Table of contents

  1. Introduction
  2. Goal of the game
  3. Game sequence
  4. Using tiles
  5. Board Tiles
  6. Instant Actions Tiles
  7. Battles
  8. Babel 13 - New York and Neojungle
  9. Duel - Smart and Vegas
  10. Steel Police
  11. Dancer
  12. Sharrash
  13. Doomsday Machine
  14. Mississippi

Babel 13

Babel 13, an outpost of New York... day after day it loses contact with its command. Its defenders must face enemies that they haven’t met before: the power of mutated Nature - Neojungle. The new battle starts, in which the stakes are survival. A team of trained soldiers has been sent from New York to help the base’s garrison, but will they succeed in time?


Board Tiles

Venom

If a unit with a venom icon wounds an enemy tile (including HQs) then the wounded tile not only receives the wound as usual, but is also poisoned (shown by a venom icon on it). From now on the poisoned tile receives one wound from the poison at the beginning of each battle (before the initiative phases).


Unit with Venom Attacks

Sharpshooter

A Sharpshooter can choose which enemy unit in the line of fire it shoots. (It does not need to be the first enemy unit.) The armor of the unit being shot at works normally against the shot.


Unit with Sharpshooter Attack

Spy

A Spy can link itself to enemy Modules or HQs as if they were friendly Modules or HQs, automatically receiving their bonuses and benefits (Note that the module can still aid allies that are connected to it). If a Medic module is linked to several units (including a Spy) which all take damage simultaneously, then as usual the module’s owner decides which linked unit will be cured.


Units with Spy

Push Back

The unit with the Push Back can - once during each of his turns - push back one enemy unit freely.


Unit with Push Back

Instant Actions Tiles

Small bomb. It inflicts one wound to every unit (enemy and friendly) which stands on the three hexes under attack. The 3 hexes must be mutually adjacent (as shown on the tile for a Small bomb). All 3 hexes must be on the board. The small bomb does not wound HQs.

Castling. Two adjacent owned units (including HQs) can switch places, but they do not change their facing. Units caught in a net cannot castle.

Foundation Tiles

A Foundation Tile can be placed only on an empty hex. Once it is placed, then any unit (friendly or enemy) can be placed or move onto (or be pushed onto, etc.) a foundation tile normally. Foundation Tiles are not considered units, and they cannot be moved, pushed, netted, taken over etc. They can be destroyed only by Grenade, Air Strike or Small Bomb instant action tiles - together with units placed on them. Foundation Tiles do not block lines of fire: it is possible to shoot over them. A hex with only a Foundation Tile is not considered occupied for purposes of a full board causing a battle.

Mine. If any unit (friendly or enemy) is placed or moved onto a Mine, both the unit and the Mine are automatically destroyed, and are removed from the board. If a Headquarters is placed or moved onto a mine, the Mine is destroyed, but the HQ remains unwounded.

Roots. Roots are part of the Motherland, a passive but hard to remove growth. Roots are not units, so modules cannot be linked to Roots.

Other rules

Prev: BattlesNext: Duel