chose Heir of the Light as Amaterasu's Blessing, you may choose Evolving three times this round.
  • Growth. Place any 1 Reef (also Spore Reef) from the supply in any area. It does not have to be placed adjacent to an existing Reef. The restriction of max. 5 BLOCKADES per area still applies!
  • Hard Shell. Each of your Armoured Reefs has a total of 30 health points this round.

Sisters of Seven

  • Path of Destruction. Immediately play the Railgun combat card in the area with Empress without spending a combat action. This does not count against its once per round use.
  • Motion Advantage. Whenever your units are allowed to move this turn (movement action, counterattack, etc.) they may move +1 additional area. If an opponent may move your units, you may choose not to use Motion Advantage.
  • Promotion. You may replace any 1 Reaver anywhere on the board with 1 Mistress or Empress from your supply.
  • Well Equipped. This faction event allows you to play the Nanoforming combat card a second time this round.
  • Elite Attack. You can immediately take 1 combat action in any area when you play this card.

Alternative Goals

Setup. Each player receives the alternative goal of their faction before the game is setup.

Use. Each player may decide for themselves whether they want to accomplish the regular or the alternative goal of their faction in this game. They must decide before the start of the game, but only after the placement. Once a decision is made, it cannot be changed in the game.

The codex prints the four alternative goals on the page without faction headings. They are grouped below in the order of the components list (Circle of the Sun, Sisters of Seven, First Guardians, Moon Circus), which matches the faction icons on the goal cards.

  • For Mother Sun (Circle of the Sun). Use The Transformation to place at least 7 Followers. (Possible over several rounds.) It is irrelevant how many turns and rounds it takes and also from which kind of Oni these Followers are created from. You can use your territory markers to keep track of how many Followers you created.
  • Gathering the Old (Sisters of Seven). This objective is fulfilled immediately after the 7th Oni has been destroyed. It doesn't matter which Oni it is, and even legendary Oni count towards this goal.
  • Create a Paradise (First Guardians). This condition is scored at the end of the round in Step 3: Players receive VP. If you are playing with Amaterasu's Blessings and you have units with Burrow, you can use them to accomplish this goal. Each area must have adjacency with at least one other controlled fertile ground and they all have to be connected in this way to qualify for this goal.
  • Give and Take (Moon Circus). This goal can only be accomplished during your faction effect. Remove 3 of your territory markers from the board and gain 2 VP. Then name another player who also gains 2 VP. You don't need to sacrifice any other action for this.

Mascots

Setup. 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 possess faction-specific special rules, e.g. no victory points are awarded for destroying the Fireborn mascot, and mascots cannot use faction-specific counterattacks like Defence Action or the faction effect.

The five mascots are: Littlefoot (Circle of the Sun), Quirin (First Guardians), Crash Mc Thunder (Moon Circus), Oyster (Reef Collective) and Mateusz (Sisters of Seven).

Sisters of Seven

Highly specialized elite soldiers who dominate the battlefield thanks to heavy combat suits and superior tactics.

  • Starting Areas. Note that you only start with a single starting area. Choose any area without enemy units or territory marker next to your homezone and replace it with a fertile ground from your supply.
  • Displacement. A lot of effects allow you to displace enemy units/Oni. You always decide which units are displaced and into which areas. Never displace over BLOCKADES - even flying units cannot be displaced that way. With your Defence Action you may also displace units of other defenders, not just units of the attacker.
  • Mistress Displacement. Note that you may only displace units from the area where you end your movement. Units in areas you have crossed in this movement cannot be displaced.
  • Defence Order. Only the combat values of those units left in the area are compared and only those can choose counterattacks. Note that Defence Order is executed before the attacker's effect! This can lead to a situation in which the attacker does not have any units left in that area to execute the attack at all. In this case the combat action is lost without any benefit for the attacker. Make sure that all players at the table understand this concept.
  • Railgun. Railgun never inflicts damage to your own units and may also affect homezones. Using Railgun from your faction effect does not count against your once per round of the combat card. Railgun cannot be fired over a gap in the board or cross the board edge. If you play with gates your range is the outer edge of the island Empress is currently located on. Railgun deals 10 points of damage, they are not being increased by units.
  • Example: The red arrows mark the two possible ways to deal damage with the Railgun. The areas of the other islands are not affected.
  • Technological Override. Units in the area with Cybear or in adjacent areas cannot be affected by enemy faction effects. For instance, units of the Lords of the Lost Sea in those areas don't allow the player to draw event cards and units of the Sentinels don't recover their cloak markers due to their faction effect. Technological Override only prevents Oni Conquest, other Oni combat cards like Skybound Attack can still be used.

