Undaunted 2200: Revolution
Undaunted 2200: Revolution Rulebook
Table of Contents
Table of Contents
Welcome
This book contains all the rules you need to play any scenario in the game. The rules for the two-player game are covered first. Changes for the four-player team game can be found on p34.
Factions, Sides, Units, and Squads
There are two main factions in the game, each with an associated colour, name, and emblem. The Breakers are yellow and the Lunar Frontier Authority (LFA) are blue. Additional factions are introduced throughout the campaign (Nihabh, RareMetal, Fifth Vector, POSIWID).
Each player (or team, in a four-player game) controls a side, which can contain multiple factions. For the sake of brevity, the side controlling the Breakers faction is referred to as 'the Breakers' (rather than 'the Breakers and their allies') and the side controlling the LFA faction is referred to as 'the LFA'.
A unit is a small group of vehicles (ground or air) or a single, larger transport ship. Each unit is represented by a single combat counter and two to four combat cards.
Units and command cards are divided into two squads (named A and B for both sides). These squads may be referred to by certain card actions.
Components
This section is intended as reference. To get playing faster, go to p10 and refer to this section as needed.
- 122 deck cards: 15 command, 87 combat, 20 discord
- 29 combat counters: 11 ground vehicles, 12 combat ships, 6 transport ships
- 6 cargo displays
- 12 victory point cubes
- 1 initiative marker
- 2 commander markers (used for the four-player game)
- 3 double-sided boards (Earth / Mars, Asteroid Belt / Space Station, Callisto / Moon)
- 15 map tiles: 1 seven-space tile, 1 five-space tile, 3 three-space tiles, 4 two-space tiles, 6 one-space tiles
- 10 objective markers
- 6 supplies markers
- 4 turret / shield generator markers
- 3 hangar markers
- 2 drop zone markers
- 3 no entry markers
- 4 structure markers
- 4 dice
- 1 core rulebook, 1 introductory rulebook, 1 scenario book
- 30 narrative cards
Component Breakdown
Cards
The cards available in your supply and deck are split into command cards and combat cards.
- Command cards represent people and assets away from the fighting, such as commanding officers. They are not represented on the board by combat counters. Command cards are distinguished by the chevron on their initiative banner.
- Combat cards represent the combat vehicles under your command. They are each associated with a combat counter of the same title and squad. Combat cards may represent ground units or air units. Ground units are distinguished by the ground icon. Air units are distinguished by the air icon and the MANOEUVRE action.
Card legend:
- Initiative: the value of the card when used to bid for initiative.
- Title: the role of the person or vehicle.
- Squad: the squad (A or B) that the unit belongs to (if any).
- Promoted: some scenarios ask you to use the promoted version of a card, shown by a promoted icon.
- Faction: the narrative faction that the unit belongs to, shown by the banner colour as well as the icon and abbreviation.
- Name or vehicle class: has no impact on gameplay.
- Combat counter: the type of combat counter linked to this card.
- Card indicator: the number of cards of this type available in the game.
- Actions: the possible actions from playing the card.
Discord Cards
Discord cards in your deck represent breakdowns in communication caused by the chaos of battle. This is made worse by spreading your units over a large area.
- Initiative: the value of the card when used to bid for initiative.
- Title
- Side: the side that the Discord belongs to, shown by the banner colour as well as the icon and abbreviation.
- Card indicator: the number of cards of this type available in the game.
Cargo Displays
Cargo displays track which ground units are being carried by transport ships. They also indicate which actions the carried units can perform. Unlike other cards, cargo displays never go into your deck or supply. Instead, they are placed face up in front of you during setup.
- Title
- Squad: the squad (A or B) that the transport ship belongs to.
- Cargo space: place combat counters here while they are being carried.
- Cargo actions: the possible actions that carried units can perform.
- Class: has no impact on gameplay.
- Faction: the narrative faction that the unit belongs to, shown by the banner colour and icon.
Combat Counters
Combat counters represent units on the board, which you control using your combat cards.
- Type: the unit type (ground unit, combat ship, or transport ship), shown by its shape.
- Title: the role of the vehicle.
- Squad: the squad (A or B) that the unit belongs to.
- Facing direction (air only): the direction the unit is facing, shown by its point.
- Firing lines (air only): the directions the unit can fire in.
- Combat indicator: the type of combat action available (attack or shock) and viable targets (air or ground).
- Defence: the value your opponent must roll to successfully hit this counter with a combat action.
- Status: face-up counters are ready, and face-down counters (with stripes) are suppressed (p24).
