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

Board Tiles

Board Tiles, as opposed to Instant Action Tiles, are the ones that can be placed on the board. There are 3 types of Board Tiles: Headquarters, Units and Modules.

Headquarters

The HQ is the most important tile in the deck. Each HQ starts the game with 20 HPs, which are reduced by successful enemy hits. If the number falls down to 0, the HQ is destroyed and its owner loses the game. Every HQ of each army has a different special ability. Moreover, each HQ can hit all adjacent enemy units in a Melee Attack with a Strength of 1. A HQ cannot attack another HQ, though. Each HQ has the Initiative of 0 and its special ability does not affect itself.

Moloch HQ's special ability increases all adjacent friendly units ranged attacks' strength by +1.

The Outpost HQ's special ability allows all adjacent friendly units to perform and additional action in the Initiative Phase that follows their last Initiative Phase.

Borgo HQ's spacial ability increases all adjacent friendly units Initiative +1.

The Hegemony HQ's spacial ability increases all adjacent friendly units melee attacks' strength by +1.

Units

The face of each Unit tile shows, apart from their pictures, additional symbols representing types of actions those units can undertake. There are two main symbols in the game – Melee and Ranged attack symbols.


Units with Melee Attacks

Melee Attacks only hit enemies adjacent to the edge with the attack symbol. If a tile has more than one attack symbol, all attacks are performed simultaneously during the Battle. The symbol also shows how powerful the attack is - it indicates its Strength ranging from 1 to 3. All Melee Attacks are automatic.


Units with Ranged Attacks

Ranged Attacks are, simply put, shots fired during the battle. Those attacks hit the first enemy unit in the attacker’s line of sight, no matter how far the unit is. Units shoot over their friendlies, so no friendly fire is taken into account . Friendly units do not obscure line of sight towards enemy units - shots go past or over them. The symbol on the tile indicates the direction of the attack. If a unit has more than one Ranged Attack symbol it shoots in all directions at once during the battle. The symbol also shows how powerful the attack is - it indicates its Strength ranging from 1 to 3. All Ranged Attacks are automatic and the players may not decide not to attack.

Apart from Melee and Ranged Attacks there are also two other directional symbols - Armor and Net symbols.


Units with Armor

Armor decreases the Strength of enemy Ranged Attacks by 1 (and protects from all Strength 1 Ranged Attacks). It does not, however, protect from Melee Attacks. The Armor symbol on the tile indicates which side is protected. If an armored unit is attacked from a different direction than the protected side indicates, the armor has no effect. Armor does not protect from Instant Action Tiles, such as Snipers, Air Strikes or Grenades.


Netfighter units

Net is not an attack, it simply disables adjacent enemy unit. Disabled unit cannot perform any actions like moving, attacking, pushing back, adding bonus abilities or act in any other way. Net symbols indicate the directions in which the net is thrown. Only enemies adjacent to the edges with the Net symbol are disabled. Net disables enemies as soon as the unit with its symbol is placed on the board - not only during the Battle. Nets also affect enemy HQ’s. Players may not choose not to use Nets.

The last kind of symbols are the symbols showing special abilities – Mobility and Toughness.


Units with Mobility

A unit marked with Mobility symbol can move one hex and/or turn freely on the board. A tile may only be moved onto a free hex and all movement is carried out in its controlling player’s turn - not during Battles. A player can move a Mobile unit before or after placing his new tiles on the board. Tile with Mobility may use it only once per turn.


Units with Toughness

If a unit does not have a Toughness symbol, it is removed after receiving a single wound during a Battle. Each Toughness symbol represents an additional wound a unit can sustain before being destroyed. Thus, a unit with two Toughness symbols must receive 3 wounds before it is removed from the board.

Modules

Module tiles are placed on the board like other units and like other units they remain on the board until they are destroyed. They start affecting units as soon as they enter the board and connect to other units. Arrow symbols printed along the edges show the direction Module can be connected to another unit. If a Module has several such symbols, it works in all given directions. If several Modules are connected to one unit, their effects are cumulative. Modules also affect HQ’s.

Officer Modules increase the Strength of friendly units’ attacks - melee or ranged (depending on the Module's symbol).

Scouts increase Initiative values of the units they are connected to.

If a unit with the Medic Module connected suffers one or more hits from a direct attack, Sniper, Air Strike or would be destroyed by a Grenade, all wounds are ignored and the Medic tile takes the damage (and in most cases is destroyed).

Quartermaster Module allows friendly connected unit to exchange one attack of a given type (melee or ranged) for an attack of a different kind, working in the same direction and having the same Strength. I. e. connected unit with one melee attack of Strength 1 may exchange it for a ranged attack with Strength 1.

All friendly units connected to Transport Module can perform an additional Move action and/or turn as if they had Mobility. Transport may not move itself.

Mother Module allows friendly connected units to perform an additional action in the Initiative Phase that follows its last Initiative Phase.

Recon Center Module does not connect with any units. As long as it remains on the board all friendly units using Move or Mobility can move 2 hexes instead of 1.

Saboteur Module connects only to enemy units and decreases their Initiative by 1.

Scoper Module connects to enemy Modules. As long as it stays connected an enemy Module gives bonuses to Outpost's units instead of the enemy's. It does not make an enemy Module to become friendly, so enemy Module may be attacked and destroyed normally.

Prev: Using tilesNext: Instant Actions Tiles