Circle of the Sun

The Sun Goddess' chosen people walk their way to the moon, creating areas of peace and freedom. The sun's blessings drive away the Oni from the sacred land and the Gospel Bearers knows the old legends and songs. Walk on to peace.

Formations. Formations are your key mechanic. They are formed by positioning or moving your units in specific patterns. Each formation is defined by a pattern of areas (hexes) and a minimum number of required units for each area (number). It's only important that you have the required number of units in each area: it doesn't matter who controls them or if there are also enemy units present. Guardians may be used to form formations. Use formation markers to visualize the areas that are part of a formation. These markers are only visual helpers and don't count as markers in terms of game material. They are tied to each formation and are only removed if the formation is broken.

  • The Circle of the Sun. Gain 2 instant VP at the end of each round that you have this formation before neutral end of round effects. (Formation: six areas arranged in a ring around a hollow centre, with 1 unit required in each area.)
  • The Transformation. Use this effect if you hold this formation anytime during your Red Phase. Remove any 1 Oni (normal or legendary) from 1 area that is part of this formation. Place 1 Follower from your supply in the same area for each 10 health points the Oni has. Remember that you may move your Followers from Dreamtime to your supply at any time. Oni that are removed this way do not count as destroyed by you. Example: You remove a Medium Oni with 20 health points. You may place 2 Followers in the same area. Defiler: Remove him completely and gain Followers according to the side currently face up. (Formation: four areas, requiring 1, 1, 2 and 2 units respectively.)
  • The Great Snake. This formation provides different bonuses in different phases. You may use each bonus once per phase if you hold the formation then: it doesn't matter if you form the formation during the round or if you break it after you used its bonus. Note that you gain additional actions to the ones on your action card. You may play your actions in any order, and use them even if the corresponding phase is not listed on your action card. (Formation: three areas, requiring 2, 3 and 2 units.)

Dreamtime. When a Follower is destroyed, place them on Dreamtime from where they can be reborn. Dreamtime serves as a visual reminder for how many destroyed Followers you have at any given time. It is not part of the board or supply and cannot be entered by any other unit under any circumstances. Placing Followers from Dreamtime onto the board does not cost any production points. If you want to produce Followers with production points, you can always move them from Dreamtime to your supply to make them available.

Gospel Bearer. Gospel Bearer is the spiritual leader of the Circle of the Sun. Whenever she gets destroyed or removed, she'll automatically be placed on the board after the active player's turn. She cannot be produced with production points.

Goal of the Circle of the Sun: Land for the Sun. This goal is achieved when you have conquered a total of 5 areas controlled by other players. Oni areas do not count. It is possible to achieve this goal over several rounds. Keep in mind that you can conquer areas while enemy units are using burrow, even if you don't control them afterwards.

First Guardians

The descendants of the first Guardians must find and awake the old saviours. Once all guards are awakened, the Oni can be pushed back to the holes from which they came.