- Comms availability: shows whether the unit gives comms or is always in comms (p15).
- Side and Faction: the title banner colour shows the narrative faction, and the base colour shows the controlling side.
There are ground units, air units that are combat ships, and air units that are transport ships.
Boards
Each board is broken up into hexagonal spaces. Any number of units may share a space. The terrain of a space, indicated by its border, can affect movement and combat (p17). The name of the board and a reminder of relevant terrain effects are shown at the bottom of the board.
Map Tiles
The scenario setup may instruct you to place map tiles onto some of the spaces on the board.
- Terrain: the terrain of the spaces on the map tile supersedes the terrain indicated on the board itself.
- Defence: the value you must roll to successfully hit this map tile with a combat action. You cannot target map tiles without a defence value.
- Combat outcome: what happens if you successfully hit this map tile during combat (p24).
Narrative Cards
These cards tell the story for each side in the conflict and direct you through the multiple scenarios in a campaign. Each scenario has two cards associated with it: read the introduction on card A at the start of the scenario, and the outcome on card B at the end.
- Name of the scenario.
- Side this card belongs to.
- Scenario path to reach this point.
- Introduction.
- Outcome (dependent on victory or defeat).
- Next scenario in the campaign or campaign results.
Setup
- Choose a scenario. Follow the guidance in the scenario book on choosing a scenario (p3). Turn to the scenario's spread in the scenario book and read the narrative introduction. Check for any rules reminders or scenario-specific rules before continuing with setup.
- Choose a side. Both players choose a side: LFA or Breakers. Find your side's 2 narrative cards for the chosen scenario and read the introduction on card A. Then take all the cards and combat counters indicated in the scenario book for your chosen side. In later scenarios, this may include units from other factions.
- Place board. Find the board indicated in the scenario book and place it in the middle of the play area.
- Assemble decks. Find the 'starting cards' table in the scenario book for your side. Find all the command cards listed for your side and shuffle them together with two Discord cards and one combat card for each of the units listed in the table. Place these cards in a face-down deck in front of you. Leave a space next to it for a face-up discard pile.
- Assemble supplies. Find all the remaining combat cards for the listed units, as well as the remaining eight Discord cards. Place them face up next to you as a supply, grouping the cards by unit and then by squad. The content of your supply is open information.
- Place cargo displays. Find the cargo displays for your transport ships and place them in front of you, face up.
- Place map tiles. Place any map tiles as indicated in the scenario book. Make sure they are all the correct side up. Place the unused map tiles back in the box.
- Place counters and markers. Place the combat counters, objective markers, and any additional markers onto the board and cargo displays as indicated in the scenario book. Make sure they are all the correct side up. Place the unused counters and markers back in the box.
- Take victory point (VP) cubes. Each player takes a number of VP cubes equal to the scenario's goal. Place them in a supply next to the board. Place the rest back in the box.
- Take initiative. Give the initiative marker to the side indicated in the scenario book.
- Play. Check the victory point conditions for each side, and start round 1.
Customising Your Squads
In all scenario 3s, you must choose which combat units to include in your squads. The scenario will specify the options in RED BOXES. Secretly choose which of these you will include. When doing so, follow the restriction that each squad must include exactly four units with combat counters, including those prescribed by the scenario (in white text). In a four-player game, you may discuss your choices with your teammate.
Complete setup steps 4 and 5 as normal, including the cards for all units prescribed in the scenario as well as for your chosen units.
Place the air combat counters for your chosen units into the same space as their squad's transport ship, facing the same direction as the transport ship.
In step 8, place the ground combat counters for your chosen units onto the cargo display matching their squad's transport ship.
Round Structure
The game is played over a series of rounds. Each round has three phases:
- Draw cards
- Determine initiative
- Player turns
Once the last phase is complete, the round is over and the next round begins. This continues until a player has won.
1. Draw Cards
Both players draw four cards from their deck to form a hand.
Whenever you need to draw a card but your deck is empty, shuffle your discard pile into a deck. Never shuffle the cards in your play area into a deck.
2. Determine Initiative
Both players secretly select one card from their hand and reveal it simultaneously.
The player who selected the card with the highest initiative takes the initiative marker, flipping it to show their side's icon. That player will perform actions first during this round.
In the case of a tie, the player who already has the initiative marker keeps the initiative.
Both players discard their chosen card into their discard pile.
You can select a Discord card to bid for initiative.
Regardless of the card you choose, do not perform an action with the discarded card.
3. Player Turns
The player with the initiative marker plays cards from their hand, one at a time, into a play area in front of them. Playing cards allows players to move units, attack the opposing side, and control objectives.
Once they have no more cards in their hand that they can (or wish to) play, their turn ends. All cards left in their hand and all cards in their play area are moved into that player's discard pile.
You cannot save cards in your hand for future rounds.
The player without the initiative then takes their turn in the same way. After both players have had their turn, the round is over and a new round begins with drawing cards.
Player Turns
Whenever you play a card, use it to do one of the following:
- Perform a card action.
- Rally the unit.
- Hunker down.
Which of these options is available to you is detailed in the sections below.
Discord
Each player starts with two Discord cards in their deck. You may be required to add more Discord cards to your deck during play, as outlined in 'Checking comms' on the next page.
You cannot play Discord cards to perform card actions.
You cannot hunker down with Discord cards. The only way to remove a Discord card from your deck is to take a COORDINATE or SCAN action.
Usually, a Discord card will stay in your hand until the end of your turn, when you will discard it.
Performing a Card Action
All card actions are detailed in the 'Actions' section (p28). The actions available depend on the type of card you have played:
- Command card: choose one of the actions listed on the card.
- Ground combat card: check the location of the combat counter.
- Combat counter on the board: choose one of the actions listed on the card.
- Combat counter on a cargo display: choose one of the actions listed on the cargo display (cargo actions). A ground unit being carried may only take cargo actions.
- Air combat card: you must move the matching combat counter and you may choose one of the actions listed on the combat card. You must declare your chosen action as you play the card.
- If your chosen action is MANOEUVRE, it modifies the movement.
- If your chosen action is a combat action, you may perform the movement and the combat action in either order.
Compulsory movement: air movement is always compulsory, even if no action is chosen.
Some scenarios introduce special actions that you can perform instead of a normal card action. For details of these actions, see a scenario's 'Special rules' section in the scenario book.
Checking Comms
Combat units must be in close communication with transport ships to operate effectively.
A unit is out of comms if its combat counter is more than 2 spaces away from both of its side's transport ship counters (not including the unit's space). If it is within 2 spaces of either of its side's transport ship counters, it is in comms.
Comms are never blocked by terrain. A transport ship still provides comms if the ship is routed or suppressed. Transport ships are always in comms with the ground units they are carrying, and vice versa. Transport ships themselves are also always in comms.
Before you perform a card action (including compulsory air movement) with a combat card, check whether the unit is in comms.
- If the unit is in comms, there is no effect.
- If the unit is out of comms, take a Discord card from your supply and place it in your discard pile. Ignore this effect if there aren't any Discord cards left in your supply.
Example: The LFA player plays their Fighter A card. Before performing the compulsory air movement and optional action, they check if they're in comms. Because the nearest LFA transport ship is 3 spaces away, which is more than the 2-space limit, they must first add a Discord card to their discard pile. After doing that, they perform the compulsory air movement and the optional MANOEUVRE action from their Fighter A card, which brings them into comms for future actions.
Rallying a Unit
Players can suppress and rout counters through combat (p24). You track these statuses with the unit's combat counter: a unit is either ready, suppressed, or routed.
If a unit is suppressed or routed, you cannot perform a card action with its combat cards. You may only play its card for initiative, to hunker down, or to do one of the following:
- Un-rout a routed unit by removing the VP cube from its combat counter and returning it to your opponent. They lose this victory point.
- Ready an un-routed but suppressed unit by flipping its combat counter to its ready side.
Similarly, if a transport ship is suppressed or routed, you cannot perform its cargo actions with its carried ground units. Instead, you may only use these ground units' cards for initiative, to hunker down, or to do one of the following with the carrying transport ship:
- Un-rout the routed transport ship.
- Ready the un-routed but suppressed transport ship.
Do not perform any actions or compulsory air movement when rallying a unit.
Hunkering Down
You can always choose to hunker down a card even if the corresponding combat counter is routed or suppressed.
When you hunker down, return that card to your supply. Do not perform any of the listed actions or the otherwise compulsory air movement. The card will not be part of your deck until you choose to take a BOLSTER action to add it to your deck again.
Hunkering down helps keep your deck cycling quickly, so you can act faster with your most effective units. However, it does make your units more vulnerable to being routed. Be careful when hunkering down with a card that has the BOLSTER action, because you might not be able to add it to your deck later!
Key Concepts
Terrain
The spaces on the board each have a terrain type, indicated by their borders.