  • Jade Guardians. Okya, Tortaya and Morgwa are your Jade Guardians. They can never be placed directly on the board, not even through Amaterasu's Blessings. Instead, they require the use of the corresponding Awaken the Guardian combat card played by a Reclaimer. Remember that those combat cards have limited uses: each can only be used once per game. If you lose a Jade Guardian, there is no way to bring them back! Remember that only one Jade Guardian can be awakened per round, so keep in mind to use the special Awaken the Guardian combat cards.
  • Massive. All of your units (except mascot) are massive.
  • Burrow. Your Reclaimers and Jade Guardians all have the new burrow property. Use this to control key areas without having to spend a combat action to conquer them.
  • Okya. All own units in the same area as Okya and all adjacent areas are immune to radioactivity. When awakening Okya, deal 200 damage in the area. Your units present do not contribute additional damage. After that, you gain a free combat action in any other area. Remember that your units deal double damage, even when they cause damage during a counterattack.
  • Tortaya. Tortaya may ignore BLOCKADES when moving. When awakening Tortaya, you may move all your units up to 1 area. This movement is not prevented by the movement before combat restriction in the red phase. If your units move out of Tortaya's area when awakening her, they are still affected by counterattacks from the combat card "Awaken the Guardian".
  • Morgwa. Whenever you produce new units, you may place them in the same area as Morgwa. She's also needed for your faction effect. When awakening Morgwa, you may choose to replace the area with a fertile ground. In this case, transfer all existing markers to the new area.
  • Faction Effect. Your homezone and the area with Morgwa only count as gates for movement purposes, e.g. you can teleport your units between them, but neither Morgwa's area nor your homezone gain the Tsukuyumi or Amaterasu property. Morgwa cannot use her own gate, but may use other gates.

Moon Circus

Behind you! A three-headed Oni. Never mind. Play on. What's that? Trallalala. Gasoline must run. Take a sniff. Lalala.

  • Uberclowns. Uberclowns can be built for 2 production points or any regular Clown can be replaced by an Uberclown for 1 production point. Each Uberclown provides 1 combat action in the Red Phase and all Uberclowns are removed at the end of each round in Step 1: faction specific effects, regardless of whether they used their free combat action or not. This action is not transferable, but all own units in an area may participate. Choose action cards with faction effect and production points to keep up a steady flow of new Uberclowns. Remember that they are only removed at the end of the round, which means that they may still e.g. choose counterattacks if other players initiate combats after your red phase.
  • Starting units. You neither have a homezone nor mark any starting areas. Instead, choose any 6 border areas and place your units in them.
  • Clear the ring! Take a 1 movement action with units in any area. You may choose the units from the area where the combat took place. Only the units from the chosen area may move up to 1 area. Consider BLOCKADES and the bonus movement from your vehicles.
  • Vehicles. Both your Cars and Bunny Wagons have +2 movement whenever they move. You can decide that the Bunny Wagons' ability to ignore BLOCKADES cannot be used by other players if they are allowed to move your units.
  • Goal of the Moon Circus: No Man's Land. To accomplish this goal, you have to conquer at least 6 areas that are controlled by other players in 1 round. Areas controlled by Oni don't count, but it's possible to conquer areas under the effect of burrow. Try this goal in the first round when you still have your Uberclowns and can place them close to your enemies' areas.

Reef Collective

Slowly. Steadily. Sometimes deadly. The reef is not dead after all. The water may be gone, but this reef lasted for millennia and will always persist. No brain, no queen: the reef is a multi-organism deity that once will have overgrown the known land.

  • Territory Markers. Note that you never conquer an area, but only control it using burrow. See Rules Clarifications and New Rules (Burrow) for all rules concerning burrow.
  • New Reefs. You may not place Reefs when e.g. playing an event card that allows for the placement of a BLOCKADE. You may only place Reefs using your action cards.
  • Units. You cannot control any units besides Oni. If you receive any unit, e.g. when playing with the Mascots module, that unit has to be placed together with your starting units. Your units can only be dealt damage to after all Reefs in their area have been destroyed, except for when the attacker may choose the target. Oyster behaves like a regular unit, e.g. can be displaced and chooses a counterattack when attacked.
  • Starting Units. Areas that contain at least 1 complete territory marker of yours may not be chosen as starting areas by other players.
  • Reefs in combat. As the attacker can decide which Reef receives damage, enemies can destroy Reefs such as to break territory markers on purpose. By re-growing destroyed Reefs territory markers can be rebuilt. When enemies destroy Reefs, they don't count as destroyed enemy units for goals, missions etc.
  • Event Cards. Cards that allow you to remove or cover up BLOCKADES can always be used to remove a Reef. Lords of the Lost Sea: Their ability Cleansing affects all Reefs and they are removed from the respective areas.
  • Reef markers. Every Reef marker (short: Reef) is considered to be a BLOCKADE. The Spore Reef also counts as a BLOCKADE, though it does not prevent movement. Remember that each side of an area can hold up to one Reef/BLOCKADE, see Rules Clarifications (Blockades) for how BLOCKADES work.
  • Missions. By design, you can only accomplish certain missions.