If a map tile is placed onto the board, the terrain on the map tile supersedes that indicated on the board. If the map tile is removed during play, use the board. (For example, a map tile can change the terrain of a No Ground space to Obstacle.)
The table below tells you what restrictions apply to each terrain type. The most common terrain, Open Ground, has no restrictions. The movement and combat sections that follow explain all the terrain restrictions. You can find a reminder of the relevant terrain restrictions on the boards, and they are explained in full in the scenario book.
Restrictions that affect movement: No pickup or drop-off; No ground entry; No air entry. Restrictions that affect combat: No ground to ground line of sight; No line of sight; Enclosure.
| Terrain | No pickup or drop-off | No ground entry | No air entry | No ground to ground line of sight | No line of sight | Enclosure |
|---|---|---|---|---|---|---|
| Open ground | ||||||
| No landing | yes | |||||
| No ground | yes | yes | ||||
| Obstacle | yes | yes |
Air Movement
You must move an air unit every time you play its combat card to perform a card action. Move its combat counter between 1 and X spaces in its current facing direction. X is the air movement value shown on its combat card (the MOVE value). The facing direction of an air unit is indicated by the orientation of its combat counter's point (front).
As well as compulsory air movement, playing an air combat card gives you a choice of a MANOEUVRE action or a combat action.
- If you choose a MANOEUVRE action, this modifies the movement by allowing you to change the unit's facing direction during the movement (p31).
- If you choose a combat action, you may perform the compulsory air movement and the combat action in either order. You cannot change the combat counter's facing direction, so the compulsory air movement must be in one straight line.
If you would ever move an air unit's combat counter off the edge of the board or into a space whose terrain blocks air movement (Obstacle and High Enclosure), instead:
- Turn the combat counter one space edge in either direction.
- Perform no more actions or movement with the unit.
- Take a Discord from your supply and place it in your discard pile.
Example: The LFA player has played their Transport A card and must resolve moving their combat counter off the edge of the board. Because they've hit the edge, they cannot continue their movement or perform any card actions.
Transporting Ground Units
Transport ships can carry ground units. This is shown by placing their combat counters on the ship's cargo display.
There is no limit to the number of ground units you can place on a cargo display. You do not need to match the squad of the transport ship with the squads of the ground units being carried.
When you move a transport ship, it carries any ground units on its cargo display with it.
- Pickup: when you pick up a ground unit, take its combat counter from the space containing the transport ship and place it on the transport ship's cargo display.
- Drop-off: when you drop off a ground unit, take its combat counter from the transport ship's cargo display and place it in the space containing the transport ship.
You can pick up and drop off ground units with a transport ship when you perform its MANOEUVRE action (p31). You can also drop off a carried ground unit by performing the DISEMBARK or DROPSHIP cargo actions when playing the ground unit's card (p30).
Example: The LFA player plays the Sky-shot A card. Because the Sky-shot A's combat counter is currently being carried by Transport B, the only actions it can perform are those on the cargo display. They perform the DISEMBARK action, and move the Sky-shot A counter from the cargo display to the space containing Transport B.
Combat
Two basic card actions initiate combat: ATTACK and SHOCK.
Many other card actions initiate combat by instructing you to perform ATTACK or SHOCK actions with various modifications. You can identify these attack-type and shock-type actions by looking at the arrows next to them:
- If the arrow is filled, this is an attack-type action.
- If the arrow is unfilled, this is a shock-type action.
To perform any of these combat actions, take the following steps:
- Identify source
- Choose target
- Determine total defence value
- Roll dice
- Determine results
1. Identify Source
If the action is on a combat card, the source is the matching combat counter.
If the action is on a command card, the source may be another object on the board (a marker or map tile) or there may be no source. See the action listing for details.
You need to know the source to determine which targets are valid and to calculate the defence range bonus.
2. Choose Target
All objects on the board that have a shield X are potential targets for combat actions. These include:
- All combat counters
- Some markers, such as turrets
- Some map tiles, such as space debris
- Terrain areas with a structure marker
Choose a potential target, applying the following restrictions: target type, action type, line of sight, and firing lines.
Target types - air vs ground. The direction of the arrows next to the action on the card indicates the types of objects you can target:
- If the action has the air arrow, it can target objects in the air (air units and space debris tiles).
- If the action has the ground arrow, it can target objects on the ground (all other targetable objects).
- If the action has both arrows together, it can target objects both in the air and on the ground.
- If the action has the arrows separated by a slash, it can target objects either in the air or on the ground.
An air unit does not have to be in the same space as a ground unit to target it.
You cannot target ground units that are on cargo displays. However, you can inflict casualties on them by targeting the matching transport ship (see step 5 below).
Example: The Breakers' Sky-shot A can perform an ATTACK 2 targeting air units, or an ATTACK 1 targeting ground units. The Ground-shot A can ATTACK 2 targeting ground units.
Action types - attack vs shock. The type of action further restricts the target:
- Attack-type actions can target any object.
- Shock-type actions can target combat counters only.
Check line of sight. If the action has a source (see step 1), the source must be able to see the target. For full rules on line of sight, see p25. If the action does not have a source, line of sight does not apply.
Firing lines. The firing lines on air combat counters define virtual paths that radiate out in straight lines from the space it's in. An air unit can target any valid objects in the unit's own space and in all spaces along these paths. These lines are not affected by the presence of other combat counters. Ground units do not have firing lines. They can choose targets in any space.
Example: The Breakers' Ground-shot A and Transport B are both valid targets for the LFA's Bomber A, because they are either in the same space as the Bomber or lie along its firing lines. The Breakers' Sky-shot B is not a valid target.
3. Determine Total Defence Value
Determine the total defence of the target by adding up the following:
- A. The base defence of the target, which is printed on its shield.
- B. The range bonus, equal to the number of spaces between the source and its target. The range may be 0 if the target and source share a space, or if there is no source.
- C. The defence bonus +1 of an allied Nihabh Transport if it is within comms range (2 spaces) of the target.
The Nihabh Transport does not give this defence bonus to itself, enemy combat counters, or any other targetable object. The transport ship still gives a defence bonus when it is suppressed, routed, or both.
Example: The Breakers' Sky-shot B targets Ground-shot A whose total defence equals 9: 6 (base defence) + 2 (range) + 1 (Nihabh Transport bonus).
4. Roll Dice
Roll the number of dice indicated by the value on the action. How many dice are successful does not matter.
If any of the dice rolled show a number that is equal to or greater than the total defence value, the action is successful.
No dice values give an automatic success. It is possible that a combat action has no chance of success.
5. Determine Results
If the combat action was unsuccessful, the action ends.
If the combat action was successful, the results depend on the type of action and the target.
Shock-type actions. If you successfully hit a combat counter with a shock-type action, flip it to its suppressed side. If the combat counter is already suppressed, the action has no effect.
Attack-type actions targeting a combat counter. If you successfully hit a combat counter with an attack-type action, inflict a casualty on the target. Your opponent must find a card that matches the attacked combat counter and place it face down to the side of the play area in a casualty pile. This card will not enter their deck for the rest of the scenario.
- If possible, they must remove the card from their hand.
- Otherwise, they must remove it from their discard pile.
- Otherwise, they must remove it from their deck. They must then shuffle their deck.
If there is more than one matching card in a searched area, the defender may choose which card to place in their casualty pile.
You may check the cards in your casualty pile whenever you like, but you cannot look through your opponent's casualty pile.
If your opponent does not have a matching card in their hand, discard pile, or deck, look at the target's combat counter.
- If it has no VP cube on it, place one of your VP cubes on the target. Do not remove the target counter from the board. The unit is now routed. You have scored a victory point!
- If the target already has one of your VP cubes on it, instead take all its remaining combat cards from the supply and put them back in the box.
- If the target has one of your VP cubes on it and it has no combat cards left in the supply, the action has no effect unless the target is a transport ship and it is carrying ground units. In that case, choose one of the carried ground units and inflict a casualty on it instead, following the steps above.
Attack-type actions targeting objects. If you successfully hit a marker, map tile, or terrain area with an attack-type action, check the icon printed immediately below the object's shield.
- If it is the damaged icon, the object is damaged.
- If it is the destroyed icon, the object is destroyed.
Check the scenario book to see what happens when the object is damaged or destroyed.
Line of Sight
Line of sight may be blocked by certain terrain types, as shown in the table below. Line of sight is never affected by the presence of other combat counters or any other game component.
| Terrain | No ground to ground line of sight | No line of sight | Enclosure |
|---|---|---|---|
| Obstacle | yes | ||
| Low enclosure | yes | yes | |
| High enclosure | yes | yes |
Some terrain types affect the line of sight between objects outside the terrain spaces. The terrain may be low enough that it only affects ground sources aiming at ground targets (no ground to ground line of sight), such as the low domes of Mars. Alternatively, it may be so high that it blocks line of sight for all units (no line of sight), such as the tall canyon walls of Callisto.