The action groups printed on the three Reef Action Cards read as follows:

  • Evolving (once per round): Use your faction effect. Draw 1 event card and play up to 1 event card. Move up or down 1 space in the initiative order. Mandatory: Place any 1 Oni. Mandatory: Choose Oni from 1 area, move them up to 1 area and execute 1 attack.

  • Emerging: Remove any 1 marker (not territory) from an area with a Reef. Place 1 Reef in an area adjacent to a Reef. Draw 1 event card and play up to 1 event card.

  • Thriving: Place up to 3 Reefs in areas with already existing Reefs. Remove 1 Reef and add it back to the supply. Draw 1 event card and play up to 1 event card.

  • Spreading: Place 1 Reef in an area adjacent to a Reef. Place up to 2 Reefs in areas with already existing Reefs.

  • Growing: Not reproduced. The Growing action group is printed on a card that is hidden under the others in the codex's component photograph and could not be read reliably. See the physical Reef Action Card.

  • Goal of the Reef Collective. You are a reef. You have no goals.

Quick Reference Guide

Type of area

  • Oceanfloor: No special characteristics.
  • Fertile ground: Is worth 2 victory points for the player who controls it 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 one additional production point in the Green Phase.
  • Devastated land (expansion: After the Moonfall): This area is no longer worth any victory points.

Area properties

  • Radioactive: All units in this area will be destroyed at the end of a round.
  • Unstable: All events may be played in this area, even if it is occupied.
  • Tsukuyumi: Oni can be placed in and adjacent to this area.
  • Toxic (expansion: After the Moonfall): This area is worth no victory points.
  • Amaterasu (expansion: Sunrise Kingdom): Oni may not conquer this area.

Motion effects

  • Blockade: The area cannot be left/entered in this direction. Maximum of 5 per area.
  • Flying: Ignore motion effects and enemy units when moving.

Properties of units

  • Massive: The owner of a massive unit may move it a maximum of 1 area per phase. In addition, they may be moved during counterattacks, replace etc.
  • Productive: This unit grants an additional production point in the Green Phase.
  • Burrow: This unit automatically controls the area it is in.
  • Aggressive: This unit has an extra combat action in the Red Phase.
  • Immune to radioactivity: This unit is immune to the effects of radioactive.

Victory points

  • Controlled areas: Each area controlled by a player is worth 1 victory point.
  • Controlled fertile ground: Each fertile ground controlled by a player is worth 2 victory points.
  • Initiative placement: The player who takes first place in the initiative order at the end of the game receives 2 additional victory points, the player who takes second place receives 1 additional victory point.
  • Instant victory points: If a player controls the moon centre at the end of a round, they immediately receive 1 victory point.
  • Missions: Once a player fulfills the conditions of a mission, they immediately receive 1 victory point.
  • Faction-specific goals: Once a player meets the conditions of their faction goal, they immediately receive 2 victory points.
  • Destroying Fireborn (expansion: After the Moonfall): Destroying a Fireborn unit instantly earns 1 victory point each.
  • Other sources: Some factions allow you to gain victory points in other ways (see faction sheets).