Checking Line of Sight for a Ground Source
To check line of sight for a ground source (ground unit or turret), identify all the shortest paths between the source and the potential target by counting the number of spaces between them. Line of sight to a ground object is blocked if all the shortest paths pass through terrain with either no line of sight or no ground to ground line of sight. Line of sight to an air object is blocked if all shortest paths pass through terrain with no line of sight. If any of the shortest paths do not pass through spaces with these icons, there is line of sight.
Example: Obstacles block line of sight to all targets. In situation A, all the shortest paths pass through the Obstacle, so the Ground-shot does not have line of sight on the opponent's ground or air units. In situation B, at least one of the shortest paths is not blocked, so the Ground-shot does have line of sight.
Checking Line of Sight for an Air Unit
To check line of sight for an air unit, identify the firing line that contains the potential target. Line of sight is blocked if the firing line passes through any terrain with no line of sight.
Example: The Breakers' Bomber has line of sight on both the Sky-shot and Ground-shot. It does not have line of sight on the LFA Bomber, because the firing line that passes through it also passes through Obstacle terrain with no line of sight.
Enclosures
Low Enclosure and High Enclosure terrain both affect line of sight between objects inside and outside of them.
- A. Ground sources inside enclosure areas do have line of sight to all other ground sources inside the same area of terrain spaces. They are all in the enclosure together.
- B. Ground sources inside enclosure areas do not have line of sight to any objects outside the area, and vice versa. The enclosure walls or barriers get in the way.
- C. Air units in Low Enclosure terrain spaces are flying above the enclosure, so they do not have line of sight to ground sources inside the same area of Low Enclosure spaces, and vice versa.
Example: The Breakers' Sky-shot is inside a Martian dome, which is a Low Enclosure area. It has line of sight on the LFA Ground-shot, which is in the same area (A). It does not have line of sight of their Sky-shot, which is outside the area (B), or the LFA's Bomber, which is considered to be above the area (C).
Actions
When the name of an action is followed by X, the action has a numerical value. For example, MOVE 1.
When the name of an action is followed by X and a squad letter, the action has a numerical value and is restricted to a particular squad (A or B). For example, BOLSTER 2 (squad A).
When the name of an action is followed by an arrow, the action initiates combat (p20).
ASSAULT
Take a MOVE 1 action with the matching unit, then perform a combat action from this card.
ATTACK X
ATTACK is a basic combat action. The matching combat counter is the source. Choose a single valid object as the target. If successful, inflict a casualty on the target. For full details, see p20.
BLAST X
Choose any space on the board. Perform a series of SHOCK X actions, targeting each combat counter (enemy and friendly, ground and air) in your chosen space and in each adjacent space. Resolve each action in full, one at a time.
These actions have no source: ignore range defence bonuses and line of sight.
BOLSTER X
Take up to X cards from your supply and add them to your discard pile.
If the BOLSTER action specifies a squad, you must take cards from that squad only.
COMMAND X
Draw up to X cards from your deck and add them to your hand. You can play these cards as normal this turn.
If your deck runs out before you finish drawing, shuffle your discard pile into a new face-down deck and continue drawing. Do not shuffle any cards in your play area into your deck.
CONTROL
You can only perform a CONTROL action in a space that contains an objective marker and which you don't already control.
Perform the appropriate action:
- If the space is not already controlled, place a number of your VP cubes on the objective marker equal to its value (1 or 2). You now control the space. The presence of enemy units does not matter in this case.
- If your opponent controls the space and has no un-routed ground units in it, return their VP cubes to them. The space is now uncontrolled. Do not immediately take control of the space. You must take an additional CONTROL action to do so. Air units and routed ground units have no impact on control.
- You cannot perform this action if your opponent controls the space and has un-routed ground units in it.
Example: The LFA player wants to take a CONTROL action with their Ground-shot A. In situation A, they place 1 VP cube onto the objective marker. The presence of the Breaker Sky-shot doesn't stop this. In situation B, they remove the Breaker VP cube. Neither the presence of a Breaker air unit nor of a routed Breaker ground unit stops this. In situation C, they are unable to take the CONTROL action, because the space is controlled by the Breakers who have an un-routed ground unit there.
COORDINATE
Choose a Discord card from your hand and set it aside. It will not be used for the rest of the scenario. Then draw a card from your deck. You can play this card as normal this turn.
If your deck is empty, shuffle your discard pile into a new face-down deck and continue drawing. Do not shuffle any cards in your play area into your deck.
If you have no Discord cards in your hand, you cannot perform this action.
DISEMBARK
This action appears on cargo displays only.
Move this ground unit's combat counter from the cargo display and place it into the space containing the transport ship's combat counter.
Remember, you may only pick up and drop off units in areas with the Open Ground terrain.
Do not move the transport ship's combat counter.
DROPSHIP
This action appears on cargo displays only.
Perform a DISEMBARK action. You may then also take any one action listed on the ground unit's combat card.
DUAL ATTACK X
Perform two ATTACK X actions, resolving them in full, one at a time, with the matching combat counter as the source.
You may target the same object twice. You do not have to declare the target of your second attack until your first attack is complete.
FOCUSED BLAST X
Choose any space with at least one enemy combat counter. Perform a series of SHOCK X actions targeting each of the combat counters (enemy and friendly, ground and air) in your chosen space. Resolve each action in full, one at a time.
These actions have no source: ignore range defence bonuses and line of sight.
HACK X
Perform a SHOCK X action targeting a single combat counter anywhere on the board. You may not target a combat counter on a cargo display.
This action has no source: ignore range defence bonuses and line of sight.
INSPIRE X
Choose up to X combat cards in your play area and add them to your hand. You can play these cards as normal this turn.
If the INSPIRE action specifies a squad, you must choose cards in your play area from that squad only. You may not INSPIRE command cards.
JAM
Take a Discord card from your opponent's supply and place it in their discard pile.
You cannot perform this action if there are no Discord cards in their supply.
MANOEUVRE
The MANOEUVRE action allows you to modify compulsory air movement (see MOVE X below). After each space moved, you may choose to rotate the combat counter 60 degrees to face the space edge immediately to the left or right of its current facing direction.
When a transport ship takes the MANOEUVRE action, it may pick up and drop off any number of ground units across any of the spaces it traverses, including its starting space.
It may not pick up and drop off (or drop off and pick up) the same unit within the same MANOEUVRE action. It may not pick up ground units that are suppressed or routed. It may only pick up and drop off units in spaces with the Open Ground terrain.
Example: The LFA player plays their Transport B card. They choose to take its MANOEUVRE action, which modifies its compulsory movement of 2. They move the counter 1 space, turn left, then move 1 space more and turn right. On the way, it picks up Ground-shot A, so the LFA player places this counter on the ship's cargo display. It cannot pick up Sky-shot B because that unit is suppressed. Transport B also drops off Sky-shot A, placing its counter on the board. They cannot place it in the objective space, as that is No Landing terrain. They also cannot drop off Ground-shot A because it was picked up this turn.
MOVE X (air units)
Move this air unit's combat counter between 1 and X spaces in its current facing direction. This action is compulsory whenever an air unit's card is played. For full air movement rules, see p18.
MOVE X (ground units)
Move this ground unit's combat counter between 1 and X spaces. Ground units can enter any space except those with a No Ground Entry terrain restriction. They also cannot move off the board.
Note that, unlike other Undaunted games, there is no scouting in Undaunted 2200: Revolution.
PILOT
This action appears on cargo displays only.
Move the carrying transport ship's combat counter 1 space in its facing direction. For additional rules on air unit movement, see p18.
After this movement, you may choose to rotate the combat counter 60 degrees to face the space edge immediately to the left or right of its current facing direction.
Do not move this ground unit's combat counter.
This action is not a MANOEUVRE, so you may not pick up or drop off other units.
REMOTE FIRE X
Choose a turret marker. Perform an ATTACK X with the turret as the source.
Turrets are always in comms, so you never need to take a Discord card when you perform this action.
SCAN
Search your hand, deck, and discard pile for Discord cards. Set aside all that you find. They will not be used for the rest of the scenario. Shuffle your deck.
Do not draw any cards.
SHOCK X
SHOCK is a basic combat action. The matching combat counter is the source. Choose a single valid combat counter as the target. If successful, suppress the target. For full details, see p20.
STRIKE X
Choose a debris tile on the board as the source. Choose a single object in an adjacent space as the target. Perform an ATTACK X against the target, taking into account the defence range bonus as normal.
Remove the debris tile from the board and place it back in the box regardless of the outcome (success or failure).
SUPPORT
Take one combat card from your supply and add it to your hand. You can play this card as normal this turn.
You may not choose a command card.
TRIDENT ATTACK X
Perform a series of up to three ATTACK X actions, resolving them in full one at a time. All three ATTACKs must target the same class of objects: ground or air.