Gates

  • Each gate adds the two properties Tsukuyumi and Amaterasu to the area in which it stands. All gates are interconnected and allow players to teleport their units between them.
  • Players may use gates before moving units OR after, but never within a movement action. The decision whether units are teleported before or after applies to the entire phase and to all units. A player may not mix whether some units move before or after teleportation.
  • 2 Player expansion (separate expansion): All new factions can be played in 2 player mode. Note that the Reef Collective comes with only 1 victory card. Gates and Amaterasu's Blessings cannot be used in a 2 player game.
  • Rise of the Moon Princess (separate expansion): The new factions and new modules (Gates and Amaterasu's Blessings) are not yet compatible with the Rise of the Moon Princess expansion. There may be a separate expansion which allows to use them in the future.
  • 1 Fireborn Standee: Vorkon.
  • 6 Amaterasu Standees: 1 Baiam, 1 Torii No Mori, 1 Kaiju, 3 Sun Warriors.
  • 2 Oni Standees: 1 Ronin, 1 Gambler (reprint for components of the Rise of the Moon Princess expansion).
  • 7 Gate Standees.
  • 15 First Guardians Standees: 1 Tortaya, 1 Okya, 1 Morgwa, 3 Reclaimers, 5 Spikemouths, 4 Guards.
  • 13 Formation Markers: 3 Great Snake, 6 Circle of the Sun, 4 Transformation.
  • 25 Circle of the Sun Standees: 1 Gospel Bearer, 24 Followers.
  • 8 Sisters of Seven Standees: 4 Reavers, 2 Mistresses, 1 Cybear, 1 Empress.
  • 27 Moon Circus Standees: 2 Bunny Wagons, 3 Cars, 6 Uberclowns, 16 Clowns.
  • 5 Mascot Standees, one for each faction.
  • 2 Nemesis Cards: 1 Reef Collective, 1 First Guardians.
  • 14 Amaterasu's Blessing Cards: 11 Amaterasu's Blessing, 1 Dark Crusade Demonic Evolution, 1 Fireborn Vorkon, 1 Sentinels Sansurin.
  • 17 Combat Cards: 5 Sisters of Seven, 4 Circle of the Sun, 5 First Guardians, 3 Moon Circus.
  • 3 Reef Action Cards (see Reef Collective).
  • 9 Two-Player Cards: 2 Sisters of Seven, 2 First Guardians, 2 Circle of the Sun, 2 Moon Circus, 1 Reef Collective.
  • Regular setup. Continue with step 3 of the regular game setup. Remember that the border of each island counts as edge of the board, not only when placing homezones.
  • Cybear. Oni cannot conquer Cybear's areas and areas adjacent to it.
  • Goal of the Sisters of Seven: Defend Station 7. Cybear must be involved in these combats. This objective cannot be fulfilled with counterattacks from Oni conquests, since Oni cannot conquer Cybear's and adjacent areas. However, if Cybear deals damage as a counterattack, Oni destroyed in this way count towards the goal.
  • Eternal Enemies. Only if Fireborn are in the game, the following rule applies: Each Fireborn unit (except Mascots) destroyed in a battle involving at least 1 Jade Guardian gives you 2 VP instead of 1 VP. Each Jade Guardian destroyed by the Fireborn gives the Fireborn 1 VP. At the start of the game, give the player of the Fireborn the corresponding Eternal Enemies card as a reminder.
  • Reclaimer. Reclaimers are needed to call the Jade Guardians, so be sure to produce them before. Remember that the total number of Reclaimers and Jade Guardians is limited to 3.
  • Goal of the First Guardians: Reconnaissance. At least two Jade Guardians are needed for this goal. Each of them has to be moved to a different enemy homezone. If there are enemy factions without homezones, consider using your alternative goal instead, see Codex (After the Moonfall) p. 6.
  • Venomous Reefs. Venomous Reefs deal 15 points of damage to each faction that has units in their area and also to Oni. No counterattacks are chosen. Add up all damage from all Venomous Reefs in an area. This happens at the end of a round in Step 2: Neutral Effects before radioactivity triggers. Example: There are 2 Venomous Reefs, 2 Medium Oni and 1 Guard and 1 Spikemouth from the First Guardians. A total of 30 damage has to be distributed amongst the Oni and a total of 30 damage has to be distributed amongst the First Guardians. 1 Medium Oni and the Spikemouth (weakest unit with least health) are destroyed. No counterattacks are chosen.
  • Manipulating Reefs.
    • Flip (anytime; requires no action and can take place outside of your turn): Flip the Reef to its backside without changing its orientation.
    • Replace (requires action from action card): Remove the Reef and place another Reef from the supply in its place.
  • Note on Rocket Attack (Cybersamurai). This marker cancels all Reef's effects like burrow, venomous etc. except for BLOCKADE.
  • Reef Action Cards. You can only ever use the actions on your faction-specific action cards. Choose one group per phase (Evolving, Emerging, Growing, Thriving or Spreading) and play the actions in any order. All actions except for the Oni actions are optional. You do not use phases (white, blue, etc.) and can therefore never be affected by any effect that allows or forbids such phases, i.e. some action cards in the 2 player game.