Each ATTACK must use a different firing line on the source's combat counter. You may not target multiple objects in the same space or the same object multiple times. When targeting an enemy unit in the same space as the source, you must use the firing line that matches its facing direction for this part of the attack.
Game End
Each scenario specifies a victory point goal that you must reach in order to win.
You win the scenario when you have no more VP cubes in your supply. When one side reaches their goal, the game ends immediately without completing the round.
Use your VP cubes to track your progress towards winning. Place them onto the objectives you control and the enemy units you rout. Return them to the box when you achieve any other scenario-specific scoring opportunities.
In all scenarios, you can score victory points through a combination of controlling objectives and routing your opponent's units. Some scenarios provide additional scoring opportunities, outlined in their special rules.
At the end of the scenario, read the narrative on your B card matching your scenario outcome. It will wrap up the story and direct you to the next scenario in your campaign.
Rules for Four Players
This section explains how to play in teams of two. The game is played in the same way as the two-player game, with the following exceptions.
Setup
Each team of players will play as one of the two sides (the LFA or the Breakers). Each player chooses one of the squads on their side and builds their own starting deck and supply, as outlined in the scenario's 'starting cards' table. They share a supply of six Discord cards with their teammate, and each player starts with two additional Discords in their starting deck.
The player with Squad A starts as the commander and is given the commander marker, as well as the Captain (LFA) or the Supervisor (Breakers) card to put in their deck. The role of commander will alternate between the players throughout the course of the game.
How to Play
As in the two-player game, play takes the form of a series of rounds. Each round consists of the same three phases:
- Draw cards
- Determine initiative
- Player turns
1. Draw Cards
The two commanders draw four cards from their deck to form a hand. The two non-commanders instead draw three cards.
2. Determine Initiative
Only the commanders bid for initiative. They do so exactly as in the two-player game. The team whose commander wins the initiative will take actions first during this round.
3. Player Turns
Players take turns as they would in the two-player game, in the following order:
- The commander of the team with the initiative
- The opposing commander
- The remaining player on the team with the initiative
- The remaining player on the opposing team
Transferring Command
When you would move the Captain (LFA) or the Supervisor (Breakers) into your discard pile for any reason, instead place it in your teammate's discard pile. Then give them the commander marker. From the next round, they will be the commander.
Remember that the commander draws more cards, bids for initiative, and always takes their turn before their teammate.
Changes to Actions
If you are the commander, you can use the BOLSTER, COMMAND, SUPPORT, and SCAN actions on your command cards to target your teammate's supply or deck. Place the cards acquired from these actions into your teammate's hand or discard pile as appropriate (not your own). You must keep to any squad restrictions on BOLSTER and SUPPORT actions.
You may use your transport ship to pick up and drop off your teammate's ground units. They may use their carried ground units to perform cargo actions and to un-rout and ready your transport ship.
The Nihabh Transport's defence bonus boosts defence for all units on your side, regardless of squad.
Game End (Four Players)
There is an additional way in which a four-player game can end. In all scenarios, you win if you and your teammate manage to rout all units belonging to one of your opponents (i.e. all units from a single opposing squad). This includes combat counters that are on the board, those that are on transport ships, and any that were added to the board after setup. It does not include combat counters that were available to a player but were not added to the board.
Communication
Any communication with your teammate must be open, so that your opponents can hear. You may not communicate secretly, and you may not show each other your cards.
Quick Reference
Round Structure (2P)
- Draw Cards. Draw 4 cards to form a hand.
- Determine Initiative. Reveal 1 card simultaneously, highest takes initiative.
- Player Turns. Take turns playing/discarding all cards from your hands to:
- Perform a card action. For combat cards, check comms before performing the action: take a Discord if more than 2 spaces away from both transport ships. For air units, take compulsory air movement as well as an action. For ground units on cargo displays, perform the cargo actions.
- Ready or un-rout the unit.
- Hunker down.
Combat
- Identify Source.
- Choose Target. Take into account: air and ground icons; shock-type actions can target combat counters only; firing lines for air units; line of sight may be blocked by Obstacle, High Enclosure or Low Enclosure terrain.
- Determine Defence. Calculate base X + range X (+1 Nihabh Transport).
- Roll Dice. If any dice face is equal to or greater than the total defence value, the combat action is successful.
- Determine Results.
- Shock-type: flip the targeted counter.
- Attack-type: (a) remove the combat counter's card from their hand, then discard, then deck; (b) rout the unit; (c) remove its cards from the supply; (d) target carried ground units, or no effect.
- Targeting an object: either damage or destroy it.